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 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
31 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 static BOOL
shader_is_pshader_version(enum wined3d_shader_type type
)
44 return type
== WINED3D_SHADER_TYPE_PIXEL
;
47 static BOOL
shader_is_vshader_version(enum wined3d_shader_type type
)
49 return type
== WINED3D_SHADER_TYPE_VERTEX
;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr
)
58 if (!(q
= strstr(p
, "\n")))
70 static void shader_arb_dump_program_source(const char *source
)
73 char *ptr
, *line
, *tmp
;
75 source_size
= strlen(source
) + 1;
76 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
82 memcpy(tmp
, source
, source_size
);
85 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
88 HeapFree(GetProcessHeap(), 0, tmp
);
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader
, enum arb_helper_value value
)
104 if (shader
== WINED3D_SHADER_TYPE_GEOMETRY
)
106 ERR("Geometry shaders are unsupported\n");
110 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
114 case ARB_ZERO
: return "ps_helper_const.x";
115 case ARB_ONE
: return "ps_helper_const.y";
116 case ARB_TWO
: return "coefmul.x";
117 case ARB_0001
: return "ps_helper_const.xxxy";
118 case ARB_EPS
: return "ps_helper_const.z";
126 case ARB_ZERO
: return "helper_const.x";
127 case ARB_ONE
: return "helper_const.y";
128 case ARB_TWO
: return "helper_const.z";
129 case ARB_EPS
: return "helper_const.w";
130 case ARB_0001
: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET
: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader
== WINED3D_SHADER_TYPE_PIXEL
? "pixel" : "vertex", value
);
138 case ARB_ZERO
: return "0.0";
139 case ARB_ONE
: return "1.0";
140 case ARB_TWO
: return "2.0";
141 case ARB_0001
: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS
: return "1e-8";
143 default: return "bad";
147 static inline BOOL
ffp_clip_emul(const struct wined3d_state
*state
)
149 return state
->lowest_disabled_stage
< 7;
152 /* ARB_program_shader private data */
171 struct wined3d_shader_loop_control loop_control
;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super
;
178 /* For ARB we need a offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
185 struct arb_ps_compile_args
187 struct ps_compile_args super
;
189 WORD clip
; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl
[MAX_CONST_I
][3];
193 struct stb_const_desc
195 unsigned char texunit
;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args
;
202 struct arb_ps_np2fixup_info np2fixup_info
;
203 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
204 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
205 UINT int_consts
[MAX_CONST_I
];
208 unsigned char numbumpenvmatconsts
;
212 struct arb_vs_compile_args
214 struct vs_compile_args super
;
220 unsigned char clip_texcoord
;
221 unsigned char clipplane_mask
;
223 DWORD boolclip_compare
;
228 unsigned char samplers
[4];
229 DWORD samplers_compare
;
231 unsigned char loop_ctrl
[MAX_CONST_I
][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args
;
238 UINT int_consts
[MAX_CONST_I
];
240 char need_color_unclamp
;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins
;
250 struct shader_arb_ctx_priv
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
263 const struct arb_vs_compile_args
*cur_vs_args
;
264 const struct arb_ps_compile_args
*cur_ps_args
;
265 const struct arb_ps_compiled_shader
*compiled_fprog
;
266 const struct arb_vs_compiled_shader
*compiled_vprog
;
267 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
268 struct list control_frames
;
272 unsigned int num_loops
, loop_depth
, num_ifcs
;
275 unsigned int vs_clipplanes
;
279 /* For 3.0 vertex shaders */
280 const char *vs_output
[MAX_REG_OUTPUT
];
281 /* For 2.x and earlier vertex shaders */
282 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
284 /* 3.0 pshader input for compatibility with fixed function */
285 const char *ps_input
[MAX_REG_INPUT
];
290 struct wined3d_shader_signature_element
*sig
;
292 struct wine_rb_entry entry
;
295 struct arb_pshader_private
{
296 struct arb_ps_compiled_shader
*gl_shaders
;
297 UINT num_gl_shaders
, shader_array_size
;
298 DWORD input_signature_idx
;
299 DWORD clipplane_emulation
;
303 struct arb_vshader_private
{
304 struct arb_vs_compiled_shader
*gl_shaders
;
305 UINT num_gl_shaders
, shader_array_size
;
309 struct shader_arb_priv
311 GLuint current_vprogram_id
;
312 GLuint current_fprogram_id
;
313 const struct arb_ps_compiled_shader
*compiled_fprog
;
314 const struct arb_vs_compiled_shader
*compiled_vprog
;
315 GLuint depth_blt_vprogram_id
;
316 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
317 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
318 BOOL use_arbfp_fixed_func
;
319 struct wine_rb_tree fragment_shaders
;
320 BOOL last_ps_const_clamped
;
321 BOOL last_vs_color_unclamp
;
323 struct wine_rb_tree signature_tree
;
326 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
327 char *vshader_const_dirty
, *pshader_const_dirty
;
328 const struct wined3d_context
*last_context
;
330 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
331 const struct fragment_pipeline
*fragment_pipe
;
332 BOOL ffp_proj_control
;
335 /* Context activation for state handlers is done by the caller. */
337 static BOOL
need_rel_addr_const(const struct arb_vshader_private
*shader_data
,
338 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
340 if (shader_data
->rel_offset
) return TRUE
;
341 if (!reg_maps
->usesmova
) return FALSE
;
342 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
345 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
346 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
348 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
349 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
352 static BOOL
need_helper_const(const struct arb_vshader_private
*shader_data
,
353 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
355 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) return TRUE
;
356 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
357 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
358 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
359 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
360 if (reg_maps
->usesnrm
) return TRUE
; /* 0.0 */
361 if (reg_maps
->usespow
) return TRUE
; /* EPS, 0.0 and 1.0 */
362 if (reg_maps
->fog
) return TRUE
; /* Clamping fog coord, 0.0 and 1.0 */
366 static unsigned int reserved_vs_const(const struct arb_vshader_private
*shader_data
,
367 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
369 unsigned int ret
= 1;
370 /* We use one PARAM for the pos fixup, and in some cases one to load
371 * some immediate values into the shader. */
372 if (need_helper_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
373 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
377 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
378 * When constant_list == NULL, it will load all the constants.
380 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
381 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
383 /* Context activation is done by the caller. */
384 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader
*shader
,
385 const struct wined3d_gl_info
*gl_info
, GLuint target_type
, unsigned int max_constants
,
386 const float *constants
, char *dirty_consts
)
388 struct wined3d_shader_lconst
*lconst
;
392 if (TRACE_ON(d3d_constants
))
394 for(i
= 0; i
< max_constants
; i
++) {
395 if(!dirty_consts
[i
]) continue;
396 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
397 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
398 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
404 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
405 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& shader
->reg_maps
.shader_version
.major
== 1)
408 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
409 * shaders, the first 8 constants are marked dirty for reload
411 for(; i
< min(8, max_constants
); i
++) {
412 if(!dirty_consts
[i
]) continue;
416 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
417 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
418 else lcl_const
[0] = constants
[j
+ 0];
420 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
421 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
422 else lcl_const
[1] = constants
[j
+ 1];
424 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
425 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
426 else lcl_const
[2] = constants
[j
+ 2];
428 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
429 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
430 else lcl_const
[3] = constants
[j
+ 3];
432 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
435 /* If further constants are dirty, reload them without clamping.
437 * The alternative is not to touch them, but then we cannot reset the dirty constant count
438 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
439 * above would always re-check the first 8 constants since max_constant remains at the init
444 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
446 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
447 * or just reloading *all* constants at once
449 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
451 for(; i
< max_constants
; i
++) {
452 if(!dirty_consts
[i
]) continue;
454 /* Find the next block of dirty constants */
457 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
461 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
464 for(; i
< max_constants
; i
++) {
465 if(dirty_consts
[i
]) {
467 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
471 checkGLcall("glProgramEnvParameter4fvARB()");
473 /* Load immediate constants */
474 if (shader
->load_local_constsF
)
476 if (TRACE_ON(d3d_shader
))
478 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
480 GLfloat
* values
= (GLfloat
*)lconst
->value
;
481 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
482 values
[0], values
[1], values
[2], values
[3]);
485 /* Immediate constants are clamped for 1.X shaders at loading times */
487 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
489 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
490 ret
= max(ret
, lconst
->idx
+ 1);
491 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
493 checkGLcall("glProgramEnvParameter4fvARB()");
494 return ret
; /* The loaded immediate constants need reloading for the next shader */
496 return 0; /* No constants are dirty now */
501 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
503 static void shader_arb_load_np2fixup_constants(void *shader_priv
,
504 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
506 const struct shader_arb_priv
* priv
= shader_priv
;
508 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
509 if (!use_ps(state
)) return;
511 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
512 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
514 WORD active
= fixup
->super
.active
;
515 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
517 for (i
= 0; active
; active
>>= 1, ++i
)
519 const struct wined3d_texture
*tex
= state
->textures
[i
];
520 const unsigned char idx
= fixup
->super
.idx
[i
];
521 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
523 if (!(active
& 1)) continue;
526 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
532 tex_dim
[2] = tex
->pow2_matrix
[0];
533 tex_dim
[3] = tex
->pow2_matrix
[5];
537 tex_dim
[0] = tex
->pow2_matrix
[0];
538 tex_dim
[1] = tex
->pow2_matrix
[5];
542 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
543 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
544 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
549 /* Context activation is done by the caller. */
550 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader
*gl_shader
,
551 const struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT rt_height
)
553 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
556 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
558 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
560 /* The state manager takes care that this function is always called if the bump env matrix changes */
561 const float *data
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_MAT00
];
562 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
563 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
565 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
567 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
568 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
569 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
570 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
572 const float *scale
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_LSCALE
];
573 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
574 gl_shader
->luminanceconst
[i
].const_num
, scale
));
577 checkGLcall("Load bumpmap consts");
579 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
581 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
582 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
587 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
588 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
591 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
592 checkGLcall("y correction loading");
595 if (!gl_shader
->num_int_consts
) return;
597 for(i
= 0; i
< MAX_CONST_I
; i
++)
599 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
602 val
[0] = (float)state
->ps_consts_i
[4 * i
];
603 val
[1] = (float)state
->ps_consts_i
[4 * i
+ 1];
604 val
[2] = (float)state
->ps_consts_i
[4 * i
+ 2];
607 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
610 checkGLcall("Load ps int consts");
613 /* Context activation is done by the caller. */
614 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader
*gl_shader
,
615 const struct wined3d_context
*context
, const struct wined3d_state
*state
)
617 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
618 float position_fixup
[4];
621 /* Upload the position fixup */
622 shader_get_position_fixup(context
, state
, position_fixup
);
623 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
625 if (!gl_shader
->num_int_consts
) return;
627 for(i
= 0; i
< MAX_CONST_I
; i
++)
629 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
632 val
[0] = (float)state
->vs_consts_i
[4 * i
];
633 val
[1] = (float)state
->vs_consts_i
[4 * i
+ 1];
634 val
[2] = (float)state
->vs_consts_i
[4 * i
+ 2];
637 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
640 checkGLcall("Load vs int consts");
643 static void shader_arb_select(const struct wined3d_context
*context
, enum wined3d_shader_mode vertex_mode
,
644 enum wined3d_shader_mode fragment_mode
);
647 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
649 * We only support float constants in ARB at the moment, so don't
650 * worry about the Integers or Booleans
652 /* Context activation is done by the caller (state handler). */
653 static void shader_arb_load_constants_internal(const struct wined3d_context
*context
,
654 BOOL usePixelShader
, BOOL useVertexShader
, BOOL from_shader_select
)
656 struct wined3d_device
*device
= context
->swapchain
->device
;
657 const struct wined3d_stateblock
*stateblock
= device
->stateBlock
;
658 const struct wined3d_state
*state
= &stateblock
->state
;
659 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
660 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
661 struct shader_arb_priv
*priv
= device
->shader_priv
;
663 if (!from_shader_select
)
665 const struct wined3d_shader
*vshader
= state
->vertex_shader
, *pshader
= state
->pixel_shader
;
667 && (stateblock
->changed
.vertexShaderConstantsB
& vshader
->reg_maps
.boolean_constants
668 || (!gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
669 && (stateblock
->changed
.vertexShaderConstantsI
670 & vshader
->reg_maps
.integer_constants
& ~vshader
->reg_maps
.local_int_consts
))))
672 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
673 shader_arb_select(context
,
674 useVertexShader
? WINED3D_SHADER_MODE_SHADER
: WINED3D_SHADER_MODE_FFP
,
675 usePixelShader
? WINED3D_SHADER_MODE_SHADER
: WINED3D_SHADER_MODE_FFP
);
678 && (stateblock
->changed
.pixelShaderConstantsB
& pshader
->reg_maps
.boolean_constants
679 || (!gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
]
680 && (stateblock
->changed
.pixelShaderConstantsI
681 & pshader
->reg_maps
.integer_constants
& ~pshader
->reg_maps
.local_int_consts
))))
683 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
684 shader_arb_select(context
,
685 useVertexShader
? WINED3D_SHADER_MODE_SHADER
: WINED3D_SHADER_MODE_FFP
,
686 usePixelShader
? WINED3D_SHADER_MODE_SHADER
: WINED3D_SHADER_MODE_FFP
);
690 if (context
!= priv
->last_context
)
692 memset(priv
->vshader_const_dirty
, 1,
693 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
694 priv
->highest_dirty_vs_const
= d3d_info
->limits
.vs_uniform_count
;
696 memset(priv
->pshader_const_dirty
, 1,
697 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
698 priv
->highest_dirty_ps_const
= d3d_info
->limits
.ps_uniform_count
;
700 priv
->last_context
= context
;
705 struct wined3d_shader
*vshader
= state
->vertex_shader
;
706 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
708 /* Load DirectX 9 float constants for vertex shader */
709 priv
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
710 priv
->highest_dirty_vs_const
, state
->vs_consts_f
, priv
->vshader_const_dirty
);
711 shader_arb_vs_local_constants(gl_shader
, context
, state
);
716 struct wined3d_shader
*pshader
= state
->pixel_shader
;
717 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
718 UINT rt_height
= state
->fb
->render_targets
[0]->resource
.height
;
720 /* Load DirectX 9 float constants for pixel shader */
721 priv
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
722 priv
->highest_dirty_ps_const
, state
->ps_consts_f
, priv
->pshader_const_dirty
);
723 shader_arb_ps_local_constants(gl_shader
, context
, state
, rt_height
);
727 static void shader_arb_load_constants(const struct wined3d_context
*context
, BOOL ps
, BOOL vs
)
729 shader_arb_load_constants_internal(context
, ps
, vs
, FALSE
);
732 static void shader_arb_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
734 struct wined3d_context
*context
= context_get_current();
735 struct shader_arb_priv
*priv
= device
->shader_priv
;
737 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
738 * context. On a context switch the old context will be fully dirtified */
739 if (!context
|| context
->swapchain
->device
!= device
) return;
741 memset(priv
->vshader_const_dirty
+ start
, 1, sizeof(*priv
->vshader_const_dirty
) * count
);
742 priv
->highest_dirty_vs_const
= max(priv
->highest_dirty_vs_const
, start
+ count
);
745 static void shader_arb_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
747 struct wined3d_context
*context
= context_get_current();
748 struct shader_arb_priv
*priv
= device
->shader_priv
;
750 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
751 * context. On a context switch the old context will be fully dirtified */
752 if (!context
|| context
->swapchain
->device
!= device
) return;
754 memset(priv
->pshader_const_dirty
+ start
, 1, sizeof(*priv
->pshader_const_dirty
) * count
);
755 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, start
+ count
);
758 /* Generate the variable & register declarations for the ARB_vertex_program output target */
759 static void shader_generate_arb_declarations(const struct wined3d_shader
*shader
,
760 const struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_buffer
*buffer
,
761 const struct wined3d_gl_info
*gl_info
, DWORD
*num_clipplanes
,
762 const struct shader_arb_ctx_priv
*ctx
)
765 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
766 const struct wined3d_shader_lconst
*lconst
;
767 unsigned max_constantsF
;
770 /* In pixel shaders, all private constants are program local, we don't need anything
771 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
772 * If we need a private constant the GL implementation will squeeze it in somewhere
774 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
775 * immediate values. The posFixup is loaded using program.env for now, so always
776 * subtract one from the number of constants. If the shader uses indirect addressing,
777 * account for the helper const too because we have to declare all available d3d constants
778 * and don't know which are actually used.
782 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
783 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
784 if (max_constantsF
< 24)
785 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
789 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
790 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
791 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
792 * Also prevents max_constantsF from becoming less than 0 and
794 if (max_constantsF
< 96)
795 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
797 if (reg_maps
->usesrelconstF
)
799 DWORD highest_constf
= 0, clip_limit
;
801 max_constantsF
-= reserved_vs_const(shader_data
, reg_maps
, gl_info
);
802 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
803 max_constantsF
-= gl_info
->reserved_arb_constants
;
805 for (i
= 0; i
< shader
->limits
.constant_float
; ++i
)
808 DWORD shift
= i
& 0x1f;
809 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
812 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
814 if(ctx
->cur_vs_args
->super
.clip_enabled
)
815 clip_limit
= gl_info
->limits
.clipplanes
;
821 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
822 clip_limit
= min(count_bits(mask
), 4);
824 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
825 max_constantsF
-= *num_clipplanes
;
826 if(*num_clipplanes
< clip_limit
)
828 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
833 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
834 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
838 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
840 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
843 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
845 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
848 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
850 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
852 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
856 if (!shader
->load_local_constsF
)
858 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
861 value
= (const float *)lconst
->value
;
862 shader_addline(buffer
, "PARAM C%u = {%.8e, %.8e, %.8e, %.8e};\n", lconst
->idx
,
863 value
[0], value
[1], value
[2], value
[3]);
867 /* After subtracting privately used constants from the hardware limit(they are loaded as
868 * local constants), make sure the shader doesn't violate the env constant limit
872 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
876 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
879 /* Avoid declaring more constants than needed */
880 max_constantsF
= min(max_constantsF
, shader
->limits
.constant_float
);
882 /* we use the array-based constants array if the local constants are marked for loading,
883 * because then we use indirect addressing, or when the local constant list is empty,
884 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
885 * local constants do not declare the loaded constants as an array because ARB compilers usually
886 * do not optimize unused constants away
888 if (reg_maps
->usesrelconstF
)
890 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
891 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
892 max_constantsF
, max_constantsF
- 1);
894 for(i
= 0; i
< max_constantsF
; i
++) {
897 mask
= 1 << (i
& 0x1f);
898 if (!shader_constant_is_local(shader
, i
) && (reg_maps
->constf
[idx
] & mask
))
900 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
906 static const char * const shift_tab
[] = {
907 "dummy", /* 0 (none) */
908 "coefmul.x", /* 1 (x2) */
909 "coefmul.y", /* 2 (x4) */
910 "coefmul.z", /* 3 (x8) */
911 "coefmul.w", /* 4 (x16) */
912 "dummy", /* 5 (x32) */
913 "dummy", /* 6 (x64) */
914 "dummy", /* 7 (x128) */
915 "dummy", /* 8 (d256) */
916 "dummy", /* 9 (d128) */
917 "dummy", /* 10 (d64) */
918 "dummy", /* 11 (d32) */
919 "coefdiv.w", /* 12 (d16) */
920 "coefdiv.z", /* 13 (d8) */
921 "coefdiv.y", /* 14 (d4) */
922 "coefdiv.x" /* 15 (d2) */
925 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
926 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
928 char *ptr
= write_mask
;
930 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
933 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
934 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
935 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
936 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
942 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
944 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
945 * but addressed as "rgba". To fix this we need to swap the register's x
946 * and z components. */
947 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
948 char *ptr
= swizzle_str
;
950 /* swizzle bits fields: wwzzyyxx */
951 DWORD swizzle
= param
->swizzle
;
952 DWORD swizzle_x
= swizzle
& 0x03;
953 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
954 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
955 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
957 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
958 * generate a swizzle string. Unless we need to our own swizzling. */
959 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
962 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
963 *ptr
++ = swizzle_chars
[swizzle_x
];
965 *ptr
++ = swizzle_chars
[swizzle_x
];
966 *ptr
++ = swizzle_chars
[swizzle_y
];
967 *ptr
++ = swizzle_chars
[swizzle_z
];
968 *ptr
++ = swizzle_chars
[swizzle_w
];
975 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
977 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
978 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
980 if (!strcmp(priv
->addr_reg
, src
)) return;
982 strcpy(priv
->addr_reg
, src
);
983 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
986 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
987 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
989 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
990 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
992 /* oPos, oFog and oPts in D3D */
993 static const char * const rastout_reg_names
[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
994 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
995 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
996 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
997 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1003 case WINED3DSPR_TEMP
:
1004 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1007 case WINED3DSPR_INPUT
:
1010 if (reg_maps
->shader_version
.major
< 3)
1012 if (!reg
->idx
[0].offset
)
1013 strcpy(register_name
, "fragment.color.primary");
1015 strcpy(register_name
, "fragment.color.secondary");
1019 if (reg
->idx
[0].rel_addr
)
1022 shader_arb_get_src_param(ins
, reg
->idx
[0].rel_addr
, 0, rel_reg
);
1024 if (!strcmp(rel_reg
, "**aL_emul**"))
1026 DWORD idx
= ctx
->aL
+ reg
->idx
[0].offset
;
1027 if(idx
< MAX_REG_INPUT
)
1029 strcpy(register_name
, ctx
->ps_input
[idx
]);
1033 ERR("Pixel shader input register out of bounds: %u\n", idx
);
1034 sprintf(register_name
, "out_of_bounds_%u", idx
);
1037 else if (reg_maps
->input_registers
& 0x0300)
1039 /* There are two ways basically:
1041 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1042 * That means trouble if the loop also contains a breakc or if the control values
1043 * aren't local constants.
1044 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1045 * source dynamically. The trouble is that we cannot simply read aL.y because it
1046 * is an ADDRESS register. We could however push it, load .zw with a value and use
1047 * ADAC to load the condition code register and pop it again afterwards
1049 FIXME("Relative input register addressing with more than 8 registers\n");
1051 /* This is better than nothing for now */
1052 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1054 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
1056 /* This is problematic because we'd have to consult the ctx->ps_input strings
1057 * for where to find the varying. Some may be "0.0", others can be texcoords or
1058 * colors. This needs either a pipeline replacement to make the vertex shader feed
1059 * proper varyings, or loop unrolling
1061 * For now use the texcoords and hope for the best
1063 FIXME("Non-vertex shader varying input with indirect addressing\n");
1064 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1068 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1069 * pulls GL_NV_fragment_program2 in
1071 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1076 if (reg
->idx
[0].offset
< MAX_REG_INPUT
)
1078 strcpy(register_name
, ctx
->ps_input
[reg
->idx
[0].offset
]);
1082 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
[0].offset
);
1083 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
[0].offset
);
1090 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
[0].offset
))
1092 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
[0].offset
);
1096 case WINED3DSPR_CONST
:
1097 if (!pshader
&& reg
->idx
[0].rel_addr
)
1099 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1100 UINT rel_offset
= shader_data
->rel_offset
;
1103 if (reg_maps
->shader_version
.major
< 2)
1105 sprintf(rel_reg
, "A0.x");
1109 shader_arb_get_src_param(ins
, reg
->idx
[0].rel_addr
, 0, rel_reg
);
1110 if (ctx
->target_version
== ARB
)
1112 if (!strcmp(rel_reg
, "**aL_emul**"))
1116 shader_arb_request_a0(ins
, rel_reg
);
1117 sprintf(rel_reg
, "A0.x");
1122 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
[0].offset
);
1123 else if (reg
->idx
[0].offset
>= rel_offset
)
1124 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
[0].offset
- rel_offset
);
1126 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
[0].offset
);
1130 if (reg_maps
->usesrelconstF
)
1131 sprintf(register_name
, "C[%u]", reg
->idx
[0].offset
);
1133 sprintf(register_name
, "C%u", reg
->idx
[0].offset
);
1137 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1140 if (reg_maps
->shader_version
.major
== 1
1141 && reg_maps
->shader_version
.minor
<= 3)
1142 /* In ps <= 1.3, Tx is a temporary register as destination
1143 * to all instructions, and as source to most instructions.
1144 * For some instructions it is the texcoord input. Those
1145 * instructions know about the special use. */
1146 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1148 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1149 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
[0].offset
);
1153 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1154 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1156 sprintf(register_name
, "A%u_SHADOW", reg
->idx
[0].offset
);
1160 case WINED3DSPR_COLOROUT
:
1161 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
[0].offset
)
1163 strcpy(register_name
, "TMP_COLOR");
1167 if (ctx
->cur_ps_args
->super
.srgb_correction
)
1168 FIXME("sRGB correction on higher render targets.\n");
1169 if (reg_maps
->rt_mask
> 1)
1170 sprintf(register_name
, "result.color[%u]", reg
->idx
[0].offset
);
1172 strcpy(register_name
, "result.color");
1176 case WINED3DSPR_RASTOUT
:
1177 if (reg
->idx
[0].offset
== 1)
1178 sprintf(register_name
, "%s", ctx
->fog_output
);
1180 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
[0].offset
]);
1183 case WINED3DSPR_DEPTHOUT
:
1184 strcpy(register_name
, "result.depth");
1187 case WINED3DSPR_ATTROUT
:
1188 /* case WINED3DSPR_OUTPUT: */
1190 sprintf(register_name
, "oD[%u]", reg
->idx
[0].offset
);
1192 strcpy(register_name
, ctx
->color_output
[reg
->idx
[0].offset
]);
1195 case WINED3DSPR_TEXCRDOUT
:
1197 sprintf(register_name
, "oT[%u]", reg
->idx
[0].offset
);
1198 else if (reg_maps
->shader_version
.major
< 3)
1199 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
[0].offset
]);
1201 strcpy(register_name
, ctx
->vs_output
[reg
->idx
[0].offset
]);
1204 case WINED3DSPR_LOOP
:
1205 if(ctx
->target_version
>= NV2
)
1207 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1208 if(pshader
) sprintf(register_name
, "A0.x");
1209 else sprintf(register_name
, "aL.y");
1213 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1214 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1215 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1216 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1219 sprintf(register_name
, "**aL_emul**");
1224 case WINED3DSPR_CONSTINT
:
1225 sprintf(register_name
, "I%u", reg
->idx
[0].offset
);
1228 case WINED3DSPR_MISCTYPE
:
1229 if (!reg
->idx
[0].offset
)
1230 sprintf(register_name
, "vpos");
1231 else if (reg
->idx
[0].offset
== 1)
1232 sprintf(register_name
, "fragment.facing.x");
1234 FIXME("Unknown MISCTYPE register index %u.\n", reg
->idx
[0].offset
);
1238 FIXME("Unhandled register type %#x[%u].\n", reg
->type
, reg
->idx
[0].offset
);
1239 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
[0].offset
);
1244 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1245 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1247 char register_name
[255];
1251 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1252 strcpy(str
, register_name
);
1254 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1255 strcat(str
, write_mask
);
1258 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1260 switch(channel_source
)
1262 case CHANNEL_SOURCE_ZERO
: return "0";
1263 case CHANNEL_SOURCE_ONE
: return "1";
1264 case CHANNEL_SOURCE_X
: return "x";
1265 case CHANNEL_SOURCE_Y
: return "y";
1266 case CHANNEL_SOURCE_Z
: return "z";
1267 case CHANNEL_SOURCE_W
: return "w";
1269 FIXME("Unhandled channel source %#x\n", channel_source
);
1274 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1275 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1279 if (is_complex_fixup(fixup
))
1281 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1282 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1287 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1288 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1289 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1290 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1295 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1296 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1297 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1301 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1302 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1303 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1304 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1310 char *ptr
= reg_mask
;
1312 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1315 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1316 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1317 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1318 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1322 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1326 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1329 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1330 if (!ins
->dst_count
) return "";
1332 mod
= ins
->dst
[0].modifiers
;
1334 /* Silently ignore PARTIALPRECISION if its not supported */
1335 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1337 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1339 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1340 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1345 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1348 case WINED3DSPDM_SATURATE
:
1351 case WINED3DSPDM_PARTIALPRECISION
:
1358 FIXME("Unknown modifiers 0x%08x\n", mod
);
1363 #define TEX_PROJ 0x1
1364 #define TEX_BIAS 0x2
1366 #define TEX_DERIV 0x10
1368 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1369 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1371 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1372 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1373 const char *tex_type
;
1374 BOOL np2_fixup
= FALSE
;
1375 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1377 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1378 const struct wined3d_shader
*shader
;
1379 const struct wined3d_device
*device
;
1380 const struct wined3d_gl_info
*gl_info
;
1382 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1383 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1385 switch(sampler_type
) {
1391 shader
= ins
->ctx
->shader
;
1392 device
= shader
->device
;
1393 gl_info
= &device
->adapter
->gl_info
;
1395 if (pshader
&& priv
->cur_ps_args
->super
.np2_fixup
& (1 << sampler_idx
)
1396 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1400 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1402 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1404 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1405 else np2_fixup
= TRUE
;
1410 case WINED3DSTT_VOLUME
:
1414 case WINED3DSTT_CUBE
:
1419 ERR("Unexpected texture type %d\n", sampler_type
);
1423 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1424 * so don't use shader_arb_get_modifier
1426 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1429 /* Fragment samplers always have indentity mapping */
1430 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1432 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1435 if (flags
& TEX_DERIV
)
1437 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1438 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1439 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1440 dsx
, dsy
,sampler_idx
, tex_type
);
1442 else if(flags
& TEX_LOD
)
1444 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1445 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1446 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1447 sampler_idx
, tex_type
);
1449 else if (flags
& TEX_BIAS
)
1451 /* Shouldn't be possible, but let's check for it */
1452 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1453 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1454 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1456 else if (flags
& TEX_PROJ
)
1458 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1464 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1465 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1466 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1468 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1471 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1476 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1477 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1478 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1479 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1483 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1484 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1486 /* Generate a line that does the input modifier computation and return the input register to use */
1487 BOOL is_color
= FALSE
;
1491 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1492 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1493 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1494 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1496 /* Assume a new line will be added */
1499 /* Get register name */
1500 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1501 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1503 switch (src
->modifiers
)
1505 case WINED3DSPSM_NONE
:
1506 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1509 case WINED3DSPSM_NEG
:
1510 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1513 case WINED3DSPSM_BIAS
:
1514 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1516 case WINED3DSPSM_BIASNEG
:
1517 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1519 case WINED3DSPSM_SIGN
:
1520 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1522 case WINED3DSPSM_SIGNNEG
:
1523 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1525 case WINED3DSPSM_COMP
:
1526 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1528 case WINED3DSPSM_X2
:
1529 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1531 case WINED3DSPSM_X2NEG
:
1532 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1534 case WINED3DSPSM_DZ
:
1535 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1536 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1538 case WINED3DSPSM_DW
:
1539 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1540 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1542 case WINED3DSPSM_ABS
:
1543 if(ctx
->target_version
>= NV2
) {
1544 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1547 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1550 case WINED3DSPSM_ABSNEG
:
1551 if(ctx
->target_version
>= NV2
) {
1552 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1554 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1555 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1560 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1564 /* Return modified or original register, with swizzle */
1566 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1569 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1571 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1572 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1573 DWORD sampler_code
= dst
->reg
.idx
[0].offset
;
1575 char src_name
[2][50];
1577 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1579 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1581 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1582 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1585 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1586 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1587 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1588 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1589 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1591 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1592 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1595 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1600 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1601 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1602 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1603 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1604 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1605 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1606 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1607 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1608 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1609 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1610 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1611 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1612 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1614 FIXME("Unknown modifier %u\n", mod
);
1618 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1620 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1621 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1623 char src_name
[3][50];
1624 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1625 ins
->ctx
->reg_maps
->shader_version
.minor
);
1627 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1628 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1630 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1631 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1633 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1637 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1640 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1641 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1643 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1644 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1645 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1646 shader_addline(buffer
, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins
),
1647 dst_name
, src_name
[1], src_name
[2]);
1651 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1653 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1654 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1656 char src_name
[3][50];
1658 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1660 /* Generate input register names (with modifiers) */
1661 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1662 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1663 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1665 shader_addline(buffer
, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1666 dst_name
, src_name
[0], src_name
[2], src_name
[1]);
1669 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1670 * dst = dot2(src0, src1) + src2 */
1671 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1673 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1674 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1676 char src_name
[3][50];
1677 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1679 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1680 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1681 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1683 if(ctx
->target_version
>= NV3
)
1685 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1686 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1687 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1688 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1690 else if(ctx
->target_version
>= NV2
)
1692 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1693 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1694 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1695 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1697 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1699 * .xyxy and other swizzles that we could get with this are not valid in
1700 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1702 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1703 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1704 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1706 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1708 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1709 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1713 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1714 /* 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]
1715 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1717 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1718 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1719 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1720 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1724 /* Map the opcode 1-to-1 to the GL code */
1725 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1727 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1728 const char *instruction
;
1729 char arguments
[256], dst_str
[50];
1731 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1733 switch (ins
->handler_idx
)
1735 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1736 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1737 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1738 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1739 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1740 case WINED3DSIH_DST
: instruction
= "DST"; break;
1741 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1742 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1743 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1744 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1745 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1746 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1747 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1748 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1749 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1750 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1751 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1752 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1753 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1754 default: instruction
= "";
1755 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1759 /* Note that shader_arb_add_dst_param() adds spaces. */
1760 arguments
[0] = '\0';
1761 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1762 for (i
= 0; i
< ins
->src_count
; ++i
)
1765 strcat(arguments
, ", ");
1766 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1767 strcat(arguments
, operand
);
1769 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1772 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
) {}
1774 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1776 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1777 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1778 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1779 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1780 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
1781 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
1782 const char *two
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_TWO
);
1784 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1785 char src0_param
[256];
1787 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1789 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1791 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1793 if(ctx
->target_version
>= NV2
) {
1794 shader_hw_map2gl(ins
);
1797 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1798 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1800 /* This implements the mova formula used in GLSL. The first two instructions
1801 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1805 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1807 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1808 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1810 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1811 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1813 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1814 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1815 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1816 if (shader_data
->rel_offset
)
1818 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1820 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1822 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1824 else if (reg_maps
->shader_version
.major
== 1
1825 && !shader_is_pshader_version(reg_maps
->shader_version
.type
)
1826 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1828 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1829 src0_param
[0] = '\0';
1831 if (shader_data
->rel_offset
)
1833 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1834 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1835 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1836 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1840 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1841 * with more than one component. Thus replicate the first source argument over all
1842 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1843 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1844 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1845 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1846 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1849 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
[0].offset
&& pshader
)
1851 if (ctx
->cur_ps_args
->super
.srgb_correction
&& shader
->u
.ps
.color0_mov
)
1853 shader_addline(buffer
, "#mov handled in srgb write code\n");
1856 shader_hw_map2gl(ins
);
1860 shader_hw_map2gl(ins
);
1864 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1866 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1867 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1870 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1871 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1873 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1875 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1877 const char *kilsrc
= "TA";
1880 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1881 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1887 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1888 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1889 * masked out components to 0(won't kill)
1891 char x
= '0', y
= '0', z
= '0', w
= '0';
1892 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1893 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1894 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1895 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1896 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1898 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1902 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1903 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1905 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1906 * or pass in any temporary register(in shader phase 2)
1908 if (ins
->ctx
->reg_maps
->shader_version
.minor
<= 3)
1909 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
[0].offset
);
1911 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1912 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1913 shader_addline(buffer
, "KIL TA;\n");
1917 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1919 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1920 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1921 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1922 ins
->ctx
->reg_maps
->shader_version
.minor
);
1923 struct wined3d_shader_src_param src
;
1927 DWORD reg_sampler_code
;
1929 BOOL swizzle_coord
= FALSE
;
1931 /* All versions have a destination register */
1932 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1934 /* 1.0-1.4: Use destination register number as texture code.
1935 2.0+: Use provided sampler number as texure code. */
1936 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1937 reg_sampler_code
= dst
->reg
.idx
[0].offset
;
1939 reg_sampler_code
= ins
->src
[1].reg
.idx
[0].offset
;
1941 /* 1.0-1.3: Use the texcoord varying.
1942 1.4+: Use provided coordinate source register. */
1943 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1944 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1946 /* TEX is the only instruction that can handle DW and DZ natively */
1948 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1949 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1950 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1954 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1955 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1956 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1958 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1961 if (reg_sampler_code
< MAX_TEXTURES
)
1962 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg_sampler_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1963 if (flags
& WINED3D_PSARGS_PROJECTED
)
1965 myflags
|= TEX_PROJ
;
1966 if ((flags
& ~WINED3D_PSARGS_PROJECTED
) == WINED3D_TTFF_COUNT3
)
1967 swizzle_coord
= TRUE
;
1970 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1972 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
1973 if (src_mod
== WINED3DSPSM_DZ
)
1975 swizzle_coord
= TRUE
;
1976 myflags
|= TEX_PROJ
;
1977 } else if(src_mod
== WINED3DSPSM_DW
) {
1978 myflags
|= TEX_PROJ
;
1981 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1982 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1987 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
1988 * reg_coord is a read-only varying register, so we need a temp reg */
1989 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1990 strcpy(reg_coord
, "TA");
1993 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1996 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1998 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1999 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2000 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2001 ins
->ctx
->reg_maps
->shader_version
.minor
);
2004 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2006 DWORD reg
= dst
->reg
.idx
[0].offset
;
2008 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2009 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
2013 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
2014 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2015 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
2019 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
2021 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2024 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2028 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2029 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2030 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2031 /* Move .x first in case src_str is "TA" */
2032 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
2033 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
2034 if (reg1
< MAX_TEXTURES
)
2036 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2037 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg1
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2039 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2042 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2044 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2046 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2050 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2051 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2052 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2053 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2054 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2055 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2058 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2060 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2064 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2065 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2066 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2067 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2070 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2072 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2073 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2074 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2075 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2076 DWORD reg_dest_code
;
2078 /* All versions have a destination register. The Tx where the texture coordinates come
2079 * from is the varying incarnation of the texture register
2081 reg_dest_code
= dst
->reg
.idx
[0].offset
;
2082 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2083 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2084 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2086 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2087 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2089 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2090 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2092 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2093 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2096 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2097 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2098 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2099 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2101 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2102 * so we can't let the GL handle this.
2104 if ((priv
->cur_ps_args
->super
.tex_transform
>> reg_dest_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
2105 & WINED3D_PSARGS_PROJECTED
)
2107 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2108 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2109 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2111 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2114 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2116 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2118 /* No src swizzles are allowed, so this is ok */
2119 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2120 src_reg
, reg_dest_code
, reg_dest_code
);
2121 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2125 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2127 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2128 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2129 char src0_name
[50], dst_name
[50];
2131 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2133 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2134 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2135 * T<reg+1> register. Use this register to store the calculated vector
2137 tmp_reg
.idx
[0].offset
= reg
+ 1;
2138 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2139 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2142 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2144 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2146 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2147 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2153 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2154 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2156 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2157 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2158 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2159 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2160 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2163 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2165 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2166 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2167 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2168 char src0_name
[50], dst_name
[50];
2169 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2172 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2173 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2174 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2176 tmp_reg
.idx
[0].offset
= reg
+ 2 - tex_mx
->current_row
;
2177 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2179 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2180 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2181 dst_name
, 'x' + tex_mx
->current_row
, reg
, src0_name
);
2182 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
2185 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2187 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2188 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2190 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2191 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2193 char src0_name
[50], dst_name
[50];
2196 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2197 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2198 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2200 /* Sample the texture using the calculated coordinates */
2201 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2202 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2203 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2204 tex_mx
->current_row
= 0;
2207 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2209 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2210 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2212 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2213 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2219 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2220 * components for temporary data storage
2222 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2223 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2224 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2226 /* Construct the eye-ray vector from w coordinates */
2227 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[0]);
2228 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[1]);
2229 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2231 /* Calculate reflection vector
2233 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2234 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2235 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2236 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2237 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2238 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2239 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2241 /* Sample the texture using the calculated coordinates */
2242 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2243 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2244 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2245 tex_mx
->current_row
= 0;
2248 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2250 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2251 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2253 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2254 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2261 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2262 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2263 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2264 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2265 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2267 /* Calculate reflection vector.
2270 * dst_reg.xyz = 2 * --------- * N - E
2273 * Which normalizes the normal vector
2275 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2276 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2277 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2278 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2279 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2280 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2282 /* Sample the texture using the calculated coordinates */
2283 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2284 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2285 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2286 tex_mx
->current_row
= 0;
2289 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2291 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2292 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2294 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2295 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2297 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2298 * which is essentially an input, is the destination register because it is the first
2299 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2300 * here(writemasks/swizzles are not valid on texdepth)
2302 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2304 /* According to the msdn, the source register(must be r5) is unusable after
2305 * the texdepth instruction, so we're free to modify it
2307 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2309 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2310 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2311 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2313 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2314 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2315 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2316 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2319 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2320 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2321 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2322 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2324 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2325 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
2329 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2330 shader_addline(buffer
, "MOV TB, 0.0;\n");
2331 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2333 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2334 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2337 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2338 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2339 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2341 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2344 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2346 /* Handle output register */
2347 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2348 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2349 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
[0].offset
, src0
);
2352 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2353 * Perform the 3rd row of a 3x3 matrix multiply */
2354 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2356 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2357 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2358 char dst_str
[50], dst_name
[50];
2362 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2363 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2364 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2365 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
[0].offset
, src0
);
2366 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2369 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2370 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2371 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2372 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2374 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2376 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2377 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2378 char src0
[50], dst_name
[50];
2380 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2381 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2383 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2384 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2385 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
[0].offset
, src0
);
2387 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2388 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2389 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2391 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2392 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2393 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2394 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2397 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2398 Vertex/Pixel shaders to ARB_vertex_program codes */
2399 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2402 int nComponents
= 0;
2403 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2404 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2405 struct wined3d_shader_instruction tmp_ins
;
2407 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2409 /* Set constants for the temporary argument */
2410 tmp_ins
.ctx
= ins
->ctx
;
2411 tmp_ins
.dst_count
= 1;
2412 tmp_ins
.dst
= &tmp_dst
;
2413 tmp_ins
.src_count
= 2;
2414 tmp_ins
.src
= tmp_src
;
2416 switch(ins
->handler_idx
)
2418 case WINED3DSIH_M4x4
:
2420 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2422 case WINED3DSIH_M4x3
:
2424 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2426 case WINED3DSIH_M3x4
:
2428 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2430 case WINED3DSIH_M3x3
:
2432 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2434 case WINED3DSIH_M3x2
:
2436 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2439 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2443 tmp_dst
= ins
->dst
[0];
2444 tmp_src
[0] = ins
->src
[0];
2445 tmp_src
[1] = ins
->src
[1];
2446 for (i
= 0; i
< nComponents
; ++i
)
2448 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2449 shader_hw_map2gl(&tmp_ins
);
2450 ++tmp_src
[1].reg
.idx
[0].offset
;
2454 static void shader_hw_rcp(const struct wined3d_shader_instruction
*ins
)
2456 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2461 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2462 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2463 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2465 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2471 shader_addline(buffer
, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins
), dst
, src
);
2474 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2476 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2477 const char *instruction
;
2482 switch(ins
->handler_idx
)
2484 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2485 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2486 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2487 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2488 default: instruction
= "";
2489 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2493 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2494 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2495 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2497 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2503 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2506 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2508 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2511 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2512 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2513 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2515 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2516 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2518 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2519 * otherwise NRM or RSQ would return NaN */
2520 if(pshader
&& priv
->target_version
>= NV3
)
2522 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2524 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2526 shader_addline(buffer
, "DP3C TA, %s, %s;\n", src_name
, src_name
);
2527 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2528 shader_addline(buffer
, "MOV %s (EQ), %s;\n", dst_name
, zero
);
2530 else if(priv
->target_version
>= NV2
)
2532 shader_addline(buffer
, "DP3C TA.x, %s, %s;\n", src_name
, src_name
);
2533 shader_addline(buffer
, "RSQ TA.x (NE), TA.x;\n");
2534 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2539 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2541 shader_addline(buffer
, "DP3 TA.x, %s, %s;\n", src_name
, src_name
);
2542 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2543 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2545 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2546 shader_addline(buffer
, "MAD TA.x, %s, TA.y, TA.x;\n", one
);
2548 shader_addline(buffer
, "RSQ TA.x, TA.x;\n");
2549 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2550 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2555 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2557 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2559 char src_name
[3][50];
2561 /* ARB_fragment_program has a convenient LRP instruction */
2562 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2563 shader_hw_map2gl(ins
);
2567 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2568 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2569 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2570 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2572 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2573 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2574 dst_name
, src_name
[0], src_name
[2]);
2577 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2579 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2580 * must contain fixed constants. So we need a separate function to filter those constants and
2583 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2584 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2585 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2587 char src_name0
[50], src_name1
[50], src_name2
[50];
2590 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2591 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2592 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2593 /* No modifiers are supported on SCS */
2594 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2596 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2598 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2599 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2601 } else if(priv
->target_version
>= NV2
) {
2602 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2604 /* Sincos writemask must be .x, .y or .xy */
2605 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2606 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2607 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2608 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2610 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2611 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2613 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2614 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2616 * The constants we get are:
2618 * +1 +1, -1 -1 +1 +1 -1 -1
2619 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2620 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2622 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2626 * (x/2)^4 = x^4 / 16
2627 * (x/2)^5 = x^5 / 32
2630 * To get the final result:
2631 * sin(x) = 2 * sin(x/2) * cos(x/2)
2632 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2633 * (from sin(x+y) and cos(x+y) rules)
2635 * As per MSDN, dst.z is undefined after the operation, and so is
2636 * dst.x and dst.y if they're masked out by the writemask. Ie
2637 * sincos dst.y, src1, c0, c1
2638 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2639 * vsa.exe also stops with an error if the dest register is the same register as the source
2640 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2641 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2643 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2644 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2645 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2647 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2648 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2649 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2650 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2651 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2652 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2656 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2657 * properly merge that with MULs in the code above?
2658 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2659 * we can merge the sine and cosine MAD rows to calculate them together.
2661 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2662 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2663 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2664 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2667 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2668 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2669 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2671 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2673 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2674 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2676 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2678 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2679 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2684 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2686 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2689 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2691 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2692 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2694 /* SGN is only valid in vertex shaders */
2695 if(ctx
->target_version
>= NV2
) {
2696 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2700 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2701 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2703 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2704 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2706 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2707 * Then use TA, and calculate the final result
2709 * Not reading from TA? Store the first result in TA to avoid overwriting the
2710 * destination if src reg = dst reg
2712 if(strstr(src_name
, "TA"))
2714 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2715 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2716 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2720 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2721 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2722 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2727 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2729 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2735 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2736 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2737 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2739 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2740 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2743 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2749 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2750 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2751 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2752 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2753 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2754 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2755 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2756 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2757 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2758 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2759 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2760 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2761 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2763 FIXME("Unknown modifier %u\n", mod
);
2767 static void shader_hw_log(const struct wined3d_shader_instruction
*ins
)
2769 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2770 char src0
[50], dst
[50];
2771 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2772 BOOL need_abs
= FALSE
;
2775 switch(ins
->handler_idx
)
2777 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2778 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2780 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2784 /* LOG and LOGP operate on the absolute value of the input */
2785 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2787 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2788 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2792 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2793 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2797 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2801 static void shader_hw_pow(const struct wined3d_shader_instruction
*ins
)
2803 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2804 char src0
[50], src1
[50], dst
[50];
2805 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2806 BOOL need_abs
= FALSE
;
2807 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2808 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2810 /* POW operates on the absolute value of the input */
2811 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2813 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2814 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2815 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2818 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
2820 shader_addline(buffer
, "MOV TA.x, %s;\n", src0
);
2822 if (priv
->target_version
>= NV2
)
2824 shader_addline(buffer
, "MOVC TA.y, %s;\n", src1
);
2825 shader_addline(buffer
, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins
), dst
);
2826 shader_addline(buffer
, "MOV %s (EQ.y), %s;\n", dst
, one
);
2830 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2831 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2833 shader_addline(buffer
, "ABS TA.y, %s;\n", src1
);
2834 shader_addline(buffer
, "SGE TA.y, -TA.y, %s;\n", zero
);
2835 /* Possibly add flt_eps to avoid getting float special values */
2836 shader_addline(buffer
, "MAD TA.z, TA.y, %s, %s;\n", flt_eps
, src1
);
2837 shader_addline(buffer
, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins
));
2838 shader_addline(buffer
, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2839 shader_addline(buffer
, "MAD %s, TA.y, %s, TA.x;\n", dst
, one
);
2843 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2845 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2847 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2850 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2854 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2855 struct list
*e
= list_head(&priv
->control_frames
);
2856 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2858 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2859 /* The constant loader makes sure to load -1 into iX.w */
2860 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2861 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2862 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2866 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2870 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2872 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2874 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2876 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2878 /* The constant loader makes sure to load -1 into iX.w */
2881 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2882 struct list
*e
= list_head(&priv
->control_frames
);
2883 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2885 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2887 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2888 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2889 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2893 shader_addline(buffer
, "REP %s;\n", src_name
);
2897 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2899 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2900 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2904 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2905 struct list
*e
= list_head(&priv
->control_frames
);
2906 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2908 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2909 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2910 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2912 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2916 shader_addline(buffer
, "ENDLOOP;\n");
2920 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2922 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2923 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2927 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2928 struct list
*e
= list_head(&priv
->control_frames
);
2929 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2931 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2932 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2933 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2935 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2939 shader_addline(buffer
, "ENDREP;\n");
2943 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2945 struct control_frame
*control_frame
;
2947 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2949 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2951 ERR("Could not find loop for break\n");
2955 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2957 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2958 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2959 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2963 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2967 shader_addline(buffer
, "BRK;\n");
2971 static const char *get_compare(enum wined3d_shader_rel_op op
)
2975 case WINED3D_SHADER_REL_OP_GT
: return "GT";
2976 case WINED3D_SHADER_REL_OP_EQ
: return "EQ";
2977 case WINED3D_SHADER_REL_OP_GE
: return "GE";
2978 case WINED3D_SHADER_REL_OP_LT
: return "LT";
2979 case WINED3D_SHADER_REL_OP_NE
: return "NE";
2980 case WINED3D_SHADER_REL_OP_LE
: return "LE";
2982 FIXME("Unrecognized operator %#x.\n", op
);
2987 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op op
)
2991 case WINED3D_SHADER_REL_OP_GT
: return WINED3D_SHADER_REL_OP_LE
;
2992 case WINED3D_SHADER_REL_OP_EQ
: return WINED3D_SHADER_REL_OP_NE
;
2993 case WINED3D_SHADER_REL_OP_GE
: return WINED3D_SHADER_REL_OP_LT
;
2994 case WINED3D_SHADER_REL_OP_LT
: return WINED3D_SHADER_REL_OP_GE
;
2995 case WINED3D_SHADER_REL_OP_NE
: return WINED3D_SHADER_REL_OP_EQ
;
2996 case WINED3D_SHADER_REL_OP_LE
: return WINED3D_SHADER_REL_OP_GT
;
2998 FIXME("Unrecognized operator %#x.\n", op
);
3003 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
3005 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3006 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3007 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
3010 const char *comp
= get_compare(ins
->flags
);
3012 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3013 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3017 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3018 * away the subtraction result
3020 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3021 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
3025 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3026 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
3030 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
3032 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3033 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3034 struct list
*e
= list_head(&priv
->control_frames
);
3035 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3039 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
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
);
3046 /* Invert the flag. We jump to the else label if the condition is NOT true */
3047 comp
= get_compare(invert_compare(ins
->flags
));
3048 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3049 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3053 comp
= get_compare(ins
->flags
);
3054 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3055 shader_addline(buffer
, "IF %s.x;\n", comp
);
3059 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3061 struct wined3d_shader_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 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3069 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3070 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3071 control_frame
->had_else
= TRUE
;
3075 shader_addline(buffer
, "ELSE;\n");
3079 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3081 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3082 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3083 struct list
*e
= list_head(&priv
->control_frames
);
3084 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3085 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3089 if(control_frame
->had_else
)
3091 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3095 shader_addline(buffer
, "#No else branch. else is endif\n");
3096 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3101 shader_addline(buffer
, "ENDIF;\n");
3105 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3107 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3109 char reg_src
[3][40];
3110 WORD flags
= TEX_DERIV
;
3112 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3113 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3114 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3115 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3117 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3118 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3120 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3123 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3125 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3128 WORD flags
= TEX_LOD
;
3130 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3131 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3133 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3134 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3136 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3139 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3141 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3142 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3144 priv
->in_main_func
= FALSE
;
3145 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3146 * subroutine, don't generate a label that will make GL complain
3148 if(priv
->target_version
== ARB
) return;
3150 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
[0].offset
);
3153 static void vshader_add_footer(struct shader_arb_ctx_priv
*priv_ctx
,
3154 const struct arb_vshader_private
*shader_data
, const struct arb_vs_compile_args
*args
,
3155 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
,
3156 struct wined3d_shader_buffer
*buffer
)
3160 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3161 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3162 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3163 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3165 if (args
->super
.fog_src
== VS_FOG_Z
)
3167 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3173 /* posFixup.x is always 1.0, so we can safely use it */
3174 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3178 /* Clamp fogcoord */
3179 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
3180 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
3182 shader_addline(buffer
, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one
);
3183 shader_addline(buffer
, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero
);
3187 /* Clipplanes are always stored without y inversion */
3188 if (use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3190 if (args
->super
.clip_enabled
)
3192 for (i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3194 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3198 else if (args
->clip
.boolclip
.clip_texcoord
)
3200 unsigned int cur_clip
= 0;
3201 char component
[4] = {'x', 'y', 'z', 'w'};
3202 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3204 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3206 if (args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3208 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3209 component
[cur_clip
++], i
);
3215 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3218 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3221 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3224 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3227 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3228 args
->clip
.boolclip
.clip_texcoord
- 1);
3231 /* Write the final position.
3233 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3234 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3235 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3236 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3238 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3239 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3240 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3242 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3243 * and the glsl equivalent
3245 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
3247 const char *two
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_TWO
);
3248 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two
);
3252 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3253 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3256 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3258 priv_ctx
->footer_written
= TRUE
;
3261 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3263 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3264 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3265 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3266 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3268 if(priv
->target_version
== ARB
) return;
3272 if (priv
->in_main_func
) vshader_add_footer(priv
, shader
->backend_data
,
3273 priv
->cur_vs_args
, ins
->ctx
->reg_maps
, ins
->ctx
->gl_info
, buffer
);
3276 shader_addline(buffer
, "RET;\n");
3279 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3281 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3282 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
[0].offset
);
3285 /* Context activation is done by the caller. */
3286 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3288 GLuint program_id
= 0;
3291 const char *blt_vprogram
=
3293 "PARAM c[1] = { { 1, 0.5 } };\n"
3294 "MOV result.position, vertex.position;\n"
3295 "MOV result.color, c[0].x;\n"
3296 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3299 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3300 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3301 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3302 strlen(blt_vprogram
), blt_vprogram
));
3303 checkGLcall("glProgramStringARB()");
3305 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3308 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3309 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3310 shader_arb_dump_program_source(blt_vprogram
);
3316 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3317 checkGLcall("glGetProgramivARB()");
3318 if (!native
) WARN("Program exceeds native resource limits.\n");
3324 /* Context activation is done by the caller. */
3325 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3326 enum tex_types tex_type
, BOOL masked
)
3328 GLuint program_id
= 0;
3329 const char *fprogram
;
3332 static const char * const blt_fprograms_full
[tex_type_count
] =
3339 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3340 "MOV result.depth.z, R0.x;\n"
3347 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3348 "MOV result.depth.z, R0.x;\n"
3353 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3354 "MOV result.depth.z, R0.x;\n"
3358 static const char * const blt_fprograms_masked
[tex_type_count
] =
3364 "PARAM mask = program.local[0];\n"
3366 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3367 "MUL R0.x, R0.x, R0.y;\n"
3369 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3370 "MOV result.depth.z, R0.x;\n"
3376 "PARAM mask = program.local[0];\n"
3378 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3379 "MUL R0.x, R0.x, R0.y;\n"
3381 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3382 "MOV result.depth.z, R0.x;\n"
3386 "PARAM mask = program.local[0];\n"
3388 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3389 "MUL R0.x, R0.x, R0.y;\n"
3391 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3392 "MOV result.depth.z, R0.x;\n"
3396 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3399 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
3401 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3404 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3405 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3406 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fprogram
), fprogram
));
3407 checkGLcall("glProgramStringARB()");
3409 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3412 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3413 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3414 shader_arb_dump_program_source(fprogram
);
3420 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3421 checkGLcall("glGetProgramivARB()");
3422 if (!native
) WARN("Program exceeds native resource limits.\n");
3428 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3429 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3431 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3435 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3436 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3437 /* Calculate the > 0.0031308 case */
3438 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3439 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3440 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3441 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3442 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3443 /* Calculate the < case */
3444 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3448 /* Calculate the > 0.0031308 case */
3449 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3450 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3451 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3452 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3453 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3454 /* Calculate the < case */
3455 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3456 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3457 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3458 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3459 /* Store the components > 0.0031308 in the destination */
3460 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3461 /* Add the components that are < 0.0031308 */
3462 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3463 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3464 * result.color writes(.rgb first, then .a), or handle overwriting already written
3465 * components. The assembler uses a temporary register in this case, which is usually
3466 * not allocated from one of our registers that were used earlier.
3469 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3472 static const DWORD
*find_loop_control_values(const struct wined3d_shader
*shader
, DWORD idx
)
3474 const struct wined3d_shader_lconst
*constant
;
3476 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3478 if (constant
->idx
== idx
)
3480 return constant
->value
;
3486 static void init_ps_input(const struct wined3d_shader
*shader
,
3487 const struct arb_ps_compile_args
*args
, struct shader_arb_ctx_priv
*priv
)
3489 static const char * const texcoords
[8] =
3491 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3492 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3495 const struct wined3d_shader_signature_element
*sig
= shader
->input_signature
;
3496 const char *semantic_name
;
3499 switch(args
->super
.vp_mode
)
3501 case pretransformed
:
3503 /* The pixelshader has to collect the varyings on its own. In any case properly load
3504 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3505 * other attribs to 0.0.
3507 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3508 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3509 * load the texcoord attrib pointers to match the pixel shader signature
3511 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3513 semantic_name
= sig
[i
].semantic_name
;
3514 semantic_idx
= sig
[i
].semantic_idx
;
3515 if (!semantic_name
) continue;
3517 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
3519 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.color.primary";
3520 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3521 else priv
->ps_input
[i
] = "0.0";
3523 else if(args
->super
.vp_mode
== fixedfunction
)
3525 priv
->ps_input
[i
] = "0.0";
3527 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
3529 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3530 else priv
->ps_input
[i
] = "0.0";
3532 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
3534 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.fogcoord";
3535 else priv
->ps_input
[i
] = "0.0";
3539 priv
->ps_input
[i
] = "0.0";
3542 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3547 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3550 for(i
= 0; i
< 8; i
++)
3552 priv
->ps_input
[i
] = texcoords
[i
];
3554 priv
->ps_input
[8] = "fragment.color.primary";
3555 priv
->ps_input
[9] = "fragment.color.secondary";
3560 /* Context activation is done by the caller. */
3561 static GLuint
shader_arb_generate_pshader(const struct wined3d_shader
*shader
,
3562 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
3563 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3565 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3566 const DWORD
*function
= shader
->function
;
3569 DWORD next_local
= 0;
3570 struct shader_arb_ctx_priv priv_ctx
;
3571 BOOL dcl_td
= FALSE
;
3572 BOOL want_nv_prog
= FALSE
;
3573 struct arb_pshader_private
*shader_priv
= shader
->backend_data
;
3578 unsigned int i
, found
= 0;
3580 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3583 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3584 || (reg_maps
->shader_version
.major
< 2 && !i
))
3587 sprintf(srgbtmp
[found
], "R%u", i
);
3589 if (found
== 4) break;
3594 sprintf(srgbtmp
[0], "TA");
3595 sprintf(srgbtmp
[1], "TB");
3596 sprintf(srgbtmp
[2], "TC");
3597 sprintf(srgbtmp
[3], "TD");
3601 sprintf(srgbtmp
[1], "TA");
3602 sprintf(srgbtmp
[2], "TB");
3603 sprintf(srgbtmp
[3], "TC");
3606 sprintf(srgbtmp
[2], "TA");
3607 sprintf(srgbtmp
[3], "TB");
3610 sprintf(srgbtmp
[3], "TA");
3616 /* Create the hw ARB shader */
3617 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3618 priv_ctx
.cur_ps_args
= args
;
3619 priv_ctx
.compiled_fprog
= compiled
;
3620 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3621 init_ps_input(shader
, args
, &priv_ctx
);
3622 list_init(&priv_ctx
.control_frames
);
3624 /* Avoid enabling NV_fragment_program* if we do not need it.
3626 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3627 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3628 * is faster than what we gain from using higher native instructions. There are some things though
3629 * that cannot be emulated. In that case enable the extensions.
3630 * If the extension is enabled, instruction handlers that support both ways will use it.
3632 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3633 * So enable the best we can get.
3635 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3636 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3638 want_nv_prog
= TRUE
;
3641 shader_addline(buffer
, "!!ARBfp1.0\n");
3642 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3644 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3645 priv_ctx
.target_version
= NV3
;
3647 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3649 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3650 priv_ctx
.target_version
= NV2
;
3654 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3657 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3660 priv_ctx
.target_version
= ARB
;
3663 if (reg_maps
->rt_mask
> 1)
3665 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3668 if (reg_maps
->shader_version
.major
< 3)
3670 switch(args
->super
.fog
) {
3674 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3677 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3680 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3685 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3686 * unused temps away(but occupies them for the whole shader if they're used once). Always
3687 * declaring them avoids tricky bookkeeping work
3689 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3690 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3691 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3692 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3693 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3694 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3695 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps
);
3697 if (reg_maps
->shader_version
.major
< 2)
3699 strcpy(fragcolor
, "R0");
3703 if (args
->super
.srgb_correction
)
3705 if (shader
->u
.ps
.color0_mov
)
3707 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3711 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3712 strcpy(fragcolor
, "TMP_COLOR");
3715 strcpy(fragcolor
, "result.color");
3719 if(args
->super
.srgb_correction
) {
3720 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3721 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3722 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3723 srgb_sub_high
, 0.0, 0.0, 0.0);
3726 /* Base Declarations */
3727 shader_generate_arb_declarations(shader
, reg_maps
, buffer
, gl_info
, NULL
, &priv_ctx
);
3729 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3731 unsigned char bump_const
;
3733 if (!(map
& 1)) continue;
3735 bump_const
= compiled
->numbumpenvmatconsts
;
3736 compiled
->bumpenvmatconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3737 compiled
->bumpenvmatconst
[bump_const
].texunit
= i
;
3738 compiled
->luminanceconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3739 compiled
->luminanceconst
[bump_const
].texunit
= i
;
3741 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3742 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3743 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3744 * textures due to conditional NP2 restrictions)
3746 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3747 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3748 * their location is shader dependent anyway and they cannot be loaded globally.
3750 compiled
->bumpenvmatconst
[bump_const
].const_num
= next_local
++;
3751 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3752 i
, compiled
->bumpenvmatconst
[bump_const
].const_num
);
3753 compiled
->numbumpenvmatconsts
= bump_const
+ 1;
3755 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3757 compiled
->luminanceconst
[bump_const
].const_num
= next_local
++;
3758 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3759 i
, compiled
->luminanceconst
[bump_const
].const_num
);
3762 for(i
= 0; i
< MAX_CONST_I
; i
++)
3764 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3765 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3767 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
3771 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3772 control_values
[0], control_values
[1], control_values
[2]);
3776 compiled
->int_consts
[i
] = next_local
;
3777 compiled
->num_int_consts
++;
3778 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3783 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3785 compiled
->ycorrection
= next_local
;
3786 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3790 shader_addline(buffer
, "TEMP vpos;\n");
3791 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3792 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3793 * ycorrection.z: 1.0
3794 * ycorrection.w: 0.0
3796 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3797 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3802 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3805 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3806 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3807 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3808 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3809 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3810 * shader compilation errors and the subsequent errors when drawing with this shader. */
3811 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3812 unsigned char cur_fixup_sampler
= 0;
3814 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3815 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3816 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3818 fixup
->offset
= next_local
;
3819 fixup
->super
.active
= 0;
3821 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3822 if (!(map
& (1 << i
))) continue;
3824 if (fixup
->offset
+ (cur_fixup_sampler
>> 1) < max_lconsts
) {
3825 fixup
->super
.active
|= (1 << i
);
3826 fixup
->super
.idx
[i
] = cur_fixup_sampler
++;
3828 FIXME("No free constant found to load NP2 fixup data into shader. "
3829 "Sampling from this texture will probably look wrong.\n");
3834 fixup
->super
.num_consts
= (cur_fixup_sampler
+ 1) >> 1;
3835 if (fixup
->super
.num_consts
) {
3836 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3837 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3841 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3843 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3846 /* Base Shader Body */
3847 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
3849 if(args
->super
.srgb_correction
) {
3850 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3851 priv_ctx
.target_version
>= NV2
);
3854 if(strcmp(fragcolor
, "result.color")) {
3855 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3857 shader_addline(buffer
, "END\n");
3859 /* TODO: change to resource.glObjectHandle or something like that */
3860 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3862 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3863 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3865 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3866 /* Create the program and check for errors */
3867 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3868 buffer
->content_size
, buffer
->buffer
));
3869 checkGLcall("glProgramStringARB()");
3871 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3874 FIXME("HW PixelShader Error at position %d: %s\n\n",
3875 errPos
, debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3876 shader_arb_dump_program_source(buffer
->buffer
);
3883 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3884 checkGLcall("glGetProgramivARB()");
3885 if (!native
) WARN("Program exceeds native resource limits.\n");
3891 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3896 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3898 if (!sig1
[i
].semantic_name
|| !sig2
[i
].semantic_name
)
3900 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3901 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3905 if ((ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
))) return ret
;
3906 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3907 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3908 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].component_type
< sig2
[i
].component_type
? -1 : 1;
3909 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3910 if(sig1
[i
].mask
!= sig2
[i
].mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3915 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3917 struct wined3d_shader_signature_element
*new;
3921 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3922 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3924 if (!sig
[i
].semantic_name
) continue;
3927 /* Clone the semantic string */
3928 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3929 strcpy(name
, sig
[i
].semantic_name
);
3930 new[i
].semantic_name
= name
;
3935 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3937 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3938 struct ps_signature
*found_sig
;
3942 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3943 TRACE("Found existing signature %u\n", found_sig
->idx
);
3944 return found_sig
->idx
;
3946 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3947 found_sig
->sig
= clone_sig(sig
);
3948 found_sig
->idx
= priv
->ps_sig_number
++;
3949 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3950 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3952 ERR("Failed to insert program entry.\n");
3954 return found_sig
->idx
;
3957 static void init_output_registers(const struct wined3d_shader
*shader
, DWORD sig_num
,
3958 struct shader_arb_ctx_priv
*priv_ctx
, struct arb_vs_compiled_shader
*compiled
)
3961 static const char * const texcoords
[8] =
3963 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3964 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3966 struct wined3d_device
*device
= shader
->device
;
3967 const struct wined3d_shader_signature_element
*sig
;
3968 const char *semantic_name
;
3969 DWORD semantic_idx
, reg_idx
;
3971 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3972 * and varying 9 to result.color.secondary
3974 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
3976 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3977 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3978 "result.color.primary", "result.color.secondary"
3983 TRACE("Pixel shader uses builtin varyings\n");
3984 /* Map builtins to builtins */
3985 for(i
= 0; i
< 8; i
++)
3987 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3989 priv_ctx
->color_output
[0] = "result.color.primary";
3990 priv_ctx
->color_output
[1] = "result.color.secondary";
3991 priv_ctx
->fog_output
= "TMP_FOGCOORD";
3993 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3994 for (i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); ++i
)
3996 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3997 if (!semantic_name
) continue;
3999 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4001 TRACE("o%u is TMP_OUT\n", i
);
4002 if (!shader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "TMP_OUT";
4003 else priv_ctx
->vs_output
[i
] = "TA";
4005 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4007 TRACE("o%u is result.pointsize\n", i
);
4008 if (!shader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "result.pointsize";
4009 else priv_ctx
->vs_output
[i
] = "TA";
4011 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4013 TRACE("o%u is result.color.?, idx %u\n", i
, shader
->output_signature
[i
].semantic_idx
);
4014 if (!shader
->output_signature
[i
].semantic_idx
)
4015 priv_ctx
->vs_output
[i
] = "result.color.primary";
4016 else if (shader
->output_signature
[i
].semantic_idx
== 1)
4017 priv_ctx
->vs_output
[i
] = "result.color.secondary";
4018 else priv_ctx
->vs_output
[i
] = "TA";
4020 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4022 TRACE("o%u is %s\n", i
, texcoords
[shader
->output_signature
[i
].semantic_idx
]);
4023 if (shader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
4024 else priv_ctx
->vs_output
[i
] = texcoords
[shader
->output_signature
[i
].semantic_idx
];
4026 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4028 TRACE("o%u is result.fogcoord\n", i
);
4029 if (shader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
4030 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
4034 priv_ctx
->vs_output
[i
] = "TA";
4040 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4041 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4043 sig
= device
->stateBlock
->state
.pixel_shader
->input_signature
;
4044 TRACE("Pixel shader uses declared varyings\n");
4046 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4047 for(i
= 0; i
< 8; i
++)
4049 priv_ctx
->texcrd_output
[i
] = "TA";
4051 priv_ctx
->color_output
[0] = "TA";
4052 priv_ctx
->color_output
[1] = "TA";
4053 priv_ctx
->fog_output
= "TA";
4055 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4057 semantic_name
= sig
[i
].semantic_name
;
4058 semantic_idx
= sig
[i
].semantic_idx
;
4059 reg_idx
= sig
[i
].register_idx
;
4060 if (!semantic_name
) continue;
4062 /* If a declared input register is not written by builtin arguments, don't write to it.
4063 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4065 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4066 * to TMP_OUT in any case
4068 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4070 if (semantic_idx
< 8)
4071 priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4073 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4075 if (semantic_idx
< 2)
4076 priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4078 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4081 priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
4088 if (!strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary")
4089 || !strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary"))
4091 compiled
->need_color_unclamp
= TRUE
;
4095 /* Map declared to declared */
4096 for (i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); ++i
)
4098 /* Write unread output to TA to throw them away */
4099 priv_ctx
->vs_output
[i
] = "TA";
4100 semantic_name
= shader
->output_signature
[i
].semantic_name
;
4101 if (!semantic_name
) continue;
4103 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
)
4104 && !shader
->output_signature
[i
].semantic_idx
)
4106 priv_ctx
->vs_output
[i
] = "TMP_OUT";
4109 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
)
4110 && !shader
->output_signature
[i
].semantic_idx
)
4112 priv_ctx
->vs_output
[i
] = "result.pointsize";
4116 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
4118 if (!sig
[j
].semantic_name
) continue;
4120 if (!strcmp(sig
[j
].semantic_name
, semantic_name
)
4121 && sig
[j
].semantic_idx
== shader
->output_signature
[i
].semantic_idx
)
4123 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
4125 if (!strcmp(priv_ctx
->vs_output
[i
], "result.color.primary")
4126 || !strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary"))
4128 compiled
->need_color_unclamp
= TRUE
;
4135 /* Context activation is done by the caller. */
4136 static GLuint
shader_arb_generate_vshader(const struct wined3d_shader
*shader
,
4137 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
4138 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
4140 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4141 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4142 struct shader_arb_priv
*priv
= shader
->device
->shader_priv
;
4143 const DWORD
*function
= shader
->function
;
4145 DWORD next_local
= 0;
4146 struct shader_arb_ctx_priv priv_ctx
;
4150 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4151 priv_ctx
.cur_vs_args
= args
;
4152 list_init(&priv_ctx
.control_frames
);
4153 init_output_registers(shader
, args
->ps_signature
, &priv_ctx
, compiled
);
4155 /* Create the hw ARB shader */
4156 shader_addline(buffer
, "!!ARBvp1.0\n");
4158 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4159 * mesurable performance penalty, and we can always make use of it for clipplanes.
4161 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4163 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4164 priv_ctx
.target_version
= NV3
;
4165 shader_addline(buffer
, "ADDRESS aL;\n");
4167 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4169 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4170 priv_ctx
.target_version
= NV2
;
4171 shader_addline(buffer
, "ADDRESS aL;\n");
4173 priv_ctx
.target_version
= ARB
;
4176 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4178 shader_addline(buffer
, "TEMP TMP_FOGCOORD;\n");
4179 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
4181 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps
);
4183 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
))
4185 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data
->rel_offset
);
4186 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4189 shader_addline(buffer
, "TEMP TA;\n");
4190 shader_addline(buffer
, "TEMP TB;\n");
4192 /* Base Declarations */
4193 shader_generate_arb_declarations(shader
, reg_maps
, buffer
, gl_info
,
4194 &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4196 for(i
= 0; i
< MAX_CONST_I
; i
++)
4198 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4199 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
4201 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
4205 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4206 control_values
[0], control_values
[1], control_values
[2]);
4210 compiled
->int_consts
[i
] = next_local
;
4211 compiled
->num_int_consts
++;
4212 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4217 /* We need a constant to fixup the final position */
4218 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4219 compiled
->pos_fixup
= next_local
++;
4221 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4222 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4223 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4224 * a replacement shader depend on the texcoord.w being set properly.
4226 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4227 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4228 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4229 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4230 * this can eat a number of instructions, so skip it unless this cap is set as well
4232 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4234 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4235 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4237 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !priv
->ffp_proj_control
)
4240 const char *one
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ONE
);
4241 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++)
4243 if (reg_maps
->texcoord_mask
[i
] && reg_maps
->texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
4244 shader_addline(buffer
, "MOV result.texcoord[%u].w, %s\n", i
, one
);
4249 /* The shader starts with the main function */
4250 priv_ctx
.in_main_func
= TRUE
;
4251 /* Base Shader Body */
4252 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4254 if (!priv_ctx
.footer_written
) vshader_add_footer(&priv_ctx
,
4255 shader_data
, args
, reg_maps
, gl_info
, buffer
);
4257 shader_addline(buffer
, "END\n");
4259 /* TODO: change to resource.glObjectHandle or something like that */
4260 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4262 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4263 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4265 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4266 /* Create the program and check for errors */
4267 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4268 buffer
->content_size
, buffer
->buffer
));
4269 checkGLcall("glProgramStringARB()");
4271 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4274 FIXME("HW VertexShader Error at position %d: %s\n\n",
4275 errPos
, debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4276 shader_arb_dump_program_source(buffer
->buffer
);
4283 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4284 checkGLcall("glGetProgramivARB()");
4285 if (!native
) WARN("Program exceeds native resource limits.\n");
4291 /* Context activation is done by the caller. */
4292 static struct arb_ps_compiled_shader
*find_arb_pshader(struct wined3d_shader
*shader
,
4293 const struct arb_ps_compile_args
*args
)
4295 struct wined3d_device
*device
= shader
->device
;
4296 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4297 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
4300 struct arb_ps_compiled_shader
*new_array
;
4301 struct wined3d_shader_buffer buffer
;
4302 struct arb_pshader_private
*shader_data
;
4305 if (!shader
->backend_data
)
4307 struct shader_arb_priv
*priv
= device
->shader_priv
;
4309 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4310 shader_data
= shader
->backend_data
;
4311 shader_data
->clamp_consts
= shader
->reg_maps
.shader_version
.major
== 1;
4313 if (shader
->reg_maps
.shader_version
.major
< 3)
4314 shader_data
->input_signature_idx
= ~0;
4316 shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->input_signature
);
4318 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4320 if (!d3d_info
->vs_clipping
)
4321 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->reg_maps
,
4322 d3d_info
->limits
.ffp_blend_stages
- 1);
4324 shader_data
->clipplane_emulation
= ~0U;
4326 shader_data
= shader
->backend_data
;
4328 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4329 * so a linear search is more performant than a hashmap or a binary search
4330 * (cache coherency etc)
4332 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4334 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4335 return &shader_data
->gl_shaders
[i
];
4338 TRACE("No matching GL shader found, compiling a new shader\n");
4339 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4340 if (shader_data
->num_gl_shaders
)
4342 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4343 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4344 new_size
* sizeof(*shader_data
->gl_shaders
));
4346 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4351 ERR("Out of memory\n");
4354 shader_data
->gl_shaders
= new_array
;
4355 shader_data
->shader_array_size
= new_size
;
4358 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4360 pixelshader_update_samplers(shader
, args
->super
.tex_types
);
4362 if (!shader_buffer_init(&buffer
))
4364 ERR("Failed to initialize shader buffer.\n");
4368 ret
= shader_arb_generate_pshader(shader
, gl_info
, &buffer
, args
,
4369 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4370 shader_buffer_free(&buffer
);
4371 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4373 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4376 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4377 const DWORD use_map
, BOOL skip_int
) {
4378 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4379 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4380 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4381 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4382 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4383 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4384 if(skip_int
) return TRUE
;
4386 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4389 static struct arb_vs_compiled_shader
*find_arb_vshader(struct wined3d_shader
*shader
,
4390 const struct arb_vs_compile_args
*args
)
4392 struct wined3d_device
*device
= shader
->device
;
4393 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4394 DWORD use_map
= device
->stream_info
.use_map
;
4397 struct arb_vs_compiled_shader
*new_array
;
4398 struct wined3d_shader_buffer buffer
;
4399 struct arb_vshader_private
*shader_data
;
4402 if (!shader
->backend_data
)
4404 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4406 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4407 shader_data
= shader
->backend_data
;
4409 if ((gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
4410 && reg_maps
->min_rel_offset
<= reg_maps
->max_rel_offset
)
4412 if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 127)
4414 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4415 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4416 FIXME("Min: %u, Max: %u.\n", reg_maps
->min_rel_offset
, reg_maps
->max_rel_offset
);
4418 else if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 63)
4419 shader_data
->rel_offset
= reg_maps
->min_rel_offset
+ 63;
4420 else if (reg_maps
->max_rel_offset
> 63)
4421 shader_data
->rel_offset
= reg_maps
->min_rel_offset
;
4424 shader_data
= shader
->backend_data
;
4426 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4427 * so a linear search is more performant than a hashmap or a binary search
4428 * (cache coherency etc)
4430 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4431 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4432 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4434 return &shader_data
->gl_shaders
[i
];
4438 TRACE("No matching GL shader found, compiling a new shader\n");
4440 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4441 if (shader_data
->num_gl_shaders
)
4443 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4444 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4445 new_size
* sizeof(*shader_data
->gl_shaders
));
4447 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4452 ERR("Out of memory\n");
4455 shader_data
->gl_shaders
= new_array
;
4456 shader_data
->shader_array_size
= new_size
;
4459 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4461 if (!shader_buffer_init(&buffer
))
4463 ERR("Failed to initialize shader buffer.\n");
4467 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4468 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4469 shader_buffer_free(&buffer
);
4470 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4472 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4475 static void find_arb_ps_compile_args(const struct wined3d_state
*state
,
4476 const struct wined3d_context
*context
, const struct wined3d_shader
*shader
,
4477 struct arb_ps_compile_args
*args
)
4479 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4480 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4484 find_ps_compile_args(state
, shader
, &args
->super
);
4486 /* This forces all local boolean constants to 1 to make them stateblock independent */
4487 args
->bools
= shader
->reg_maps
.local_bool_consts
;
4489 for(i
= 0; i
< MAX_CONST_B
; i
++)
4491 if (state
->ps_consts_b
[i
])
4492 args
->bools
|= ( 1 << i
);
4495 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4496 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4497 * duplicate the shader than have a no-op KIL instruction in every shader
4499 if (!d3d_info
->vs_clipping
&& use_vs(state
)
4500 && state
->render_states
[WINED3D_RS_CLIPPING
]
4501 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4506 /* Skip if unused or local, or supported natively */
4507 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4508 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4510 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4514 for(i
= 0; i
< MAX_CONST_I
; i
++)
4516 if(int_skip
& (1 << i
))
4518 args
->loop_ctrl
[i
][0] = 0;
4519 args
->loop_ctrl
[i
][1] = 0;
4520 args
->loop_ctrl
[i
][2] = 0;
4524 args
->loop_ctrl
[i
][0] = state
->ps_consts_i
[i
* 4];
4525 args
->loop_ctrl
[i
][1] = state
->ps_consts_i
[i
* 4 + 1];
4526 args
->loop_ctrl
[i
][2] = state
->ps_consts_i
[i
* 4 + 2];
4531 static void find_arb_vs_compile_args(const struct wined3d_state
*state
,
4532 const struct wined3d_context
*context
, const struct wined3d_shader
*shader
,
4533 struct arb_vs_compile_args
*args
)
4535 struct wined3d_device
*device
= shader
->device
;
4536 const struct wined3d_adapter
*adapter
= device
->adapter
;
4537 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4538 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4542 find_vs_compile_args(state
, shader
, &args
->super
);
4544 args
->clip
.boolclip_compare
= 0;
4547 const struct wined3d_shader
*ps
= state
->pixel_shader
;
4548 const struct arb_pshader_private
*shader_priv
= ps
->backend_data
;
4549 args
->ps_signature
= shader_priv
->input_signature_idx
;
4551 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4555 args
->ps_signature
= ~0;
4556 if (!d3d_info
->vs_clipping
&& adapter
->fragment_pipe
== &arbfp_fragment_pipeline
)
4558 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(state
) ? d3d_info
->limits
.ffp_blend_stages
: 0;
4560 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4563 if (args
->clip
.boolclip
.clip_texcoord
)
4565 if (state
->render_states
[WINED3D_RS_CLIPPING
])
4566 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
4567 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4570 /* This forces all local boolean constants to 1 to make them stateblock independent */
4571 args
->clip
.boolclip
.bools
= shader
->reg_maps
.local_bool_consts
;
4572 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4573 for(i
= 0; i
< MAX_CONST_B
; i
++)
4575 if (state
->vs_consts_b
[i
])
4576 args
->clip
.boolclip
.bools
|= ( 1 << i
);
4579 args
->vertex
.samplers
[0] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4580 args
->vertex
.samplers
[1] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4581 args
->vertex
.samplers
[2] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4582 args
->vertex
.samplers
[3] = 0;
4584 /* Skip if unused or local */
4585 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4586 /* This is about flow control, not clipping. */
4587 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4589 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4593 for(i
= 0; i
< MAX_CONST_I
; i
++)
4595 if(int_skip
& (1 << i
))
4597 args
->loop_ctrl
[i
][0] = 0;
4598 args
->loop_ctrl
[i
][1] = 0;
4599 args
->loop_ctrl
[i
][2] = 0;
4603 args
->loop_ctrl
[i
][0] = state
->vs_consts_i
[i
* 4];
4604 args
->loop_ctrl
[i
][1] = state
->vs_consts_i
[i
* 4 + 1];
4605 args
->loop_ctrl
[i
][2] = state
->vs_consts_i
[i
* 4 + 2];
4610 /* Context activation is done by the caller. */
4611 static void shader_arb_select(const struct wined3d_context
*context
, enum wined3d_shader_mode vertex_mode
,
4612 enum wined3d_shader_mode fragment_mode
)
4614 struct wined3d_device
*device
= context
->swapchain
->device
;
4615 struct shader_arb_priv
*priv
= device
->shader_priv
;
4616 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4617 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4620 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4621 if (fragment_mode
== WINED3D_SHADER_MODE_SHADER
)
4623 struct wined3d_shader
*ps
= state
->pixel_shader
;
4624 struct arb_ps_compile_args compile_args
;
4625 struct arb_ps_compiled_shader
*compiled
;
4627 TRACE("Using pixel shader %p.\n", ps
);
4628 find_arb_ps_compile_args(state
, context
, ps
, &compile_args
);
4629 compiled
= find_arb_pshader(ps
, &compile_args
);
4630 priv
->current_fprogram_id
= compiled
->prgId
;
4631 priv
->compiled_fprog
= compiled
;
4633 /* Bind the fragment program */
4634 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4635 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4637 if (!priv
->use_arbfp_fixed_func
)
4638 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
4640 /* Enable OpenGL fragment programs. */
4641 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4642 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4644 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4645 device
, priv
->current_fprogram_id
);
4647 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4648 * a 1.x and newer shader, reload the first 8 constants
4650 if (priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
)
4652 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
;
4653 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, 8);
4654 for(i
= 0; i
< 8; i
++)
4656 priv
->pshader_const_dirty
[i
] = 1;
4658 /* Also takes care of loading local constants */
4659 shader_arb_load_constants_internal(context
, TRUE
, FALSE
, TRUE
);
4663 UINT rt_height
= state
->fb
->render_targets
[0]->resource
.height
;
4664 shader_arb_ps_local_constants(compiled
, context
, state
, rt_height
);
4667 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4668 if (compiled
->np2fixup_info
.super
.active
)
4669 shader_arb_load_np2fixup_constants(priv
, gl_info
, state
);
4673 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4675 /* Disable only if we're not using arbfp fixed function fragment
4676 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4677 * enabled, and the fixed function pipeline will bind the fixed
4678 * function replacement shader. */
4679 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4680 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4681 priv
->current_fprogram_id
= 0;
4683 priv
->fragment_pipe
->enable_extension(gl_info
, fragment_mode
== WINED3D_SHADER_MODE_FFP
);
4686 if (vertex_mode
== WINED3D_SHADER_MODE_SHADER
)
4688 struct wined3d_shader
*vs
= state
->vertex_shader
;
4689 struct arb_vs_compile_args compile_args
;
4690 struct arb_vs_compiled_shader
*compiled
;
4692 TRACE("Using vertex shader %p\n", vs
);
4693 find_arb_vs_compile_args(state
, context
, vs
, &compile_args
);
4694 compiled
= find_arb_vshader(vs
, &compile_args
);
4695 priv
->current_vprogram_id
= compiled
->prgId
;
4696 priv
->compiled_vprog
= compiled
;
4698 /* Bind the vertex program */
4699 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4700 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4702 /* Enable OpenGL vertex programs */
4703 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_ARB
);
4704 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4705 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device
, priv
->current_vprogram_id
);
4706 shader_arb_vs_local_constants(compiled
, context
, state
);
4708 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4709 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4711 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4713 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4714 checkGLcall("glClampColorARB");
4716 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4720 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4722 priv
->current_vprogram_id
= 0;
4723 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4724 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4726 priv
->vertex_pipe
->vp_enable(gl_info
, vertex_mode
== WINED3D_SHADER_MODE_FFP
);
4729 /* Context activation is done by the caller. */
4730 static void shader_arb_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4731 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4733 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4734 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4735 struct shader_arb_priv
*priv
= shader_priv
;
4736 GLuint
*blt_fprogram
;
4738 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4739 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4740 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_ARB
);
4742 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4743 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4744 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4745 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4746 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4749 /* Context activation is done by the caller. */
4750 static void shader_arb_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4752 struct shader_arb_priv
*priv
= shader_priv
;
4754 if (priv
->current_vprogram_id
) {
4755 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4756 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4758 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv
->current_vprogram_id
);
4762 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4763 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4766 if (priv
->current_fprogram_id
) {
4767 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4768 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4770 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv
->current_fprogram_id
);
4772 else if(!priv
->use_arbfp_fixed_func
)
4774 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4775 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4779 static void shader_arb_destroy(struct wined3d_shader
*shader
)
4781 struct wined3d_device
*device
= shader
->device
;
4782 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4784 if (shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
4786 struct arb_pshader_private
*shader_data
= shader
->backend_data
;
4789 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4791 if (shader_data
->num_gl_shaders
)
4793 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4795 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4797 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4798 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4801 context_release(context
);
4804 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4805 HeapFree(GetProcessHeap(), 0, shader_data
);
4806 shader
->backend_data
= NULL
;
4810 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4813 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4815 if (shader_data
->num_gl_shaders
)
4817 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4819 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4821 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4822 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4825 context_release(context
);
4828 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4829 HeapFree(GetProcessHeap(), 0, shader_data
);
4830 shader
->backend_data
= NULL
;
4834 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4836 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4837 return compare_sig(key
, e
->sig
);
4840 static const struct wine_rb_functions sig_tree_functions
=
4848 static HRESULT
shader_arb_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
4849 const struct fragment_pipeline
*fragment_pipe
)
4851 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4852 struct fragment_caps fragment_caps
;
4853 void *vertex_priv
, *fragment_priv
;
4854 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
4856 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&arb_program_shader_backend
, priv
)))
4858 ERR("Failed to initialize vertex pipe.\n");
4859 HeapFree(GetProcessHeap(), 0, priv
);
4863 if (!(fragment_priv
= fragment_pipe
->alloc_private(&arb_program_shader_backend
, priv
)))
4865 ERR("Failed to initialize fragment pipe.\n");
4866 vertex_pipe
->vp_free(device
);
4867 HeapFree(GetProcessHeap(), 0, priv
);
4871 priv
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4872 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
4873 if (!priv
->vshader_const_dirty
)
4875 memset(priv
->vshader_const_dirty
, 1,
4876 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
4878 priv
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4879 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
4880 if (!priv
->pshader_const_dirty
)
4882 memset(priv
->pshader_const_dirty
, 1,
4883 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
4885 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4887 ERR("RB tree init failed\n");
4891 priv
->vertex_pipe
= vertex_pipe
;
4892 priv
->fragment_pipe
= fragment_pipe
;
4893 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
4894 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
4896 device
->vertex_priv
= vertex_priv
;
4897 device
->fragment_priv
= fragment_priv
;
4898 device
->shader_priv
= priv
;
4903 HeapFree(GetProcessHeap(), 0, priv
->pshader_const_dirty
);
4904 HeapFree(GetProcessHeap(), 0, priv
->vshader_const_dirty
);
4905 fragment_pipe
->free_private(device
);
4906 vertex_pipe
->vp_free(device
);
4907 HeapFree(GetProcessHeap(), 0, priv
);
4908 return E_OUTOFMEMORY
;
4911 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4913 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4915 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4917 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4919 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4920 HeapFree(GetProcessHeap(), 0, sig
);
4923 /* Context activation is done by the caller. */
4924 static void shader_arb_free(struct wined3d_device
*device
)
4926 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4927 struct shader_arb_priv
*priv
= device
->shader_priv
;
4930 if (priv
->depth_blt_vprogram_id
)
4931 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4933 for (i
= 0; i
< tex_type_count
; ++i
)
4935 if (priv
->depth_blt_fprogram_id_full
[i
])
4937 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
4939 if (priv
->depth_blt_fprogram_id_masked
[i
])
4941 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
4945 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4946 HeapFree(GetProcessHeap(), 0, priv
->pshader_const_dirty
);
4947 HeapFree(GetProcessHeap(), 0, priv
->vshader_const_dirty
);
4948 priv
->fragment_pipe
->free_private(device
);
4949 priv
->vertex_pipe
->vp_free(device
);
4950 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
4953 static void shader_arb_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
)
4955 struct shader_arb_priv
*priv
= shader_priv
;
4957 if (priv
->last_context
== context
)
4958 priv
->last_context
= NULL
;
4961 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
4963 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4968 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4969 * for vertex programs. If the native limit is less than that it's
4970 * not very useful, and e.g. Mesa swrast returns 0, probably to
4971 * indicate it's a software implementation. */
4972 if (gl_info
->limits
.arb_vs_native_constants
< 96)
4973 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
4975 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4977 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4980 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4982 else if (vs_consts
>= 256)
4984 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4986 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4991 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4993 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, vs_version
);
4994 caps
->vs_uniform_count
= vs_consts
;
4998 caps
->vs_version
= 0;
4999 caps
->vs_uniform_count
= 0;
5002 caps
->gs_version
= 0;
5004 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
5009 /* Similar as above for vertex programs, but the minimum for fragment
5010 * programs is 24. */
5011 if (gl_info
->limits
.arb_ps_native_constants
< 24)
5012 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
5014 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
5016 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
5019 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5021 else if (ps_consts
>= 32)
5023 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5025 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5030 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5032 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, ps_version
);
5033 caps
->ps_uniform_count
= ps_consts
;
5034 caps
->ps_1x_max_value
= 8.0f
;
5038 caps
->ps_version
= 0;
5039 caps
->ps_uniform_count
= 0;
5040 caps
->ps_1x_max_value
= 0.0f
;
5043 caps
->wined3d_caps
= WINED3D_SHADER_CAP_SRGB_WRITE
;
5044 if (use_nv_clip(gl_info
))
5045 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_VS_CLIPPING
;
5048 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
5050 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
5052 TRACE("Checking support for color_fixup:\n");
5053 dump_color_fixup_desc(fixup
);
5056 /* We support everything except complex conversions. */
5057 if (!is_complex_fixup(fixup
))
5063 TRACE("[FAILED]\n");
5067 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
5069 char write_mask
[20], regstr
[50];
5070 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5071 BOOL is_color
= FALSE
;
5072 const struct wined3d_shader_dst_param
*dst
;
5074 if (!ins
->dst_count
) return;
5078 if (!shift
) return; /* Saturate alone is handled by the instructions */
5080 shader_arb_get_write_mask(ins
, dst
, write_mask
);
5081 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
5083 /* Generate a line that does the output modifier computation
5084 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5085 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5087 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
5088 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
5091 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
5093 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
5094 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
5095 /* WINED3DSIH_AND */ NULL
,
5096 /* WINED3DSIH_BEM */ pshader_hw_bem
,
5097 /* WINED3DSIH_BREAK */ shader_hw_break
,
5098 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
5099 /* WINED3DSIH_BREAKP */ NULL
,
5100 /* WINED3DSIH_CALL */ shader_hw_call
,
5101 /* WINED3DSIH_CALLNZ */ NULL
,
5102 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
5103 /* WINED3DSIH_CND */ pshader_hw_cnd
,
5104 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
5105 /* WINED3DSIH_CUT */ NULL
,
5106 /* WINED3DSIH_DCL */ shader_hw_nop
,
5107 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop
,
5108 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop
,
5109 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop
,
5110 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop
,
5111 /* WINED3DSIH_DEF */ shader_hw_nop
,
5112 /* WINED3DSIH_DEFB */ shader_hw_nop
,
5113 /* WINED3DSIH_DEFI */ shader_hw_nop
,
5114 /* WINED3DSIH_DIV */ NULL
,
5115 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
5116 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
5117 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
5118 /* WINED3DSIH_DST */ shader_hw_map2gl
,
5119 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
5120 /* WINED3DSIH_DSY */ shader_hw_dsy
,
5121 /* WINED3DSIH_ELSE */ shader_hw_else
,
5122 /* WINED3DSIH_EMIT */ NULL
,
5123 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
5124 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
5125 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
5126 /* WINED3DSIH_EQ */ NULL
,
5127 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
5128 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
5129 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
5130 /* WINED3DSIH_FTOI */ NULL
,
5131 /* WINED3DSIH_GE */ NULL
,
5132 /* WINED3DSIH_IADD */ NULL
,
5133 /* WINED3DSIH_IEQ */ NULL
,
5134 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
5135 /* WINED3DSIH_IFC */ shader_hw_ifc
,
5136 /* WINED3DSIH_IGE */ NULL
,
5137 /* WINED3DSIH_IMUL */ NULL
,
5138 /* WINED3DSIH_ITOF */ NULL
,
5139 /* WINED3DSIH_LABEL */ shader_hw_label
,
5140 /* WINED3DSIH_LD */ NULL
,
5141 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
5142 /* WINED3DSIH_LOG */ shader_hw_log
,
5143 /* WINED3DSIH_LOGP */ shader_hw_log
,
5144 /* WINED3DSIH_LOOP */ shader_hw_loop
,
5145 /* WINED3DSIH_LRP */ shader_hw_lrp
,
5146 /* WINED3DSIH_LT */ NULL
,
5147 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
5148 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
5149 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
5150 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
5151 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
5152 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
5153 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
5154 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
5155 /* WINED3DSIH_MOV */ shader_hw_mov
,
5156 /* WINED3DSIH_MOVA */ shader_hw_mov
,
5157 /* WINED3DSIH_MOVC */ NULL
,
5158 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
5159 /* WINED3DSIH_NOP */ shader_hw_nop
,
5160 /* WINED3DSIH_NRM */ shader_hw_nrm
,
5161 /* WINED3DSIH_PHASE */ shader_hw_nop
,
5162 /* WINED3DSIH_POW */ shader_hw_pow
,
5163 /* WINED3DSIH_RCP */ shader_hw_rcp
,
5164 /* WINED3DSIH_REP */ shader_hw_rep
,
5165 /* WINED3DSIH_RET */ shader_hw_ret
,
5166 /* WINED3DSIH_ROUND_NI */ NULL
,
5167 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
5168 /* WINED3DSIH_SAMPLE */ NULL
,
5169 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5170 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5171 /* WINED3DSIH_SETP */ NULL
,
5172 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
5173 /* WINED3DSIH_SGN */ shader_hw_sgn
,
5174 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
5175 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
5176 /* WINED3DSIH_SQRT */ NULL
,
5177 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
5178 /* WINED3DSIH_TEX */ pshader_hw_tex
,
5179 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
5180 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
5181 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
5182 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5183 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5184 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5185 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5186 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5187 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5188 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5189 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5190 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5191 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5192 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5193 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5194 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5195 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5196 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5197 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5198 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5199 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5200 /* WINED3DSIH_UDIV */ NULL
,
5201 /* WINED3DSIH_USHR */ NULL
,
5202 /* WINED3DSIH_UTOF */ NULL
,
5203 /* WINED3DSIH_XOR */ NULL
,
5206 static BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
,
5207 const struct wined3d_shader
*shader
, DWORD idx
)
5209 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5210 BOOL vshader
= shader_is_vshader_version(reg_maps
->shader_version
.type
);
5211 const struct wined3d_shader_lconst
*constant
;
5213 WORD flag
= (1 << idx
);
5214 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5216 if (reg_maps
->local_bool_consts
& flag
)
5218 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5219 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsB
, struct wined3d_shader_lconst
, entry
)
5221 if (constant
->idx
== idx
)
5223 return constant
->value
[0];
5226 ERR("Local constant not found\n");
5231 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5232 else bools
= priv
->cur_ps_args
->bools
;
5233 return bools
& flag
;
5237 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5238 const struct wined3d_shader
*shader
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5240 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5241 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5243 /* Integer constants can either be a local constant, or they can be stored in the shader
5244 * type specific compile args. */
5245 if (reg_maps
->local_int_consts
& (1 << idx
))
5247 const struct wined3d_shader_lconst
*constant
;
5249 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5251 if (constant
->idx
== idx
)
5253 loop_control
->count
= constant
->value
[0];
5254 loop_control
->start
= constant
->value
[1];
5255 /* Step is signed. */
5256 loop_control
->step
= (int)constant
->value
[2];
5260 /* If this happens the flag was set incorrectly */
5261 ERR("Local constant not found\n");
5262 loop_control
->count
= 0;
5263 loop_control
->start
= 0;
5264 loop_control
->step
= 0;
5268 switch (reg_maps
->shader_version
.type
)
5270 case WINED3D_SHADER_TYPE_VERTEX
:
5271 /* Count and aL start value are unsigned */
5272 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5273 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5274 /* Step is signed. */
5275 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5278 case WINED3D_SHADER_TYPE_PIXEL
:
5279 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5280 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5281 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5285 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5290 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5293 struct wined3d_shader_dst_param
*dst_param
= NULL
;
5294 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
5295 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
5298 ERR("Out of memory\n");
5303 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
5304 if(!dst_param
) goto free
;
5305 *dst_param
= *ins
->dst
;
5306 if (ins
->dst
->reg
.idx
[0].rel_addr
)
5308 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5311 *rel_addr
= *ins
->dst
->reg
.idx
[0].rel_addr
;
5312 dst_param
->reg
.idx
[0].rel_addr
= rel_addr
;
5314 rec
->ins
.dst
= dst_param
;
5316 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
5319 for (i
= 0; i
< ins
->src_count
; ++i
)
5321 src_param
[i
] = ins
->src
[i
];
5322 if (ins
->src
[i
].reg
.idx
[0].rel_addr
)
5324 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5327 *rel_addr
= *ins
->src
[i
].reg
.idx
[0].rel_addr
;
5328 src_param
[i
].reg
.idx
[0].rel_addr
= rel_addr
;
5331 rec
->ins
.src
= src_param
;
5332 list_add_tail(list
, &rec
->entry
);
5336 ERR("Out of memory\n");
5339 HeapFree(GetProcessHeap(), 0, (void *)dst_param
->reg
.idx
[0].rel_addr
);
5340 HeapFree(GetProcessHeap(), 0, dst_param
);
5344 for(i
= 0; i
< ins
->src_count
; i
++)
5346 HeapFree(GetProcessHeap(), 0, (void *)src_param
[i
].reg
.idx
[0].rel_addr
);
5348 HeapFree(GetProcessHeap(), 0, src_param
);
5350 HeapFree(GetProcessHeap(), 0, rec
);
5353 static void free_recorded_instruction(struct list
*list
)
5355 struct recorded_instruction
*rec_ins
, *entry2
;
5358 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5360 list_remove(&rec_ins
->entry
);
5361 if (rec_ins
->ins
.dst
)
5363 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.dst
->reg
.idx
[0].rel_addr
);
5364 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.dst
);
5366 if (rec_ins
->ins
.src
)
5368 for (i
= 0; i
< rec_ins
->ins
.src_count
; ++i
)
5370 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.src
[i
].reg
.idx
[0].rel_addr
);
5372 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.src
);
5374 HeapFree(GetProcessHeap(), 0, rec_ins
);
5378 static void pop_control_frame(const struct wined3d_shader_instruction
*ins
)
5380 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5381 struct control_frame
*control_frame
;
5383 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5385 struct list
*e
= list_head(&priv
->control_frames
);
5386 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5387 list_remove(&control_frame
->entry
);
5388 HeapFree(GetProcessHeap(), 0, control_frame
);
5391 else if (ins
->handler_idx
== WINED3DSIH_ENDIF
)
5393 /* Non-ifc ENDIFs were already handled previously. */
5394 struct list
*e
= list_head(&priv
->control_frames
);
5395 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5396 list_remove(&control_frame
->entry
);
5397 HeapFree(GetProcessHeap(), 0, control_frame
);
5401 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5402 SHADER_HANDLER hw_fct
;
5403 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5404 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5405 struct control_frame
*control_frame
;
5406 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5409 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5411 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5412 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5414 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5415 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5417 if(priv
->target_version
>= NV2
)
5419 control_frame
->no
.loop
= priv
->num_loops
++;
5424 /* Don't bother recording when we're in a not used if branch */
5430 if(!priv
->recording
)
5432 list_init(&priv
->record
);
5433 priv
->recording
= TRUE
;
5434 control_frame
->outer_loop
= TRUE
;
5435 get_loop_control_const(ins
, shader
, ins
->src
[0].reg
.idx
[0].offset
, &control_frame
->loop_control
);
5436 return; /* Instruction is handled */
5438 /* Record this loop in the outer loop's recording */
5441 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5443 if(priv
->target_version
>= NV2
)
5445 /* Nothing to do. The control frame is popped after the HW instr handler */
5449 struct list
*e
= list_head(&priv
->control_frames
);
5450 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5451 list_remove(&control_frame
->entry
);
5453 if(control_frame
->outer_loop
)
5455 unsigned int iteration
;
5459 /* Turn off recording before playback */
5460 priv
->recording
= FALSE
;
5462 /* Move the recorded instructions to a separate list and get them out of the private data
5463 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5464 * be recorded again, thus priv->record might be overwritten
5467 list_move_tail(©
, &priv
->record
);
5468 list_init(&priv
->record
);
5470 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5472 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5473 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5474 control_frame
->loop_control
.step
);
5475 aL
= control_frame
->loop_control
.start
;
5479 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5482 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5484 struct recorded_instruction
*rec_ins
;
5485 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5488 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5492 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5495 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5497 shader_arb_handle_instruction(&rec_ins
->ins
);
5500 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5502 aL
+= control_frame
->loop_control
.step
;
5505 shader_addline(buffer
, "#end loop/rep\n");
5507 free_recorded_instruction(©
);
5508 HeapFree(GetProcessHeap(), 0, control_frame
);
5509 return; /* Instruction is handled */
5513 /* This is a nested loop. Proceed to the normal recording function */
5514 HeapFree(GetProcessHeap(), 0, control_frame
);
5521 record_instruction(&priv
->record
, ins
);
5526 if(ins
->handler_idx
== WINED3DSIH_IF
)
5528 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5529 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5530 control_frame
->type
= IF
;
5532 bool_const
= get_bool_const(ins
, shader
, ins
->src
[0].reg
.idx
[0].offset
);
5533 if (ins
->src
[0].modifiers
== WINED3DSPSM_NOT
)
5534 bool_const
= !bool_const
;
5535 if (!priv
->muted
&& !bool_const
)
5537 shader_addline(buffer
, "#if(FALSE){\n");
5539 control_frame
->muting
= TRUE
;
5541 else shader_addline(buffer
, "#if(TRUE) {\n");
5543 return; /* Instruction is handled */
5545 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5547 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5548 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5549 control_frame
->type
= IFC
;
5550 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5551 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5553 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5555 struct list
*e
= list_head(&priv
->control_frames
);
5556 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5558 if(control_frame
->type
== IF
)
5560 shader_addline(buffer
, "#} else {\n");
5561 if(!priv
->muted
&& !control_frame
->muting
)
5564 control_frame
->muting
= TRUE
;
5566 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5567 return; /* Instruction is handled. */
5569 /* In case of an ifc, generate a HW shader instruction */
5570 if (control_frame
->type
!= IFC
)
5571 ERR("Control frame does not match.\n");
5573 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5575 struct list
*e
= list_head(&priv
->control_frames
);
5576 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5578 if(control_frame
->type
== IF
)
5580 shader_addline(buffer
, "#} endif\n");
5581 if(control_frame
->muting
) priv
->muted
= FALSE
;
5582 list_remove(&control_frame
->entry
);
5583 HeapFree(GetProcessHeap(), 0, control_frame
);
5584 return; /* Instruction is handled */
5586 /* In case of an ifc, generate a HW shader instruction */
5587 if (control_frame
->type
!= IFC
)
5588 ERR("Control frame does not match.\n");
5593 pop_control_frame(ins
);
5597 /* Select handler */
5598 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5600 /* Unhandled opcode */
5603 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5608 pop_control_frame(ins
);
5610 shader_arb_add_instruction_modifiers(ins
);
5613 static BOOL
shader_arb_has_ffp_proj_control(void *shader_priv
)
5615 struct shader_arb_priv
*priv
= shader_priv
;
5617 return priv
->ffp_proj_control
;
5620 const struct wined3d_shader_backend_ops arb_program_shader_backend
=
5622 shader_arb_handle_instruction
,
5624 shader_arb_select_depth_blt
,
5625 shader_arb_deselect_depth_blt
,
5626 shader_arb_update_float_vertex_constants
,
5627 shader_arb_update_float_pixel_constants
,
5628 shader_arb_load_constants
,
5629 shader_arb_load_np2fixup_constants
,
5633 shader_arb_context_destroyed
,
5634 shader_arb_get_caps
,
5635 shader_arb_color_fixup_supported
,
5636 shader_arb_has_ffp_proj_control
,
5639 /* ARB_fragment_program fixed function pipeline replacement definitions */
5640 #define ARB_FFP_CONST_TFACTOR 0
5641 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5642 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5643 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5644 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5646 struct arbfp_ffp_desc
5648 struct ffp_frag_desc parent
;
5652 /* Context activation is done by the caller. */
5653 static void arbfp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
5657 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5658 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5662 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5663 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5667 static void *arbfp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5669 struct shader_arb_priv
*priv
;
5671 /* Share private data between the shader backend and the pipeline
5672 * replacement, if both are the arb implementation. This is needed to
5673 * figure out whether ARBfp should be disabled if no pixel shader is bound
5675 if (shader_backend
== &arb_program_shader_backend
)
5677 else if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
5680 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5682 ERR("Failed to initialize rbtree.\n");
5683 if (priv
!= shader_priv
)
5684 HeapFree(GetProcessHeap(), 0, priv
);
5687 priv
->use_arbfp_fixed_func
= TRUE
;
5692 /* Context activation is done by the caller. */
5693 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5695 const struct wined3d_gl_info
*gl_info
= context
;
5696 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5698 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5699 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5700 HeapFree(GetProcessHeap(), 0, entry_arb
);
5703 /* Context activation is done by the caller. */
5704 static void arbfp_free(struct wined3d_device
*device
)
5706 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5708 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &device
->adapter
->gl_info
);
5709 priv
->use_arbfp_fixed_func
= FALSE
;
5711 if (device
->shader_backend
!= &arb_program_shader_backend
)
5713 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5717 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5719 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5720 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
5721 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5722 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5723 WINED3DTEXOPCAPS_SELECTARG1
|
5724 WINED3DTEXOPCAPS_SELECTARG2
|
5725 WINED3DTEXOPCAPS_MODULATE4X
|
5726 WINED3DTEXOPCAPS_MODULATE2X
|
5727 WINED3DTEXOPCAPS_MODULATE
|
5728 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5729 WINED3DTEXOPCAPS_ADDSIGNED
|
5730 WINED3DTEXOPCAPS_ADD
|
5731 WINED3DTEXOPCAPS_SUBTRACT
|
5732 WINED3DTEXOPCAPS_ADDSMOOTH
|
5733 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5734 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5735 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5736 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5737 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5738 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5739 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5740 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5741 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5742 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5743 WINED3DTEXOPCAPS_MULTIPLYADD
|
5744 WINED3DTEXOPCAPS_LERP
|
5745 WINED3DTEXOPCAPS_BUMPENVMAP
|
5746 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5748 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5750 caps
->MaxTextureBlendStages
= 8;
5751 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5754 static void state_texfactor_arbfp(struct wined3d_context
*context
,
5755 const struct wined3d_state
*state
, DWORD state_id
)
5757 struct wined3d_device
*device
= context
->swapchain
->device
;
5758 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5761 /* Don't load the parameter if we're using an arbfp pixel shader,
5762 * otherwise we'll overwrite application provided constants. */
5763 if (device
->shader_backend
== &arb_program_shader_backend
)
5765 struct shader_arb_priv
*priv
;
5767 if (use_ps(state
)) return;
5769 priv
= device
->shader_priv
;
5770 priv
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5771 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5774 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
5775 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5776 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5779 static void state_arb_specularenable(struct wined3d_context
*context
,
5780 const struct wined3d_state
*state
, DWORD state_id
)
5782 struct wined3d_device
*device
= context
->swapchain
->device
;
5783 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5786 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5787 * application provided constants
5789 if (device
->shader_backend
== &arb_program_shader_backend
)
5791 struct shader_arb_priv
*priv
;
5793 if (use_ps(state
)) return;
5795 priv
= device
->shader_priv
;
5796 priv
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5797 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5800 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
5802 /* The specular color has no alpha */
5803 col
[0] = 1.0f
; col
[1] = 1.0f
;
5804 col
[2] = 1.0f
; col
[3] = 0.0f
;
5806 col
[0] = 0.0f
; col
[1] = 0.0f
;
5807 col
[2] = 0.0f
; col
[3] = 0.0f
;
5809 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5810 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5813 static void set_bumpmat_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5815 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5816 struct wined3d_device
*device
= context
->swapchain
->device
;
5817 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5822 /* The pixel shader has to know the bump env matrix. Do a constants
5824 if (stage
&& (state
->pixel_shader
->reg_maps
.bumpmat
& (1 << stage
)))
5825 context
->load_constants
= 1;
5827 if(device
->shader_backend
== &arb_program_shader_backend
) {
5828 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5832 else if (device
->shader_backend
== &arb_program_shader_backend
)
5834 struct shader_arb_priv
*priv
= device
->shader_priv
;
5835 priv
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5836 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5839 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
5840 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
5841 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
5842 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
5844 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5845 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5848 static void tex_bumpenvlum_arbfp(struct wined3d_context
*context
,
5849 const struct wined3d_state
*state
, DWORD state_id
)
5851 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5852 struct wined3d_device
*device
= context
->swapchain
->device
;
5853 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5858 /* The pixel shader has to know the luminance offset. Do a constants
5860 if (stage
&& (state
->pixel_shader
->reg_maps
.luminanceparams
& (1 << stage
)))
5861 context
->load_constants
= 1;
5863 if(device
->shader_backend
== &arb_program_shader_backend
) {
5864 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5868 else if (device
->shader_backend
== &arb_program_shader_backend
)
5870 struct shader_arb_priv
*priv
= device
->shader_priv
;
5871 priv
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5872 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5875 param
[0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LSCALE
]);
5876 param
[1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LOFFSET
]);
5880 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5881 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5884 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5888 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5890 switch(arg
& WINED3DTA_SELECTMASK
) {
5891 case WINED3DTA_DIFFUSE
:
5892 ret
= "fragment.color.primary"; break;
5894 case WINED3DTA_CURRENT
:
5895 if (!stage
) ret
= "fragment.color.primary";
5899 case WINED3DTA_TEXTURE
:
5901 case 0: ret
= "tex0"; break;
5902 case 1: ret
= "tex1"; break;
5903 case 2: ret
= "tex2"; break;
5904 case 3: ret
= "tex3"; break;
5905 case 4: ret
= "tex4"; break;
5906 case 5: ret
= "tex5"; break;
5907 case 6: ret
= "tex6"; break;
5908 case 7: ret
= "tex7"; break;
5909 default: ret
= "unknown texture";
5913 case WINED3DTA_TFACTOR
:
5914 ret
= "tfactor"; break;
5916 case WINED3DTA_SPECULAR
:
5917 ret
= "fragment.color.secondary"; break;
5919 case WINED3DTA_TEMP
:
5920 ret
= "tempreg"; break;
5922 case WINED3DTA_CONSTANT
:
5923 FIXME("Implement perstage constants\n");
5925 case 0: ret
= "const0"; break;
5926 case 1: ret
= "const1"; break;
5927 case 2: ret
= "const2"; break;
5928 case 3: ret
= "const3"; break;
5929 case 4: ret
= "const4"; break;
5930 case 5: ret
= "const5"; break;
5931 case 6: ret
= "const6"; break;
5932 case 7: ret
= "const7"; break;
5933 default: ret
= "unknown constant";
5941 if(arg
& WINED3DTA_COMPLEMENT
) {
5942 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5943 if(argnum
== 0) ret
= "arg0";
5944 if(argnum
== 1) ret
= "arg1";
5945 if(argnum
== 2) ret
= "arg2";
5947 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5948 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5949 if(argnum
== 0) ret
= "arg0";
5950 if(argnum
== 1) ret
= "arg1";
5951 if(argnum
== 2) ret
= "arg2";
5956 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5957 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5959 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5960 unsigned int mul
= 1;
5962 if(color
&& alpha
) dstmask
= "";
5963 else if(color
) dstmask
= ".xyz";
5964 else dstmask
= ".w";
5966 if(dst
== tempreg
) dstreg
= "tempreg";
5967 else dstreg
= "ret";
5969 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5970 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5971 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5975 case WINED3D_TOP_DISABLE
:
5977 shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5980 case WINED3D_TOP_SELECT_ARG2
:
5983 case WINED3D_TOP_SELECT_ARG1
:
5984 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5987 case WINED3D_TOP_MODULATE_4X
:
5990 case WINED3D_TOP_MODULATE_2X
:
5993 case WINED3D_TOP_MODULATE
:
5994 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5997 case WINED3D_TOP_ADD_SIGNED_2X
:
6000 case WINED3D_TOP_ADD_SIGNED
:
6001 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6004 case WINED3D_TOP_ADD
:
6005 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6008 case WINED3D_TOP_SUBTRACT
:
6009 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6012 case WINED3D_TOP_ADD_SMOOTH
:
6013 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
6014 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6017 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6018 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6019 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6021 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6022 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6023 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6025 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6026 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6027 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6029 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6030 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6031 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6034 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6035 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6036 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
6037 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6040 /* D3DTOP_PREMODULATE ???? */
6042 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6043 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
6044 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6046 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6047 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6049 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6050 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
6051 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
6053 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6054 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6057 case WINED3D_TOP_DOTPRODUCT3
:
6059 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
6060 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6061 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
6064 case WINED3D_TOP_MULTIPLY_ADD
:
6065 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
6068 case WINED3D_TOP_LERP
:
6069 /* The msdn is not quite right here */
6070 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6073 case WINED3D_TOP_BUMPENVMAP
:
6074 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6075 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6079 FIXME("Unhandled texture op %08x\n", op
);
6083 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", dstreg
, dstmask
, dstreg
);
6085 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", dstreg
, dstmask
, dstreg
);
6088 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6091 struct wined3d_shader_buffer buffer
;
6092 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6093 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6094 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6095 UINT lowest_disabled_stage
;
6096 const char *textype
;
6097 const char *instr
, *sat
;
6098 char colorcor_dst
[8];
6100 DWORD arg0
, arg1
, arg2
;
6101 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6103 const char *final_combiner_src
= "ret";
6106 /* Find out which textures are read */
6107 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6109 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6111 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6112 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6113 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6114 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6115 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6116 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6118 if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
6119 tex_read
[stage
] = TRUE
;
6120 if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
6121 tex_read
[stage
] = TRUE
;
6122 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
)
6124 bump_used
[stage
] = TRUE
;
6125 tex_read
[stage
] = TRUE
;
6127 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6129 bump_used
[stage
] = TRUE
;
6130 tex_read
[stage
] = TRUE
;
6131 luminance_used
[stage
] = TRUE
;
6133 else if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
6135 tfactor_used
= TRUE
;
6138 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
6139 tfactor_used
= TRUE
;
6142 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
6143 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
6144 tempreg_used
= TRUE
;
6147 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6149 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6150 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6151 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6152 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6153 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6154 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6156 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
6157 tempreg_used
= TRUE
;
6159 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
6160 tfactor_used
= TRUE
;
6163 lowest_disabled_stage
= stage
;
6166 if (!shader_buffer_init(&buffer
))
6168 ERR("Failed to initialize shader buffer.\n");
6172 shader_addline(&buffer
, "!!ARBfp1.0\n");
6174 switch(settings
->fog
) {
6175 case FOG_OFF
: break;
6176 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
6177 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
6178 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
6179 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
6182 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
6183 shader_addline(&buffer
, "TEMP TMP;\n");
6184 shader_addline(&buffer
, "TEMP ret;\n");
6185 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
6186 shader_addline(&buffer
, "TEMP arg0;\n");
6187 shader_addline(&buffer
, "TEMP arg1;\n");
6188 shader_addline(&buffer
, "TEMP arg2;\n");
6189 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
6190 if(!tex_read
[stage
]) continue;
6191 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6192 if(!bump_used
[stage
]) continue;
6193 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6194 if(!luminance_used
[stage
]) continue;
6195 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
6198 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
6200 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
6202 if(settings
->sRGB_write
) {
6203 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6204 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
6205 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6206 srgb_sub_high
, 0.0, 0.0, 0.0);
6209 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6210 shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
6212 /* Generate texture sampling instructions) */
6213 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6215 if (!tex_read
[stage
])
6218 switch(settings
->op
[stage
].tex_type
) {
6219 case tex_1d
: textype
= "1D"; break;
6220 case tex_2d
: textype
= "2D"; break;
6221 case tex_3d
: textype
= "3D"; break;
6222 case tex_cube
: textype
= "CUBE"; break;
6223 case tex_rect
: textype
= "RECT"; break;
6224 default: textype
= "unexpected_textype"; break;
6227 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
6228 || settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6233 if(settings
->op
[stage
].projected
== proj_none
) {
6235 } else if(settings
->op
[stage
].projected
== proj_count4
||
6236 settings
->op
[stage
].projected
== proj_count3
) {
6239 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6244 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6245 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6247 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6248 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6249 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6250 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6252 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6253 * so multiply the displacement with the dividing parameter before passing it to TXP
6255 if (settings
->op
[stage
].projected
!= proj_none
) {
6256 if(settings
->op
[stage
].projected
== proj_count4
) {
6257 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6258 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
6260 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6261 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
6264 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6267 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6268 instr
, sat
, stage
, stage
, textype
);
6269 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6271 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6272 stage
- 1, stage
- 1, stage
- 1);
6273 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6275 } else if(settings
->op
[stage
].projected
== proj_count3
) {
6276 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6277 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6278 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6279 instr
, sat
, stage
, stage
, textype
);
6281 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6282 instr
, sat
, stage
, stage
, stage
, textype
);
6285 sprintf(colorcor_dst
, "tex%u", stage
);
6286 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
6287 settings
->op
[stage
].color_fixup
);
6290 /* Generate the main shader */
6291 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6293 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6296 final_combiner_src
= "fragment.color.primary";
6300 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6301 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6302 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6303 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6304 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6305 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6306 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6307 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6308 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6309 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6310 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6311 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6313 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6314 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6315 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6316 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6318 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6320 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6321 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6322 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6324 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
6328 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6329 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6330 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6332 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6333 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6334 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6335 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6336 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6337 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6341 if(settings
->sRGB_write
) {
6342 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6343 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6344 shader_addline(&buffer
, "MOV result.color, ret;\n");
6346 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6350 shader_addline(&buffer
, "END\n");
6352 /* Generate the shader */
6353 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6354 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6355 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6356 strlen(buffer
.buffer
), buffer
.buffer
));
6357 checkGLcall("glProgramStringARB()");
6359 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6362 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6363 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6364 shader_arb_dump_program_source(buffer
.buffer
);
6370 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6371 checkGLcall("glGetProgramivARB()");
6372 if (!native
) WARN("Program exceeds native resource limits.\n");
6375 shader_buffer_free(&buffer
);
6379 static void fragment_prog_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6381 const struct wined3d_device
*device
= context
->swapchain
->device
;
6382 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6383 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6384 BOOL use_pshader
= use_ps(state
);
6385 struct ffp_frag_settings settings
;
6386 const struct arbfp_ffp_desc
*desc
;
6389 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6391 if (isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
6393 if (!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6395 /* Reload fixed function constants since they collide with the
6396 * pixel shader constants. */
6397 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6399 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6401 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6402 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6404 else if (use_pshader
)
6406 context
->select_shader
= 1;
6413 /* Find or create a shader implementing the fixed function pipeline
6414 * settings, then activate it. */
6415 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6416 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6418 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6421 ERR("Out of memory\n");
6425 new_desc
->parent
.settings
= settings
;
6426 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, gl_info
);
6427 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6428 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6432 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6433 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6436 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6437 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6438 priv
->current_fprogram_id
= desc
->shader
;
6440 if (device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6442 /* Reload fixed function constants since they collide with the
6443 * pixel shader constants. */
6444 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6446 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6448 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6449 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6451 context
->last_was_pshader
= FALSE
;
6453 context
->last_was_pshader
= TRUE
;
6456 context
->select_shader
= 1;
6457 context
->load_constants
= 1;
6460 /* We can't link the fog states to the fragment state directly since the
6461 * vertex pipeline links them to FOGENABLE. A different linking in different
6462 * pipeline parts can't be expressed in the combined state table, so we need
6463 * to handle that with a forwarding function. The other invisible side effect
6464 * is that changing the fog start and fog end (which links to FOGENABLE in
6465 * vertex) results in the fragment_prog_arbfp function being called because
6466 * FOGENABLE is dirty, which calls this function here. */
6467 static void state_arbfp_fog(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6469 enum fogsource new_source
;
6471 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6473 if (!isStateDirty(context
, STATE_PIXELSHADER
))
6474 fragment_prog_arbfp(context
, state
, state_id
);
6476 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
6479 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6483 new_source
= FOGSOURCE_VS
;
6487 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6488 new_source
= FOGSOURCE_COORD
;
6490 new_source
= FOGSOURCE_FFP
;
6495 new_source
= FOGSOURCE_FFP
;
6498 if (new_source
!= context
->fog_source
)
6500 context
->fog_source
= new_source
;
6501 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
6505 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6507 if (!isStateDirty(context
, STATE_PIXELSHADER
))
6508 fragment_prog_arbfp(context
, state
, state_id
);
6511 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] =
6513 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6514 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6515 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6516 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6517 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6518 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6519 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6520 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6521 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6522 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6523 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6524 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6525 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6526 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6527 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6528 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6529 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6530 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6531 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6532 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6533 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6534 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6535 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6536 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6537 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6538 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6539 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6540 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6541 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6542 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6543 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6544 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6545 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6546 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6547 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6548 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6549 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6550 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6551 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6552 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6553 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6554 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6555 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6556 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6557 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6558 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6559 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6560 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6561 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6562 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6563 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6564 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6565 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6566 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6567 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6568 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6569 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6570 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6571 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6572 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6573 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6574 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6575 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6576 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6577 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6578 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6579 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6580 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6581 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6582 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6583 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6584 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6585 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6586 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6587 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6588 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6589 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6590 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6591 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6592 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6593 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6594 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6595 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6596 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6597 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6598 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6599 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6600 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6601 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6602 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6603 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6604 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6605 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6606 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6607 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6608 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6609 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6610 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6611 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6612 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6613 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6614 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6615 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6616 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6617 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6618 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6619 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6620 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6621 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6622 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6623 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6624 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6625 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6626 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6627 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6628 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6629 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6630 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6631 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6632 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6633 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6634 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6635 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6636 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6637 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6638 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6639 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6640 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
6641 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6642 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6643 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6644 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6645 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6646 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6647 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6648 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6649 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6650 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6651 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6652 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6653 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6656 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6661 shader_arb_color_fixup_supported
,
6662 arbfp_fragmentstate_template
,
6665 struct arbfp_blit_priv
{
6666 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6667 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6668 GLenum yv12_rect_shader
, yv12_2d_shader
;
6669 GLenum p8_rect_shader
, p8_2d_shader
;
6670 GLuint palette_texture
;
6673 static HRESULT
arbfp_blit_alloc(struct wined3d_device
*device
)
6675 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6676 if(!device
->blit_priv
) {
6677 ERR("Out of memory\n");
6678 return E_OUTOFMEMORY
;
6683 /* Context activation is done by the caller. */
6684 static void arbfp_blit_free(struct wined3d_device
*device
)
6686 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6687 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6689 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6690 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6691 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6692 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6693 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6694 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6695 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6696 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6697 checkGLcall("Delete yuv and p8 programs");
6699 if (priv
->palette_texture
)
6700 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &priv
->palette_texture
);
6702 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6703 device
->blit_priv
= NULL
;
6706 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6707 GLenum textype
, char *luminance
)
6710 const char *tex
, *texinstr
;
6712 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6720 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6721 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6723 /* This is more tricky than just replacing the texture type - we have to navigate
6724 * properly in the texture to find the correct chroma values
6726 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6730 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6731 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6732 * filtering when we sample the texture.
6734 * These are the rules for reading the chroma:
6740 * So we have to get the sampling x position in non-normalized coordinates in integers
6742 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6743 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6744 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6746 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6748 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6749 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6752 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6753 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6755 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6756 * even and odd pixels respectively
6758 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6759 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6761 /* Sample Pixel 1 */
6762 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6764 /* Put the value into either of the chroma values */
6765 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6766 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6767 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6768 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6770 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6771 * the pixel right to the current one. Otherwise, sample the left pixel.
6772 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6774 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6775 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6776 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6778 /* Put the value into the other chroma */
6779 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6780 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6781 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6782 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6784 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6785 * the current one and lerp the two U and V values
6788 /* This gives the correctly filtered luminance value */
6789 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6794 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6799 case GL_TEXTURE_2D
: tex
= "2D"; break;
6800 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6802 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6806 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6807 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6808 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6809 * pitch of the luminance plane, the packing into the gl texture is a bit
6810 * unfortunate. If the whole texture is interpreted as luminance data it looks
6811 * approximately like this:
6813 * +----------------------------------+----
6825 * +----------------+-----------------+----
6827 * | U even rows | U odd rows |
6829 * +----------------+------------------ -
6831 * | V even rows | V odd rows |
6833 * +----------------+-----------------+----
6837 * So it appears as if there are 4 chroma images, but in fact the odd rows
6838 * in the chroma images are in the same row as the even ones. So its is
6839 * kinda tricky to read
6841 * When reading from rectangle textures, keep in mind that the input y coordinates
6842 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6844 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6845 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6847 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6848 /* the chroma planes have only half the width */
6849 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6851 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6852 * the coordinate. Also read the right side of the image when reading odd lines
6854 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6857 if(textype
== GL_TEXTURE_2D
) {
6859 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6861 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6863 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6864 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6866 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6867 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6868 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6869 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6870 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6872 /* clamp, keep the half pixel origin in mind */
6873 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6874 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6875 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6876 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6878 /* Read from [size - size+size/4] */
6879 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6880 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6882 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6883 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6884 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6885 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6886 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6887 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6889 /* Make sure to read exactly from the pixel center */
6890 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6891 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6894 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6895 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6896 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6897 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6898 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6900 /* Read the texture, put the result into the output register */
6901 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6902 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6904 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6905 * No need to clamp because we're just reusing the already clamped value from above
6907 if(textype
== GL_TEXTURE_2D
) {
6908 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6910 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6912 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6913 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6915 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6916 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6917 * values due to filtering
6919 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6920 if(textype
== GL_TEXTURE_2D
) {
6921 /* Multiply the y coordinate by 2/3 and clamp it */
6922 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6923 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6924 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6925 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6927 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6928 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6931 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6932 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6933 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6940 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
6941 const struct wined3d_gl_info
*gl_info
, GLenum textype
)
6944 struct wined3d_shader_buffer buffer
;
6948 if (!shader_buffer_init(&buffer
))
6950 ERR("Failed to initialize shader buffer.\n");
6954 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6955 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6958 shader_buffer_free(&buffer
);
6962 shader_addline(&buffer
, "!!ARBfp1.0\n");
6963 shader_addline(&buffer
, "TEMP index;\n");
6965 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6966 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6968 /* The alpha-component contains the palette index */
6969 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
6970 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6972 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6974 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6975 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
6977 /* Use the alpha-component as an index in the palette to get the final color */
6978 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
6979 shader_addline(&buffer
, "END\n");
6981 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6982 strlen(buffer
.buffer
), buffer
.buffer
));
6983 checkGLcall("glProgramStringARB()");
6985 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6988 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6989 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6990 shader_arb_dump_program_source(buffer
.buffer
);
6993 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
6994 priv
->p8_rect_shader
= shader
;
6996 priv
->p8_2d_shader
= shader
;
6998 shader_buffer_free(&buffer
);
7003 /* Context activation is done by the caller. */
7004 static void upload_palette(const struct wined3d_surface
*surface
, struct wined3d_context
*context
)
7007 struct wined3d_device
*device
= surface
->resource
.device
;
7008 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7009 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
7010 BOOL colorkey
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) != 0;
7012 d3dfmt_p8_init_palette(surface
, table
, colorkey
);
7014 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
7016 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
7017 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7020 if (!priv
->palette_texture
)
7021 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &priv
->palette_texture
);
7023 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
7024 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
7026 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
7028 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
7029 /* Make sure we have discrete color levels. */
7030 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
7031 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
7032 /* Upload the palette */
7033 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7034 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
);
7036 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
7038 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
7039 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7042 /* Switch back to unit 0 in which the 2D texture will be stored. */
7043 context_active_texture(context
, gl_info
, 0);
7046 /* Context activation is done by the caller. */
7047 static GLuint
gen_yuv_shader(struct arbfp_blit_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
7048 enum complex_fixup yuv_fixup
, GLenum textype
)
7051 struct wined3d_shader_buffer buffer
;
7052 char luminance_component
;
7056 if (!shader_buffer_init(&buffer
))
7058 ERR("Failed to initialize shader buffer.\n");
7062 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7063 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7064 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7065 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7068 shader_buffer_free(&buffer
);
7072 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7073 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7074 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7075 * each single pixel it contains, and one U and one V value shared between both
7078 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7079 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7080 * take the format into account when generating the read swizzles
7082 * Reading the Y value is straightforward - just sample the texture. The hardware
7083 * takes care of filtering in the horizontal and vertical direction.
7085 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7086 * because that would mix the U and V values of one pixel or two adjacent pixels.
7087 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7088 * regardless of the filtering setting. Vertical filtering works automatically
7089 * though - the U and V values of two rows are mixed nicely.
7091 * Apart of avoiding filtering issues, the code has to know which value it just
7092 * read, and where it can find the other one. To determine this, it checks if
7093 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7095 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7096 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7098 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7099 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7100 * in an unfiltered situation. Finding the luminance on the other hand requires
7101 * finding out if it is an odd or even pixel. The real drawback of this approach
7102 * is filtering. This would have to be emulated completely in the shader, reading
7103 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7104 * vertically. Beyond that it would require adjustments to the texture handling
7105 * code to deal with the width scaling
7107 shader_addline(&buffer
, "!!ARBfp1.0\n");
7108 shader_addline(&buffer
, "TEMP luminance;\n");
7109 shader_addline(&buffer
, "TEMP temp;\n");
7110 shader_addline(&buffer
, "TEMP chroma;\n");
7111 shader_addline(&buffer
, "TEMP texcrd;\n");
7112 shader_addline(&buffer
, "TEMP texcrd2;\n");
7113 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7114 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7115 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
7119 case COMPLEX_FIXUP_UYVY
:
7120 case COMPLEX_FIXUP_YUY2
:
7121 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
7123 shader_buffer_free(&buffer
);
7128 case COMPLEX_FIXUP_YV12
:
7129 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
7131 shader_buffer_free(&buffer
);
7137 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
7138 shader_buffer_free(&buffer
);
7142 /* Calculate the final result. Formula is taken from
7143 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7144 * ranges from -0.5 to 0.5
7146 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
7148 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
7149 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
7150 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7151 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
7152 shader_addline(&buffer
, "END\n");
7154 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
7155 strlen(buffer
.buffer
), buffer
.buffer
));
7156 checkGLcall("glProgramStringARB()");
7158 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
7161 FIXME("Fragment program error at position %d: %s\n\n", pos
,
7162 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
7163 shader_arb_dump_program_source(buffer
.buffer
);
7169 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
7170 checkGLcall("glGetProgramivARB()");
7171 if (!native
) WARN("Program exceeds native resource limits.\n");
7174 shader_buffer_free(&buffer
);
7178 case COMPLEX_FIXUP_YUY2
:
7179 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
7180 else priv
->yuy2_2d_shader
= shader
;
7183 case COMPLEX_FIXUP_UYVY
:
7184 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
7185 else priv
->uyvy_2d_shader
= shader
;
7188 case COMPLEX_FIXUP_YV12
:
7189 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
7190 else priv
->yv12_2d_shader
= shader
;
7193 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
7199 /* Context activation is done by the caller. */
7200 static HRESULT
arbfp_blit_set(void *blit_priv
, struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
7203 float size
[4] = {(float) surface
->pow2Width
, (float) surface
->pow2Height
, 1.0f
, 1.0f
};
7204 struct arbfp_blit_priv
*priv
= blit_priv
;
7205 enum complex_fixup fixup
;
7206 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7209 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
7210 textype
= surface
->container
.u
.texture
->target
;
7212 textype
= surface
->texture_target
;
7214 if (surface
->flags
& SFLAG_CONVERTED
)
7216 gl_info
->gl_ops
.gl
.p_glEnable(textype
);
7217 checkGLcall("glEnable(textype)");
7221 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
7224 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
7225 /* Don't bother setting up a shader for unconverted formats */
7226 gl_info
->gl_ops
.gl
.p_glEnable(textype
);
7227 checkGLcall("glEnable(textype)");
7231 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7235 case COMPLEX_FIXUP_YUY2
:
7236 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7239 case COMPLEX_FIXUP_UYVY
:
7240 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7243 case COMPLEX_FIXUP_YV12
:
7244 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
7247 case COMPLEX_FIXUP_P8
:
7248 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
7249 if (!shader
) shader
= gen_p8_shader(priv
, gl_info
, textype
);
7251 upload_palette(surface
, context
);
7255 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7256 gl_info
->gl_ops
.gl
.p_glEnable(textype
);
7257 checkGLcall("glEnable(textype)");
7261 if (!shader
) shader
= gen_yuv_shader(priv
, gl_info
, fixup
, textype
);
7263 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7264 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7265 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7266 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7267 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
7268 checkGLcall("glProgramLocalParameter4fvARB");
7273 /* Context activation is done by the caller. */
7274 static void arbfp_blit_unset(const struct wined3d_gl_info
*gl_info
)
7276 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7277 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7278 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
7279 checkGLcall("glDisable(GL_TEXTURE_2D)");
7280 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
7282 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
7283 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7285 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7287 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
7288 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7292 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum wined3d_blit_op blit_op
,
7293 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
7294 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
7296 enum complex_fixup src_fixup
;
7298 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
7301 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
7303 TRACE("Unsupported blit_op=%d\n", blit_op
);
7307 if (src_pool
== WINED3D_POOL_SYSTEM_MEM
|| dst_pool
== WINED3D_POOL_SYSTEM_MEM
)
7310 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7311 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7313 TRACE("Checking support for fixup:\n");
7314 dump_color_fixup_desc(src_format
->color_fixup
);
7317 if (!is_identity_fixup(dst_format
->color_fixup
))
7319 TRACE("Destination fixups are not supported\n");
7323 if (is_identity_fixup(src_format
->color_fixup
))
7329 /* We only support YUV conversions. */
7330 if (!is_complex_fixup(src_format
->color_fixup
))
7332 TRACE("[FAILED]\n");
7338 case COMPLEX_FIXUP_YUY2
:
7339 case COMPLEX_FIXUP_UYVY
:
7340 case COMPLEX_FIXUP_YV12
:
7341 case COMPLEX_FIXUP_P8
:
7346 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7347 TRACE("[FAILED]\n");
7352 HRESULT
arbfp_blit_surface(struct wined3d_device
*device
, DWORD filter
,
7353 struct wined3d_surface
*src_surface
, const RECT
*src_rect_in
,
7354 struct wined3d_surface
*dst_surface
, const RECT
*dst_rect_in
)
7356 struct wined3d_context
*context
;
7357 RECT src_rect
= *src_rect_in
;
7358 RECT dst_rect
= *dst_rect_in
;
7360 /* Now load the surface */
7361 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
7362 && (src_surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) == SFLAG_INDRAWABLE
)
7364 /* Without FBO blits transferring from the drawable to the texture is
7365 * expensive, because we have to flip the data in sysmem. Since we can
7366 * flip in the blitter, we don't actually need that flip anyway. So we
7367 * use the surface's texture as scratch texture, and flip the source
7368 * rectangle instead. */
7369 surface_load_fb_texture(src_surface
, FALSE
);
7371 src_rect
.top
= src_surface
->resource
.height
- src_rect
.top
;
7372 src_rect
.bottom
= src_surface
->resource
.height
- src_rect
.bottom
;
7375 surface_internal_preload(src_surface
, SRGB_RGB
);
7377 /* Activate the destination context, set it up for blitting */
7378 context
= context_acquire(device
, dst_surface
);
7379 context_apply_blit_state(context
, device
);
7381 if (!surface_is_offscreen(dst_surface
))
7382 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
7384 arbfp_blit_set(device
->blit_priv
, context
, src_surface
);
7386 /* Draw a textured quad */
7387 draw_textured_quad(src_surface
, context
, &src_rect
, &dst_rect
, filter
);
7389 /* Leave the opengl state valid for blitting */
7390 arbfp_blit_unset(context
->gl_info
);
7392 if (wined3d_settings
.strict_draw_ordering
7393 || (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
7394 && (dst_surface
->container
.u
.swapchain
->front_buffer
== dst_surface
)))
7395 context
->gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
7397 context_release(context
);
7399 surface_modify_location(dst_surface
, dst_surface
->draw_binding
, TRUE
);
7403 /* Do not call while under the GL lock. */
7404 static HRESULT
arbfp_blit_color_fill(struct wined3d_device
*device
, struct wined3d_surface
*dst_surface
,
7405 const RECT
*dst_rect
, const struct wined3d_color
*color
)
7407 FIXME("Color filling not implemented by arbfp_blit\n");
7408 return WINED3DERR_INVALIDCALL
;
7411 /* Do not call while under the GL lock. */
7412 static HRESULT
arbfp_blit_depth_fill(struct wined3d_device
*device
,
7413 struct wined3d_surface
*surface
, const RECT
*rect
, float depth
)
7415 FIXME("Depth filling not implemented by arbfp_blit.\n");
7416 return WINED3DERR_INVALIDCALL
;
7419 const struct blit_shader arbfp_blit
= {
7424 arbfp_blit_supported
,
7425 arbfp_blit_color_fill
,
7426 arbfp_blit_depth_fill
,