wined3d: Get rid of IWineD3DVertexShaderImpl.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob1a83f9d0f16b8a02b4a47c6960dc5674388037cd
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
45 char *p, *q;
47 p = *ptr;
48 if (!(q = strstr(p, "\n")))
50 if (!*p) return NULL;
51 *ptr += strlen(p);
52 return p;
54 *q = '\0';
55 *ptr = q + 1;
57 return p;
60 static void shader_arb_dump_program_source(const char *source)
62 ULONG source_size;
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67 if (!tmp)
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70 return;
72 memcpy(tmp, source, source_size);
74 ptr = tmp;
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
76 FIXME("\n");
78 HeapFree(GetProcessHeap(), 0, tmp);
81 enum arb_helper_value
83 ARB_ZERO,
84 ARB_ONE,
85 ARB_TWO,
86 ARB_0001,
87 ARB_EPS,
89 ARB_VS_REL_OFFSET
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
94 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
96 ERR("Geometry shaders are unsupported\n");
97 return "bad";
100 if (shader == WINED3D_SHADER_TYPE_PIXEL)
102 switch (value)
104 case ARB_ZERO: return "ps_helper_const.x";
105 case ARB_ONE: return "ps_helper_const.y";
106 case ARB_TWO: return "coefmul.x";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_EPS: return "ps_helper_const.z";
109 default: break;
112 else
114 switch (value)
116 case ARB_ZERO: return "helper_const.x";
117 case ARB_ONE: return "helper_const.y";
118 case ARB_TWO: return "helper_const.z";
119 case ARB_EPS: return "helper_const.w";
120 case ARB_0001: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
126 switch (value)
128 case ARB_ZERO: return "0.0";
129 case ARB_ONE: return "1.0";
130 case ARB_TWO: return "2.0";
131 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS: return "1e-8";
133 default: return "bad";
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
139 return state->lowest_disabled_stage < 7;
142 /* ARB_program_shader private data */
144 struct control_frame
146 struct list entry;
147 enum
150 IFC,
151 LOOP,
153 } type;
154 BOOL muting;
155 BOOL outer_loop;
156 union
158 unsigned int loop;
159 unsigned int ifc;
160 } no;
161 struct wined3d_shader_loop_control loop_control;
162 BOOL had_else;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
172 UINT offset;
175 struct arb_ps_compile_args
177 struct ps_compile_args super;
178 WORD bools;
179 WORD clip; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl[MAX_CONST_I][3];
183 struct stb_const_desc
185 unsigned char texunit;
186 UINT const_num;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args;
192 struct arb_ps_np2fixup_info np2fixup_info;
193 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
194 struct stb_const_desc luminanceconst[MAX_TEXTURES];
195 UINT int_consts[MAX_CONST_I];
196 GLuint prgId;
197 UINT ycorrection;
198 unsigned char numbumpenvmatconsts;
199 char num_int_consts;
202 struct arb_vs_compile_args
204 struct vs_compile_args super;
205 union
207 struct
209 WORD bools;
210 unsigned char clip_texcoord;
211 unsigned char clipplane_mask;
212 } boolclip;
213 DWORD boolclip_compare;
214 } clip;
215 DWORD ps_signature;
216 union
218 unsigned char samplers[4];
219 DWORD samplers_compare;
220 } vertex;
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args;
227 GLuint prgId;
228 UINT int_consts[MAX_CONST_I];
229 char num_int_consts;
230 char need_color_unclamp;
231 UINT pos_fixup;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins;
237 struct list entry;
240 struct shader_arb_ctx_priv
242 char addr_reg[20];
243 enum
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
246 ARB,
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
248 NV2,
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
251 } target_version;
253 const struct arb_vs_compile_args *cur_vs_args;
254 const struct arb_ps_compile_args *cur_ps_args;
255 const struct arb_ps_compiled_shader *compiled_fprog;
256 const struct arb_vs_compiled_shader *compiled_vprog;
257 struct arb_ps_np2fixup_info *cur_np2fixup_info;
258 struct list control_frames;
259 struct list record;
260 BOOL recording;
261 BOOL muted;
262 unsigned int num_loops, loop_depth, num_ifcs;
263 int aL;
265 unsigned int vs_clipplanes;
266 BOOL footer_written;
267 BOOL in_main_func;
269 /* For 3.0 vertex shaders */
270 const char *vs_output[MAX_REG_OUTPUT];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output[8], *color_output[2], *fog_output;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input[MAX_REG_INPUT];
278 struct ps_signature
280 struct wined3d_shader_signature_element *sig;
281 DWORD idx;
282 struct wine_rb_entry entry;
285 struct arb_pshader_private {
286 struct arb_ps_compiled_shader *gl_shaders;
287 UINT num_gl_shaders, shader_array_size;
288 BOOL has_signature_idx;
289 DWORD input_signature_idx;
290 DWORD clipplane_emulation;
291 BOOL clamp_consts;
294 struct arb_vshader_private {
295 struct arb_vs_compiled_shader *gl_shaders;
296 UINT num_gl_shaders, shader_array_size;
297 UINT rel_offset;
300 struct shader_arb_priv
302 GLuint current_vprogram_id;
303 GLuint current_fprogram_id;
304 const struct arb_ps_compiled_shader *compiled_fprog;
305 const struct arb_vs_compiled_shader *compiled_vprog;
306 GLuint depth_blt_vprogram_id;
307 GLuint depth_blt_fprogram_id_full[tex_type_count];
308 GLuint depth_blt_fprogram_id_masked[tex_type_count];
309 BOOL use_arbfp_fixed_func;
310 struct wine_rb_tree fragment_shaders;
311 BOOL last_ps_const_clamped;
312 BOOL last_vs_color_unclamp;
314 struct wine_rb_tree signature_tree;
315 DWORD ps_sig_number;
318 /* GL locking for state handlers is done by the caller. */
319 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
320 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
322 if (shader_data->rel_offset) return TRUE;
323 if (!reg_maps->usesmova) return FALSE;
324 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
327 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
328 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
330 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
331 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
334 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
335 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
337 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
338 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
339 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
340 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
341 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
342 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
343 if (reg_maps->usesrcp) return TRUE; /* EPS */
344 return FALSE;
347 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
348 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
350 unsigned int ret = 1;
351 /* We use one PARAM for the pos fixup, and in some cases one to load
352 * some immediate values into the shader. */
353 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
354 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
355 return ret;
358 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
359 * When constant_list == NULL, it will load all the constants.
361 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
362 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
364 /* GL locking is done by the caller */
365 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
366 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
368 local_constant* lconst;
369 DWORD i, j;
370 unsigned int ret;
372 if (TRACE_ON(d3d_constants))
374 for(i = 0; i < max_constants; i++) {
375 if(!dirty_consts[i]) continue;
376 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
377 constants[i * 4 + 0], constants[i * 4 + 1],
378 constants[i * 4 + 2], constants[i * 4 + 3]);
382 i = 0;
384 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
385 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
387 float lcl_const[4];
388 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
389 * shaders, the first 8 constants are marked dirty for reload
391 for(; i < min(8, max_constants); i++) {
392 if(!dirty_consts[i]) continue;
393 dirty_consts[i] = 0;
395 j = 4 * i;
396 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
397 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
398 else lcl_const[0] = constants[j + 0];
400 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
401 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
402 else lcl_const[1] = constants[j + 1];
404 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
405 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
406 else lcl_const[2] = constants[j + 2];
408 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
409 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
410 else lcl_const[3] = constants[j + 3];
412 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
415 /* If further constants are dirty, reload them without clamping.
417 * The alternative is not to touch them, but then we cannot reset the dirty constant count
418 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
419 * above would always re-check the first 8 constants since max_constant remains at the init
420 * value
424 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
426 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
427 * or just reloading *all* constants at once
429 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
431 for(; i < max_constants; i++) {
432 if(!dirty_consts[i]) continue;
434 /* Find the next block of dirty constants */
435 dirty_consts[i] = 0;
436 j = i;
437 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
438 dirty_consts[i] = 0;
441 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
443 } else {
444 for(; i < max_constants; i++) {
445 if(dirty_consts[i]) {
446 dirty_consts[i] = 0;
447 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
451 checkGLcall("glProgramEnvParameter4fvARB()");
453 /* Load immediate constants */
454 if(This->baseShader.load_local_constsF) {
455 if (TRACE_ON(d3d_shader)) {
456 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
457 GLfloat* values = (GLfloat*)lconst->value;
458 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
459 values[0], values[1], values[2], values[3]);
462 /* Immediate constants are clamped for 1.X shaders at loading times */
463 ret = 0;
464 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
465 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
466 ret = max(ret, lconst->idx + 1);
467 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
469 checkGLcall("glProgramEnvParameter4fvARB()");
470 return ret; /* The loaded immediate constants need reloading for the next shader */
471 } else {
472 return 0; /* No constants are dirty now */
477 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
479 static void shader_arb_load_np2fixup_constants(void *shader_priv,
480 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
482 const struct shader_arb_priv * priv = shader_priv;
484 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
485 if (!use_ps(state)) return;
487 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
488 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
489 UINT i;
490 WORD active = fixup->super.active;
491 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
493 for (i = 0; active; active >>= 1, ++i)
495 const struct wined3d_texture *tex = state->textures[i];
496 const unsigned char idx = fixup->super.idx[i];
497 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
499 if (!(active & 1)) continue;
501 if (!tex) {
502 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
503 continue;
506 if (idx % 2)
508 tex_dim[2] = tex->pow2_matrix[0];
509 tex_dim[3] = tex->pow2_matrix[5];
511 else
513 tex_dim[0] = tex->pow2_matrix[0];
514 tex_dim[1] = tex->pow2_matrix[5];
518 for (i = 0; i < fixup->super.num_consts; ++i) {
519 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
520 fixup->offset + i, &np2fixup_constants[i * 4]));
525 /* GL locking is done by the caller. */
526 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
527 const struct wined3d_context *context, const struct wined3d_state *state, float rt_height)
529 const struct wined3d_gl_info *gl_info = context->gl_info;
530 unsigned char i;
532 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
534 int texunit = gl_shader->bumpenvmatconst[i].texunit;
536 /* The state manager takes care that this function is always called if the bump env matrix changes */
537 const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
538 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
539 gl_shader->bumpenvmatconst[i].const_num, data));
541 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
543 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
544 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
545 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
546 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
548 const float *scale = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
549 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
550 gl_shader->luminanceconst[i].const_num, scale));
553 checkGLcall("Load bumpmap consts");
555 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
557 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
558 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
559 * ycorrection.z: 1.0
560 * ycorrection.w: 0.0
562 float val[4];
563 val[0] = context->render_offscreen ? 0.0f : rt_height;
564 val[1] = context->render_offscreen ? 1.0f : -1.0f;
565 val[2] = 1.0f;
566 val[3] = 0.0f;
567 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
568 checkGLcall("y correction loading");
571 if (!gl_shader->num_int_consts) return;
573 for(i = 0; i < MAX_CONST_I; i++)
575 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
577 float val[4];
578 val[0] = (float)state->ps_consts_i[4 * i];
579 val[1] = (float)state->ps_consts_i[4 * i + 1];
580 val[2] = (float)state->ps_consts_i[4 * i + 2];
581 val[3] = -1.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
586 checkGLcall("Load ps int consts");
589 /* GL locking is done by the caller. */
590 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
591 const struct wined3d_context *context, const struct wined3d_state *state)
593 const struct wined3d_gl_info *gl_info = context->gl_info;
594 float position_fixup[4];
595 unsigned char i;
597 /* Upload the position fixup */
598 shader_get_position_fixup(context, state, position_fixup);
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
601 if (!gl_shader->num_int_consts) return;
603 for(i = 0; i < MAX_CONST_I; i++)
605 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
607 float val[4];
608 val[0] = (float)state->vs_consts_i[4 * i];
609 val[1] = (float)state->vs_consts_i[4 * i + 1];
610 val[2] = (float)state->vs_consts_i[4 * i + 2];
611 val[3] = -1.0f;
613 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
616 checkGLcall("Load vs int consts");
620 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
622 * We only support float constants in ARB at the moment, so don't
623 * worry about the Integers or Booleans
625 /* GL locking is done by the caller (state handler) */
626 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
628 IWineD3DDeviceImpl *device = context->swapchain->device;
629 struct wined3d_stateblock *stateBlock = device->stateBlock;
630 const struct wined3d_gl_info *gl_info = context->gl_info;
631 struct shader_arb_priv *priv = device->shader_priv;
633 if (useVertexShader)
635 IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
636 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
638 /* Load DirectX 9 float constants for vertex shader */
639 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
640 device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
641 shader_arb_vs_local_constants(gl_shader, context, &stateBlock->state);
644 if (usePixelShader)
646 IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
647 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
648 float rt_height = device->render_targets[0]->resource.height;
650 /* Load DirectX 9 float constants for pixel shader */
651 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
652 device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
653 shader_arb_ps_local_constants(gl_shader, context, &stateBlock->state, rt_height);
657 static void shader_arb_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
659 struct wined3d_context *context = context_get_current();
661 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
662 * context. On a context switch the old context will be fully dirtified */
663 if (!context || context->swapchain->device != device) return;
665 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
666 device->highest_dirty_vs_const = max(device->highest_dirty_vs_const, start + count);
669 static void shader_arb_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
671 struct wined3d_context *context = context_get_current();
673 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
674 * context. On a context switch the old context will be fully dirtified */
675 if (!context || context->swapchain->device != device) return;
677 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
678 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, start + count);
681 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
683 DWORD *ret;
684 DWORD idx = 0;
685 const local_constant *lconst;
687 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
689 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
690 if(!ret) {
691 ERR("Out of memory\n");
692 return NULL;
695 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
696 ret[lconst->idx] = idx++;
698 return ret;
701 /* Generate the variable & register declarations for the ARB_vertex_program output target */
702 static DWORD shader_generate_arb_declarations(IWineD3DBaseShaderImpl *shader,
703 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
704 const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
705 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
707 DWORD i, next_local = 0;
708 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
709 unsigned max_constantsF;
710 const local_constant *lconst;
711 DWORD map;
713 /* In pixel shaders, all private constants are program local, we don't need anything
714 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
715 * If we need a private constant the GL implementation will squeeze it in somewhere
717 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
718 * immediate values. The posFixup is loaded using program.env for now, so always
719 * subtract one from the number of constants. If the shader uses indirect addressing,
720 * account for the helper const too because we have to declare all availabke d3d constants
721 * and don't know which are actually used.
723 if (pshader)
725 max_constantsF = gl_info->limits.arb_ps_native_constants;
726 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
727 if (max_constantsF < 24)
728 max_constantsF = gl_info->limits.arb_ps_float_constants;
730 else
732 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
733 max_constantsF = gl_info->limits.arb_vs_native_constants;
734 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
735 * Also prevents max_constantsF from becoming less than 0 and
736 * wrapping . */
737 if (max_constantsF < 96)
738 max_constantsF = gl_info->limits.arb_vs_float_constants;
740 if (reg_maps->usesrelconstF)
742 DWORD highest_constf = 0, clip_limit;
744 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
745 max_constantsF -= count_bits(reg_maps->integer_constants);
747 for (i = 0; i < shader->baseShader.limits.constant_float; ++i)
749 DWORD idx = i >> 5;
750 DWORD shift = i & 0x1f;
751 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
754 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
756 if(ctx->cur_vs_args->super.clip_enabled)
757 clip_limit = gl_info->limits.clipplanes;
758 else
759 clip_limit = 0;
761 else
763 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
764 clip_limit = min(count_bits(mask), 4);
766 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
767 max_constantsF -= *num_clipplanes;
768 if(*num_clipplanes < clip_limit)
770 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
773 else
775 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
776 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
780 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
782 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
785 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
787 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
790 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
792 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
794 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
798 /* Load local constants using the program-local space,
799 * this avoids reloading them each time the shader is used
801 if (lconst_map)
803 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry)
805 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
806 lconst_map[lconst->idx]);
807 next_local = max(next_local, lconst_map[lconst->idx] + 1);
811 /* After subtracting privately used constants from the hardware limit(they are loaded as
812 * local constants), make sure the shader doesn't violate the env constant limit
814 if(pshader)
816 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
818 else
820 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
823 /* Avoid declaring more constants than needed */
824 max_constantsF = min(max_constantsF, shader->baseShader.limits.constant_float);
826 /* we use the array-based constants array if the local constants are marked for loading,
827 * because then we use indirect addressing, or when the local constant list is empty,
828 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
829 * local constants do not declare the loaded constants as an array because ARB compilers usually
830 * do not optimize unused constants away
832 if (reg_maps->usesrelconstF)
834 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
835 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
836 max_constantsF, max_constantsF - 1);
837 } else {
838 for(i = 0; i < max_constantsF; i++) {
839 DWORD idx, mask;
840 idx = i >> 5;
841 mask = 1 << (i & 0x1f);
842 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
844 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
849 return next_local;
852 static const char * const shift_tab[] = {
853 "dummy", /* 0 (none) */
854 "coefmul.x", /* 1 (x2) */
855 "coefmul.y", /* 2 (x4) */
856 "coefmul.z", /* 3 (x8) */
857 "coefmul.w", /* 4 (x16) */
858 "dummy", /* 5 (x32) */
859 "dummy", /* 6 (x64) */
860 "dummy", /* 7 (x128) */
861 "dummy", /* 8 (d256) */
862 "dummy", /* 9 (d128) */
863 "dummy", /* 10 (d64) */
864 "dummy", /* 11 (d32) */
865 "coefdiv.w", /* 12 (d16) */
866 "coefdiv.z", /* 13 (d8) */
867 "coefdiv.y", /* 14 (d4) */
868 "coefdiv.x" /* 15 (d2) */
871 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
872 const struct wined3d_shader_dst_param *dst, char *write_mask)
874 char *ptr = write_mask;
876 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
878 *ptr++ = '.';
879 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
880 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
881 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
882 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
885 *ptr = '\0';
888 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
890 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
891 * but addressed as "rgba". To fix this we need to swap the register's x
892 * and z components. */
893 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
894 char *ptr = swizzle_str;
896 /* swizzle bits fields: wwzzyyxx */
897 DWORD swizzle = param->swizzle;
898 DWORD swizzle_x = swizzle & 0x03;
899 DWORD swizzle_y = (swizzle >> 2) & 0x03;
900 DWORD swizzle_z = (swizzle >> 4) & 0x03;
901 DWORD swizzle_w = (swizzle >> 6) & 0x03;
903 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
904 * generate a swizzle string. Unless we need to our own swizzling. */
905 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
907 *ptr++ = '.';
908 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
909 *ptr++ = swizzle_chars[swizzle_x];
910 } else {
911 *ptr++ = swizzle_chars[swizzle_x];
912 *ptr++ = swizzle_chars[swizzle_y];
913 *ptr++ = swizzle_chars[swizzle_z];
914 *ptr++ = swizzle_chars[swizzle_w];
918 *ptr = '\0';
921 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
923 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
924 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
926 if (!strcmp(priv->addr_reg, src)) return;
928 strcpy(priv->addr_reg, src);
929 shader_addline(buffer, "ARL A0.x, %s;\n", src);
932 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
933 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
935 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
936 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
938 /* oPos, oFog and oPts in D3D */
939 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
940 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
941 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
942 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
943 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
945 *is_color = FALSE;
947 switch (reg->type)
949 case WINED3DSPR_TEMP:
950 sprintf(register_name, "R%u", reg->idx);
951 break;
953 case WINED3DSPR_INPUT:
954 if (pshader)
956 if (reg_maps->shader_version.major < 3)
958 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
959 else strcpy(register_name, "fragment.color.secondary");
961 else
963 if(reg->rel_addr)
965 char rel_reg[50];
966 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
968 if (!strcmp(rel_reg, "**aL_emul**"))
970 DWORD idx = ctx->aL + reg->idx;
971 if(idx < MAX_REG_INPUT)
973 strcpy(register_name, ctx->ps_input[idx]);
975 else
977 ERR("Pixel shader input register out of bounds: %u\n", idx);
978 sprintf(register_name, "out_of_bounds_%u", idx);
981 else if (reg_maps->input_registers & 0x0300)
983 /* There are two ways basically:
985 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
986 * That means trouble if the loop also contains a breakc or if the control values
987 * aren't local constants.
988 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
989 * source dynamically. The trouble is that we cannot simply read aL.y because it
990 * is an ADDRESS register. We could however push it, load .zw with a value and use
991 * ADAC to load the condition code register and pop it again afterwards
993 FIXME("Relative input register addressing with more than 8 registers\n");
995 /* This is better than nothing for now */
996 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
998 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1000 /* This is problematic because we'd have to consult the ctx->ps_input strings
1001 * for where to find the varying. Some may be "0.0", others can be texcoords or
1002 * colors. This needs either a pipeline replacement to make the vertex shader feed
1003 * proper varyings, or loop unrolling
1005 * For now use the texcoords and hope for the best
1007 FIXME("Non-vertex shader varying input with indirect addressing\n");
1008 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1010 else
1012 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1013 * pulls GL_NV_fragment_program2 in
1015 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1018 else
1020 if(reg->idx < MAX_REG_INPUT)
1022 strcpy(register_name, ctx->ps_input[reg->idx]);
1024 else
1026 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1027 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1032 else
1034 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1035 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1037 break;
1039 case WINED3DSPR_CONST:
1040 if (!pshader && reg->rel_addr)
1042 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
1043 UINT rel_offset = shader_data->rel_offset;
1044 BOOL aL = FALSE;
1045 char rel_reg[50];
1046 if (reg_maps->shader_version.major < 2)
1048 sprintf(rel_reg, "A0.x");
1049 } else {
1050 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1051 if(ctx->target_version == ARB) {
1052 if (!strcmp(rel_reg, "**aL_emul**"))
1054 aL = TRUE;
1055 } else {
1056 shader_arb_request_a0(ins, rel_reg);
1057 sprintf(rel_reg, "A0.x");
1061 if(aL)
1062 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1063 else if (reg->idx >= rel_offset)
1064 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1065 else
1066 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1068 else
1070 if (reg_maps->usesrelconstF)
1071 sprintf(register_name, "C[%u]", reg->idx);
1072 else
1073 sprintf(register_name, "C%u", reg->idx);
1075 break;
1077 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1078 if (pshader)
1080 if (reg_maps->shader_version.major == 1
1081 && reg_maps->shader_version.minor <= 3)
1083 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1084 * and as source to most instructions. For some instructions it is the texcoord
1085 * input. Those instructions know about the special use
1087 sprintf(register_name, "T%u", reg->idx);
1088 } else {
1089 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1090 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1093 else
1095 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1097 sprintf(register_name, "A%u", reg->idx);
1099 else
1101 sprintf(register_name, "A%u_SHADOW", reg->idx);
1104 break;
1106 case WINED3DSPR_COLOROUT:
1107 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1109 strcpy(register_name, "TMP_COLOR");
1111 else
1113 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1114 if (reg_maps->highest_render_target > 0)
1116 sprintf(register_name, "result.color[%u]", reg->idx);
1118 else
1120 strcpy(register_name, "result.color");
1123 break;
1125 case WINED3DSPR_RASTOUT:
1126 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1127 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1128 break;
1130 case WINED3DSPR_DEPTHOUT:
1131 strcpy(register_name, "result.depth");
1132 break;
1134 case WINED3DSPR_ATTROUT:
1135 /* case WINED3DSPR_OUTPUT: */
1136 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1137 else strcpy(register_name, ctx->color_output[reg->idx]);
1138 break;
1140 case WINED3DSPR_TEXCRDOUT:
1141 if (pshader)
1143 sprintf(register_name, "oT[%u]", reg->idx);
1145 else
1147 if (reg_maps->shader_version.major < 3)
1149 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1151 else
1153 strcpy(register_name, ctx->vs_output[reg->idx]);
1156 break;
1158 case WINED3DSPR_LOOP:
1159 if(ctx->target_version >= NV2)
1161 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1162 if(pshader) sprintf(register_name, "A0.x");
1163 else sprintf(register_name, "aL.y");
1165 else
1167 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1168 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1169 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1170 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1171 * indexing
1173 sprintf(register_name, "**aL_emul**");
1176 break;
1178 case WINED3DSPR_CONSTINT:
1179 sprintf(register_name, "I%u", reg->idx);
1180 break;
1182 case WINED3DSPR_MISCTYPE:
1183 if (!reg->idx)
1185 sprintf(register_name, "vpos");
1187 else if(reg->idx == 1)
1189 sprintf(register_name, "fragment.facing.x");
1191 else
1193 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1195 break;
1197 default:
1198 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1199 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1200 break;
1204 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1205 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1207 char register_name[255];
1208 char write_mask[6];
1209 BOOL is_color;
1211 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1212 strcpy(str, register_name);
1214 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1215 strcat(str, write_mask);
1218 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1220 switch(channel_source)
1222 case CHANNEL_SOURCE_ZERO: return "0";
1223 case CHANNEL_SOURCE_ONE: return "1";
1224 case CHANNEL_SOURCE_X: return "x";
1225 case CHANNEL_SOURCE_Y: return "y";
1226 case CHANNEL_SOURCE_Z: return "z";
1227 case CHANNEL_SOURCE_W: return "w";
1228 default:
1229 FIXME("Unhandled channel source %#x\n", channel_source);
1230 return "undefined";
1234 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1235 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1237 DWORD mask;
1239 if (is_complex_fixup(fixup))
1241 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1242 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1243 return;
1246 mask = 0;
1247 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1248 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1249 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1250 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1251 mask &= dst_mask;
1253 if (mask)
1255 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1256 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1257 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1260 mask = 0;
1261 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1262 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1263 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1264 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1265 mask &= dst_mask;
1267 if (mask)
1269 char reg_mask[6];
1270 char *ptr = reg_mask;
1272 if (mask != WINED3DSP_WRITEMASK_ALL)
1274 *ptr++ = '.';
1275 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1276 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1277 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1278 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1280 *ptr = '\0';
1282 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1286 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1288 DWORD mod;
1289 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1290 if (!ins->dst_count) return "";
1292 mod = ins->dst[0].modifiers;
1294 /* Silently ignore PARTIALPRECISION if its not supported */
1295 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1297 if(mod & WINED3DSPDM_MSAMPCENTROID)
1299 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1300 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1303 switch(mod)
1305 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1306 return "H_SAT";
1308 case WINED3DSPDM_SATURATE:
1309 return "_SAT";
1311 case WINED3DSPDM_PARTIALPRECISION:
1312 return "H";
1314 case 0:
1315 return "";
1317 default:
1318 FIXME("Unknown modifiers 0x%08x\n", mod);
1319 return "";
1323 #define TEX_PROJ 0x1
1324 #define TEX_BIAS 0x2
1325 #define TEX_LOD 0x4
1326 #define TEX_DERIV 0x10
1328 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1329 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1331 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1332 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1333 const struct wined3d_texture *texture;
1334 const char *tex_type;
1335 BOOL np2_fixup = FALSE;
1336 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
1337 IWineD3DDeviceImpl *device = shader->baseShader.device;
1338 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1339 const char *mod;
1340 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1342 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1343 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1345 switch(sampler_type) {
1346 case WINED3DSTT_1D:
1347 tex_type = "1D";
1348 break;
1350 case WINED3DSTT_2D:
1351 texture = device->stateBlock->state.textures[sampler_idx];
1352 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1354 tex_type = "RECT";
1355 } else {
1356 tex_type = "2D";
1358 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1360 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1362 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1363 else np2_fixup = TRUE;
1366 break;
1368 case WINED3DSTT_VOLUME:
1369 tex_type = "3D";
1370 break;
1372 case WINED3DSTT_CUBE:
1373 tex_type = "CUBE";
1374 break;
1376 default:
1377 ERR("Unexpected texture type %d\n", sampler_type);
1378 tex_type = "";
1381 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1382 * so don't use shader_arb_get_modifier
1384 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1385 else mod = "";
1387 /* Fragment samplers always have indentity mapping */
1388 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1390 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1393 if (flags & TEX_DERIV)
1395 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1396 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1397 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1398 dsx, dsy,sampler_idx, tex_type);
1400 else if(flags & TEX_LOD)
1402 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1403 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1404 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1405 sampler_idx, tex_type);
1407 else if (flags & TEX_BIAS)
1409 /* Shouldn't be possible, but let's check for it */
1410 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1411 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1412 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1414 else if (flags & TEX_PROJ)
1416 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1418 else
1420 if (np2_fixup)
1422 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1423 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1424 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1426 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1428 else
1429 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1432 if (pshader)
1434 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1435 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1436 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1437 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1441 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1442 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1444 /* Generate a line that does the input modifier computation and return the input register to use */
1445 BOOL is_color = FALSE;
1446 char regstr[256];
1447 char swzstr[20];
1448 int insert_line;
1449 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1450 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1451 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1452 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1454 /* Assume a new line will be added */
1455 insert_line = 1;
1457 /* Get register name */
1458 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1459 shader_arb_get_swizzle(src, is_color, swzstr);
1461 switch (src->modifiers)
1463 case WINED3DSPSM_NONE:
1464 sprintf(outregstr, "%s%s", regstr, swzstr);
1465 insert_line = 0;
1466 break;
1467 case WINED3DSPSM_NEG:
1468 sprintf(outregstr, "-%s%s", regstr, swzstr);
1469 insert_line = 0;
1470 break;
1471 case WINED3DSPSM_BIAS:
1472 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1473 break;
1474 case WINED3DSPSM_BIASNEG:
1475 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1476 break;
1477 case WINED3DSPSM_SIGN:
1478 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1479 break;
1480 case WINED3DSPSM_SIGNNEG:
1481 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1482 break;
1483 case WINED3DSPSM_COMP:
1484 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1485 break;
1486 case WINED3DSPSM_X2:
1487 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1488 break;
1489 case WINED3DSPSM_X2NEG:
1490 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1491 break;
1492 case WINED3DSPSM_DZ:
1493 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1494 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1495 break;
1496 case WINED3DSPSM_DW:
1497 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1498 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1499 break;
1500 case WINED3DSPSM_ABS:
1501 if(ctx->target_version >= NV2) {
1502 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1503 insert_line = 0;
1504 } else {
1505 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1507 break;
1508 case WINED3DSPSM_ABSNEG:
1509 if(ctx->target_version >= NV2) {
1510 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1511 } else {
1512 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1513 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1515 insert_line = 0;
1516 break;
1517 default:
1518 sprintf(outregstr, "%s%s", regstr, swzstr);
1519 insert_line = 0;
1522 /* Return modified or original register, with swizzle */
1523 if (insert_line)
1524 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1527 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1529 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1530 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1531 char dst_name[50];
1532 char src_name[2][50];
1533 DWORD sampler_code = dst->reg.idx;
1535 shader_arb_get_dst_param(ins, dst, dst_name);
1537 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1539 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1540 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1541 * temps is done.
1543 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1544 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1545 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1546 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1547 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1549 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1550 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1553 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1555 *extra_char = ' ';
1556 switch(mod)
1558 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1559 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1560 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1561 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1562 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1563 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1564 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1565 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1566 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1567 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1568 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1569 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1570 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1572 FIXME("Unknown modifier %u\n", mod);
1573 return mod;
1576 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1578 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1579 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1580 char dst_name[50];
1581 char src_name[3][50];
1582 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1583 ins->ctx->reg_maps->shader_version.minor);
1584 BOOL is_color;
1586 shader_arb_get_dst_param(ins, dst, dst_name);
1587 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1589 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1590 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1592 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1593 } else {
1594 struct wined3d_shader_src_param src0_copy = ins->src[0];
1595 char extra_neg;
1597 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1598 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1600 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1601 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1602 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1603 /* No modifiers supported on CMP */
1604 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1606 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1607 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1609 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1610 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1615 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1617 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1618 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1619 char dst_name[50];
1620 char src_name[3][50];
1621 BOOL is_color;
1623 shader_arb_get_dst_param(ins, dst, dst_name);
1625 /* Generate input register names (with modifiers) */
1626 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1627 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1628 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1630 /* No modifiers are supported on CMP */
1631 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1632 src_name[0], src_name[2], src_name[1]);
1634 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1636 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1637 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1641 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1642 * dst = dot2(src0, src1) + src2 */
1643 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1645 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1646 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1647 char dst_name[50];
1648 char src_name[3][50];
1649 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1651 shader_arb_get_dst_param(ins, dst, dst_name);
1652 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1653 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1655 if(ctx->target_version >= NV3)
1657 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1658 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1659 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1660 dst_name, src_name[0], src_name[1], src_name[2]);
1662 else if(ctx->target_version >= NV2)
1664 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1665 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1666 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1667 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1669 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1671 * .xyxy and other swizzles that we could get with this are not valid in
1672 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1674 struct wined3d_shader_src_param tmp_param = ins->src[1];
1675 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1676 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1678 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1680 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1681 dst_name, src_name[2], src_name[0], src_name[1]);
1683 else
1685 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1686 /* 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]
1687 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1689 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1690 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1691 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1692 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1696 /* Map the opcode 1-to-1 to the GL code */
1697 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1699 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1700 const char *instruction;
1701 char arguments[256], dst_str[50];
1702 unsigned int i;
1703 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1705 switch (ins->handler_idx)
1707 case WINED3DSIH_ABS: instruction = "ABS"; break;
1708 case WINED3DSIH_ADD: instruction = "ADD"; break;
1709 case WINED3DSIH_CRS: instruction = "XPD"; break;
1710 case WINED3DSIH_DP3: instruction = "DP3"; break;
1711 case WINED3DSIH_DP4: instruction = "DP4"; break;
1712 case WINED3DSIH_DST: instruction = "DST"; break;
1713 case WINED3DSIH_FRC: instruction = "FRC"; break;
1714 case WINED3DSIH_LIT: instruction = "LIT"; break;
1715 case WINED3DSIH_LRP: instruction = "LRP"; break;
1716 case WINED3DSIH_MAD: instruction = "MAD"; break;
1717 case WINED3DSIH_MAX: instruction = "MAX"; break;
1718 case WINED3DSIH_MIN: instruction = "MIN"; break;
1719 case WINED3DSIH_MOV: instruction = "MOV"; break;
1720 case WINED3DSIH_MUL: instruction = "MUL"; break;
1721 case WINED3DSIH_SGE: instruction = "SGE"; break;
1722 case WINED3DSIH_SLT: instruction = "SLT"; break;
1723 case WINED3DSIH_SUB: instruction = "SUB"; break;
1724 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1725 case WINED3DSIH_DSX: instruction = "DDX"; break;
1726 default: instruction = "";
1727 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1728 break;
1731 /* Note that shader_arb_add_dst_param() adds spaces. */
1732 arguments[0] = '\0';
1733 shader_arb_get_dst_param(ins, dst, dst_str);
1734 for (i = 0; i < ins->src_count; ++i)
1736 char operand[100];
1737 strcat(arguments, ", ");
1738 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1739 strcat(arguments, operand);
1741 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1744 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1746 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1747 shader_addline(buffer, "NOP;\n");
1750 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1752 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
1753 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1754 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1755 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1756 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1757 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1758 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1760 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1761 char src0_param[256];
1763 if (ins->handler_idx == WINED3DSIH_MOVA)
1765 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
1766 char write_mask[6];
1767 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1769 if(ctx->target_version >= NV2) {
1770 shader_hw_map2gl(ins);
1771 return;
1773 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1774 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1776 /* This implements the mova formula used in GLSL. The first two instructions
1777 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1778 * in this case:
1779 * mova A0.x, 0.0
1781 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1783 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1784 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1786 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1787 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1789 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1790 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1791 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1792 if (shader_data->rel_offset)
1794 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1796 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1798 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1800 else if (reg_maps->shader_version.major == 1
1801 && !shader_is_pshader_version(reg_maps->shader_version.type)
1802 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1804 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
1805 src0_param[0] = '\0';
1807 if (shader_data->rel_offset)
1809 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1810 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1811 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1812 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1814 else
1816 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1817 * with more than one component. Thus replicate the first source argument over all
1818 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1819 struct wined3d_shader_src_param tmp_src = ins->src[0];
1820 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1821 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1822 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1825 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1827 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1828 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1830 shader_addline(buffer, "#mov handled in srgb write code\n");
1831 return;
1833 shader_hw_map2gl(ins);
1835 else
1837 shader_hw_map2gl(ins);
1841 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1843 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1844 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1845 char reg_dest[40];
1847 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1848 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1850 shader_arb_get_dst_param(ins, dst, reg_dest);
1852 if (ins->ctx->reg_maps->shader_version.major >= 2)
1854 const char *kilsrc = "TA";
1855 BOOL is_color;
1857 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1858 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1860 kilsrc = reg_dest;
1862 else
1864 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1865 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1866 * masked out components to 0(won't kill)
1868 char x = '0', y = '0', z = '0', w = '0';
1869 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1870 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1871 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1872 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1873 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1875 shader_addline(buffer, "KIL %s;\n", kilsrc);
1876 } else {
1877 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1878 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1880 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1881 * or pass in any temporary register(in shader phase 2)
1883 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1884 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1885 } else {
1886 shader_arb_get_dst_param(ins, dst, reg_dest);
1888 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1889 shader_addline(buffer, "KIL TA;\n");
1893 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1895 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1896 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1897 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1898 ins->ctx->reg_maps->shader_version.minor);
1899 struct wined3d_shader_src_param src;
1901 char reg_dest[40];
1902 char reg_coord[40];
1903 DWORD reg_sampler_code;
1904 WORD myflags = 0;
1906 /* All versions have a destination register */
1907 shader_arb_get_dst_param(ins, dst, reg_dest);
1909 /* 1.0-1.4: Use destination register number as texture code.
1910 2.0+: Use provided sampler number as texure code. */
1911 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1912 reg_sampler_code = dst->reg.idx;
1913 else
1914 reg_sampler_code = ins->src[1].reg.idx;
1916 /* 1.0-1.3: Use the texcoord varying.
1917 1.4+: Use provided coordinate source register. */
1918 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1919 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1920 else {
1921 /* TEX is the only instruction that can handle DW and DZ natively */
1922 src = ins->src[0];
1923 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1924 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1925 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1928 /* projection flag:
1929 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1930 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1931 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1933 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1935 DWORD flags = 0;
1936 if (reg_sampler_code < MAX_TEXTURES)
1937 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1938 if (flags & WINED3D_PSARGS_PROJECTED)
1939 myflags |= TEX_PROJ;
1941 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1943 DWORD src_mod = ins->src[0].modifiers;
1944 if (src_mod == WINED3DSPSM_DZ) {
1945 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1946 * varying register, so we need a temp reg
1948 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1949 strcpy(reg_coord, "TA");
1950 myflags |= TEX_PROJ;
1951 } else if(src_mod == WINED3DSPSM_DW) {
1952 myflags |= TEX_PROJ;
1954 } else {
1955 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1956 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1958 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1961 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1963 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1964 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1965 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1966 ins->ctx->reg_maps->shader_version.minor);
1967 char dst_str[50];
1969 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1971 DWORD reg = dst->reg.idx;
1973 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1974 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1975 } else {
1976 char reg_src[40];
1978 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1979 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1980 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1984 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1986 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1987 DWORD flags = 0;
1989 DWORD reg1 = ins->dst[0].reg.idx;
1990 char dst_str[50];
1991 char src_str[50];
1993 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1994 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1995 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1996 /* Move .x first in case src_str is "TA" */
1997 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1998 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1999 if (reg1 < MAX_TEXTURES)
2001 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2002 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2004 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2007 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2009 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2011 DWORD reg1 = ins->dst[0].reg.idx;
2012 char dst_str[50];
2013 char src_str[50];
2015 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2016 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2017 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2018 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2019 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2020 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2023 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2025 DWORD reg1 = ins->dst[0].reg.idx;
2026 char dst_str[50];
2027 char src_str[50];
2029 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2030 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2031 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2032 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2035 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2037 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2038 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2039 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2040 char reg_coord[40], dst_reg[50], src_reg[50];
2041 DWORD reg_dest_code;
2043 /* All versions have a destination register. The Tx where the texture coordinates come
2044 * from is the varying incarnation of the texture register
2046 reg_dest_code = dst->reg.idx;
2047 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2048 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2049 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2051 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2052 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2054 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2055 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2057 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2058 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2059 * extension.
2061 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2062 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2063 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2064 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2066 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2067 * so we can't let the GL handle this.
2069 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2070 & WINED3D_PSARGS_PROJECTED)
2072 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2073 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2074 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2075 } else {
2076 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2079 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2081 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2083 /* No src swizzles are allowed, so this is ok */
2084 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2085 src_reg, reg_dest_code, reg_dest_code);
2086 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2090 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2092 DWORD reg = ins->dst[0].reg.idx;
2093 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2094 char src0_name[50], dst_name[50];
2095 BOOL is_color;
2096 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2098 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2099 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2100 * T<reg+1> register. Use this register to store the calculated vector
2102 tmp_reg.idx = reg + 1;
2103 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2104 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2107 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2109 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2110 DWORD flags;
2111 DWORD reg = ins->dst[0].reg.idx;
2112 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2113 char dst_str[50];
2114 char src0_name[50];
2115 char dst_reg[50];
2116 BOOL is_color;
2118 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2119 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2121 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2122 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2123 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2124 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2125 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2128 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2130 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2131 DWORD reg = ins->dst[0].reg.idx;
2132 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2133 char src0_name[50], dst_name[50];
2134 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2135 BOOL is_color;
2137 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2138 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2139 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2141 tmp_reg.idx = reg + 2 - tex_mx->current_row;
2142 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2144 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2145 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2146 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2147 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2150 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2152 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2153 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2154 DWORD flags;
2155 DWORD reg = ins->dst[0].reg.idx;
2156 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2157 char dst_str[50];
2158 char src0_name[50], dst_name[50];
2159 BOOL is_color;
2161 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2162 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2163 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2165 /* Sample the texture using the calculated coordinates */
2166 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2167 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2168 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2169 tex_mx->current_row = 0;
2172 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2174 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2175 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2176 DWORD flags;
2177 DWORD reg = ins->dst[0].reg.idx;
2178 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2179 char dst_str[50];
2180 char src0_name[50];
2181 char dst_reg[50];
2182 BOOL is_color;
2184 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2185 * components for temporary data storage
2187 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2188 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2189 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2191 /* Construct the eye-ray vector from w coordinates */
2192 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2193 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2194 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2196 /* Calculate reflection vector
2198 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2199 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2200 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2201 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2202 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2203 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2204 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2206 /* Sample the texture using the calculated coordinates */
2207 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2208 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2209 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2210 tex_mx->current_row = 0;
2213 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2215 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2216 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2217 DWORD flags;
2218 DWORD reg = ins->dst[0].reg.idx;
2219 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2220 char dst_str[50];
2221 char src0_name[50];
2222 char src1_name[50];
2223 char dst_reg[50];
2224 BOOL is_color;
2226 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2227 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2228 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2229 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2230 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2232 /* Calculate reflection vector.
2234 * dot(N, E)
2235 * dst_reg.xyz = 2 * --------- * N - E
2236 * dot(N, N)
2238 * Which normalizes the normal vector
2240 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2241 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2242 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2243 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2244 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2245 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2247 /* Sample the texture using the calculated coordinates */
2248 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2249 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2250 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2251 tex_mx->current_row = 0;
2254 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2256 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2257 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2258 char dst_name[50];
2259 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2260 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2262 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2263 * which is essentially an input, is the destination register because it is the first
2264 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2265 * here(writemasks/swizzles are not valid on texdepth)
2267 shader_arb_get_dst_param(ins, dst, dst_name);
2269 /* According to the msdn, the source register(must be r5) is unusable after
2270 * the texdepth instruction, so we're free to modify it
2272 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2274 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2275 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2276 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2278 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2279 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2280 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2281 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2284 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2285 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2286 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2287 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2289 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2290 DWORD sampler_idx = ins->dst[0].reg.idx;
2291 char src0[50];
2292 char dst_str[50];
2294 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2295 shader_addline(buffer, "MOV TB, 0.0;\n");
2296 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2298 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2299 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2302 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2303 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2304 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2306 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2307 char src0[50];
2308 char dst_str[50];
2309 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2311 /* Handle output register */
2312 shader_arb_get_dst_param(ins, dst, dst_str);
2313 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2314 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2317 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2318 * Perform the 3rd row of a 3x3 matrix multiply */
2319 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2321 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2322 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2323 char dst_str[50], dst_name[50];
2324 char src0[50];
2325 BOOL is_color;
2327 shader_arb_get_dst_param(ins, dst, dst_str);
2328 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2329 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2330 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2331 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2334 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2335 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2336 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2337 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2339 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2341 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2342 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2343 char src0[50], dst_name[50];
2344 BOOL is_color;
2345 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2346 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2348 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2349 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2350 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2352 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2353 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2354 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2356 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2357 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2358 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2359 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2362 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2363 Vertex/Pixel shaders to ARB_vertex_program codes */
2364 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2366 int i;
2367 int nComponents = 0;
2368 struct wined3d_shader_dst_param tmp_dst = {{0}};
2369 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2370 struct wined3d_shader_instruction tmp_ins;
2372 memset(&tmp_ins, 0, sizeof(tmp_ins));
2374 /* Set constants for the temporary argument */
2375 tmp_ins.ctx = ins->ctx;
2376 tmp_ins.dst_count = 1;
2377 tmp_ins.dst = &tmp_dst;
2378 tmp_ins.src_count = 2;
2379 tmp_ins.src = tmp_src;
2381 switch(ins->handler_idx)
2383 case WINED3DSIH_M4x4:
2384 nComponents = 4;
2385 tmp_ins.handler_idx = WINED3DSIH_DP4;
2386 break;
2387 case WINED3DSIH_M4x3:
2388 nComponents = 3;
2389 tmp_ins.handler_idx = WINED3DSIH_DP4;
2390 break;
2391 case WINED3DSIH_M3x4:
2392 nComponents = 4;
2393 tmp_ins.handler_idx = WINED3DSIH_DP3;
2394 break;
2395 case WINED3DSIH_M3x3:
2396 nComponents = 3;
2397 tmp_ins.handler_idx = WINED3DSIH_DP3;
2398 break;
2399 case WINED3DSIH_M3x2:
2400 nComponents = 2;
2401 tmp_ins.handler_idx = WINED3DSIH_DP3;
2402 break;
2403 default:
2404 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2405 break;
2408 tmp_dst = ins->dst[0];
2409 tmp_src[0] = ins->src[0];
2410 tmp_src[1] = ins->src[1];
2411 for (i = 0; i < nComponents; i++) {
2412 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2413 shader_hw_map2gl(&tmp_ins);
2414 ++tmp_src[1].reg.idx;
2418 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2420 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2421 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2422 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2424 char dst[50];
2425 char src[50];
2427 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2428 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2429 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2431 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2432 * .w is used
2434 strcat(src, ".w");
2437 /* TODO: If the destination is readable, and not the same as the source, the destination
2438 * can be used instead of TA
2440 if (priv->target_version >= NV2)
2442 shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2443 shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2444 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2446 else
2448 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2449 shader_addline(buffer, "ABS TA.x, %s;\n", src);
2450 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2451 shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2452 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2456 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2458 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2459 const char *instruction;
2461 char dst[50];
2462 char src[50];
2464 switch(ins->handler_idx)
2466 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2467 case WINED3DSIH_RCP: instruction = "RCP"; break;
2468 case WINED3DSIH_EXP: instruction = "EX2"; break;
2469 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2470 default: instruction = "";
2471 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2472 break;
2475 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2476 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2477 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2479 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2480 * .w is used
2482 strcat(src, ".w");
2485 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2488 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2490 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2491 char dst_name[50];
2492 char src_name[50];
2493 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2494 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2495 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2497 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2498 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2500 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2501 * otherwise NRM or RSQ would return NaN */
2502 if(pshader && priv->target_version >= NV3)
2504 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2506 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2508 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2509 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2510 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2512 else if(priv->target_version >= NV2)
2514 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2515 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2516 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2517 src_name);
2519 else
2521 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2523 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2524 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2525 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2527 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2528 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2530 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2531 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2532 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2533 src_name);
2537 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2539 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2540 char dst_name[50];
2541 char src_name[3][50];
2543 /* ARB_fragment_program has a convenient LRP instruction */
2544 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2545 shader_hw_map2gl(ins);
2546 return;
2549 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2550 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2551 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2552 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2554 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2555 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2556 dst_name, src_name[0], src_name[2]);
2559 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2561 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2562 * must contain fixed constants. So we need a separate function to filter those constants and
2563 * can't use map2gl
2565 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2566 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2567 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2568 char dst_name[50];
2569 char src_name0[50], src_name1[50], src_name2[50];
2570 BOOL is_color;
2572 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2573 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2574 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2575 /* No modifiers are supported on SCS */
2576 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2578 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2580 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2581 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2583 } else if(priv->target_version >= NV2) {
2584 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2586 /* Sincos writemask must be .x, .y or .xy */
2587 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2588 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2589 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2590 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2591 } else {
2592 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2593 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2595 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2596 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2598 * The constants we get are:
2600 * +1 +1, -1 -1 +1 +1 -1 -1
2601 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2602 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2604 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2606 * (x/2)^2 = x^2 / 4
2607 * (x/2)^3 = x^3 / 8
2608 * (x/2)^4 = x^4 / 16
2609 * (x/2)^5 = x^5 / 32
2610 * etc
2612 * To get the final result:
2613 * sin(x) = 2 * sin(x/2) * cos(x/2)
2614 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2615 * (from sin(x+y) and cos(x+y) rules)
2617 * As per MSDN, dst.z is undefined after the operation, and so is
2618 * dst.x and dst.y if they're masked out by the writemask. Ie
2619 * sincos dst.y, src1, c0, c1
2620 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2621 * vsa.exe also stops with an error if the dest register is the same register as the source
2622 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2623 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2625 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2626 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2627 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2629 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2630 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2631 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2632 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2633 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2634 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2636 /* sin(x/2)
2638 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2639 * properly merge that with MULs in the code above?
2640 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2641 * we can merge the sine and cosine MAD rows to calculate them together.
2643 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2644 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2645 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2646 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2648 /* cos(x/2) */
2649 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2650 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2651 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2653 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2654 /* cos x */
2655 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2656 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2658 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2659 /* sin x */
2660 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2661 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2666 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2668 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2669 char dst_name[50];
2670 char src_name[50];
2671 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2673 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2674 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2676 /* SGN is only valid in vertex shaders */
2677 if(ctx->target_version >= NV2) {
2678 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2679 return;
2682 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2683 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2685 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2686 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2687 } else {
2688 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2689 * Then use TA, and calculate the final result
2691 * Not reading from TA? Store the first result in TA to avoid overwriting the
2692 * destination if src reg = dst reg
2694 if(strstr(src_name, "TA"))
2696 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2697 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2698 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2700 else
2702 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2703 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2704 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2709 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2711 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2712 char src[50];
2713 char dst[50];
2714 char dst_name[50];
2715 BOOL is_color;
2717 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2718 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2719 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2721 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2722 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2725 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2727 *need_abs = FALSE;
2729 switch(mod)
2731 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2732 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2733 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2734 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2735 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2736 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2737 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2738 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2739 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2740 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2741 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2742 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2743 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2745 FIXME("Unknown modifier %u\n", mod);
2746 return mod;
2749 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2751 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2752 char src0[50], src1[50], dst[50];
2753 struct wined3d_shader_src_param src0_copy = ins->src[0];
2754 BOOL need_abs = FALSE;
2755 const char *instr;
2756 BOOL arg2 = FALSE;
2758 switch(ins->handler_idx)
2760 case WINED3DSIH_LOG: instr = "LG2"; break;
2761 case WINED3DSIH_LOGP: instr = "LOG"; break;
2762 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2763 default:
2764 ERR("Unexpected instruction %d\n", ins->handler_idx);
2765 return;
2768 /* LOG, LOGP and POW operate on the absolute value of the input */
2769 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2771 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2772 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2773 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2775 if(need_abs)
2777 shader_addline(buffer, "ABS TA, %s;\n", src0);
2778 if(arg2)
2780 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2782 else
2784 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2787 else if(arg2)
2789 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2791 else
2793 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2797 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2799 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2800 char src_name[50];
2801 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2803 /* src0 is aL */
2804 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2806 if(vshader)
2808 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2809 struct list *e = list_head(&priv->control_frames);
2810 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2812 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2813 /* The constant loader makes sure to load -1 into iX.w */
2814 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2815 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2816 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2818 else
2820 shader_addline(buffer, "LOOP %s;\n", src_name);
2824 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2826 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2827 char src_name[50];
2828 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2830 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2832 /* The constant loader makes sure to load -1 into iX.w */
2833 if(vshader)
2835 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2836 struct list *e = list_head(&priv->control_frames);
2837 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2839 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2841 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2842 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2843 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2845 else
2847 shader_addline(buffer, "REP %s;\n", src_name);
2851 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2853 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2854 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2856 if(vshader)
2858 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2859 struct list *e = list_head(&priv->control_frames);
2860 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2862 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2863 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2864 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2866 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2868 else
2870 shader_addline(buffer, "ENDLOOP;\n");
2874 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2876 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2877 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2879 if(vshader)
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 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2886 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2887 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2889 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2891 else
2893 shader_addline(buffer, "ENDREP;\n");
2897 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2899 struct control_frame *control_frame;
2901 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2903 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2905 ERR("Could not find loop for break\n");
2906 return NULL;
2909 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2911 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2912 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2913 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2915 if(vshader)
2917 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2919 else
2921 shader_addline(buffer, "BRK;\n");
2925 static const char *get_compare(COMPARISON_TYPE flags)
2927 switch (flags)
2929 case COMPARISON_GT: return "GT";
2930 case COMPARISON_EQ: return "EQ";
2931 case COMPARISON_GE: return "GE";
2932 case COMPARISON_LT: return "LT";
2933 case COMPARISON_NE: return "NE";
2934 case COMPARISON_LE: return "LE";
2935 default:
2936 FIXME("Unrecognized comparison value: %u\n", flags);
2937 return "(\?\?)";
2941 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2943 switch (flags)
2945 case COMPARISON_GT: return COMPARISON_LE;
2946 case COMPARISON_EQ: return COMPARISON_NE;
2947 case COMPARISON_GE: return COMPARISON_LT;
2948 case COMPARISON_LT: return COMPARISON_GE;
2949 case COMPARISON_NE: return COMPARISON_EQ;
2950 case COMPARISON_LE: return COMPARISON_GT;
2951 default:
2952 FIXME("Unrecognized comparison value: %u\n", flags);
2953 return -1;
2957 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2959 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2960 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2961 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2962 char src_name0[50];
2963 char src_name1[50];
2964 const char *comp = get_compare(ins->flags);
2966 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2967 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2969 if(vshader)
2971 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2972 * away the subtraction result
2974 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2975 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2977 else
2979 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2980 shader_addline(buffer, "BRK (%s.x);\n", comp);
2984 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2986 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2987 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2988 struct list *e = list_head(&priv->control_frames);
2989 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2990 const char *comp;
2991 char src_name0[50];
2992 char src_name1[50];
2993 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2995 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2996 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2998 if(vshader)
3000 /* Invert the flag. We jump to the else label if the condition is NOT true */
3001 comp = get_compare(invert_compare(ins->flags));
3002 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3003 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3005 else
3007 comp = get_compare(ins->flags);
3008 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3009 shader_addline(buffer, "IF %s.x;\n", comp);
3013 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3015 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3016 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3017 struct list *e = list_head(&priv->control_frames);
3018 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3019 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3021 if(vshader)
3023 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3024 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3025 control_frame->had_else = TRUE;
3027 else
3029 shader_addline(buffer, "ELSE;\n");
3033 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3035 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3036 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3037 struct list *e = list_head(&priv->control_frames);
3038 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 if(vshader)
3043 if(control_frame->had_else)
3045 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3047 else
3049 shader_addline(buffer, "#No else branch. else is endif\n");
3050 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3053 else
3055 shader_addline(buffer, "ENDIF;\n");
3059 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3061 DWORD sampler_idx = ins->src[1].reg.idx;
3062 char reg_dest[40];
3063 char reg_src[3][40];
3064 WORD flags = TEX_DERIV;
3066 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3067 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3068 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3069 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3071 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3072 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3074 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3077 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3079 DWORD sampler_idx = ins->src[1].reg.idx;
3080 char reg_dest[40];
3081 char reg_coord[40];
3082 WORD flags = TEX_LOD;
3084 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3085 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3087 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3088 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3090 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3093 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3095 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3096 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3098 priv->in_main_func = FALSE;
3099 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3100 * subroutine, don't generate a label that will make GL complain
3102 if(priv->target_version == ARB) return;
3104 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3107 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3108 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3109 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3110 struct wined3d_shader_buffer *buffer)
3112 unsigned int i;
3114 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3115 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3116 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3117 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3119 if (args->super.fog_src == VS_FOG_Z)
3120 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3121 else if (!reg_maps->fog)
3122 /* posFixup.x is always 1.0, so we can safely use it */
3123 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3125 /* Clipplanes are always stored without y inversion */
3126 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3128 if (args->super.clip_enabled)
3130 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3132 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3136 else if (args->clip.boolclip.clip_texcoord)
3138 unsigned int cur_clip = 0;
3139 char component[4] = {'x', 'y', 'z', 'w'};
3140 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3142 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3144 if (args->clip.boolclip.clipplane_mask & (1 << i))
3146 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3147 component[cur_clip++], i);
3150 switch (cur_clip)
3152 case 0:
3153 shader_addline(buffer, "MOV TA, %s;\n", zero);
3154 break;
3155 case 1:
3156 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3157 break;
3158 case 2:
3159 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3160 break;
3161 case 3:
3162 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3163 break;
3165 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3166 args->clip.boolclip.clip_texcoord - 1);
3169 /* Write the final position.
3171 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3172 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3173 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3174 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3176 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3177 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3178 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3180 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3181 * and the glsl equivalent
3183 if (need_helper_const(shader_data, reg_maps, gl_info))
3185 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3186 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3188 else
3190 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3191 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3194 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3196 priv_ctx->footer_written = TRUE;
3199 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3201 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3202 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3203 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
3204 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3206 if(priv->target_version == ARB) return;
3208 if(vshader)
3210 if (priv->in_main_func) vshader_add_footer(priv, shader->baseShader.backend_data,
3211 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3214 shader_addline(buffer, "RET;\n");
3217 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3219 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3220 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3223 /* GL locking is done by the caller */
3224 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3226 GLuint program_id = 0;
3227 GLint pos;
3229 const char *blt_vprogram =
3230 "!!ARBvp1.0\n"
3231 "PARAM c[1] = { { 1, 0.5 } };\n"
3232 "MOV result.position, vertex.position;\n"
3233 "MOV result.color, c[0].x;\n"
3234 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3235 "END\n";
3237 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3238 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3239 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3240 strlen(blt_vprogram), blt_vprogram));
3241 checkGLcall("glProgramStringARB()");
3243 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3244 if (pos != -1)
3246 FIXME("Vertex program error at position %d: %s\n\n", pos,
3247 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3248 shader_arb_dump_program_source(blt_vprogram);
3250 else
3252 GLint native;
3254 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3255 checkGLcall("glGetProgramivARB()");
3256 if (!native) WARN("Program exceeds native resource limits.\n");
3259 return program_id;
3262 /* GL locking is done by the caller */
3263 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3264 enum tex_types tex_type, BOOL masked)
3266 GLuint program_id = 0;
3267 const char *fprogram;
3268 GLint pos;
3270 static const char * const blt_fprograms_full[tex_type_count] =
3272 /* tex_1d */
3273 NULL,
3274 /* tex_2d */
3275 "!!ARBfp1.0\n"
3276 "TEMP R0;\n"
3277 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3278 "MOV result.depth.z, R0.x;\n"
3279 "END\n",
3280 /* tex_3d */
3281 NULL,
3282 /* tex_cube */
3283 "!!ARBfp1.0\n"
3284 "TEMP R0;\n"
3285 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3286 "MOV result.depth.z, R0.x;\n"
3287 "END\n",
3288 /* tex_rect */
3289 "!!ARBfp1.0\n"
3290 "TEMP R0;\n"
3291 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3292 "MOV result.depth.z, R0.x;\n"
3293 "END\n",
3296 static const char * const blt_fprograms_masked[tex_type_count] =
3298 /* tex_1d */
3299 NULL,
3300 /* tex_2d */
3301 "!!ARBfp1.0\n"
3302 "PARAM mask = program.local[0];\n"
3303 "TEMP R0;\n"
3304 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3305 "MUL R0.x, R0.x, R0.y;\n"
3306 "KIL -R0.x;\n"
3307 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3308 "MOV result.depth.z, R0.x;\n"
3309 "END\n",
3310 /* tex_3d */
3311 NULL,
3312 /* tex_cube */
3313 "!!ARBfp1.0\n"
3314 "PARAM mask = program.local[0];\n"
3315 "TEMP R0;\n"
3316 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3317 "MUL R0.x, R0.x, R0.y;\n"
3318 "KIL -R0.x;\n"
3319 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3320 "MOV result.depth.z, R0.x;\n"
3321 "END\n",
3322 /* tex_rect */
3323 "!!ARBfp1.0\n"
3324 "PARAM mask = program.local[0];\n"
3325 "TEMP R0;\n"
3326 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3327 "MUL R0.x, R0.x, R0.y;\n"
3328 "KIL -R0.x;\n"
3329 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3330 "MOV result.depth.z, R0.x;\n"
3331 "END\n",
3334 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3335 if (!fprogram)
3337 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3338 tex_type = tex_2d;
3339 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3342 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3343 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3344 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3345 checkGLcall("glProgramStringARB()");
3347 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3348 if (pos != -1)
3350 FIXME("Fragment program error at position %d: %s\n\n", pos,
3351 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3352 shader_arb_dump_program_source(fprogram);
3354 else
3356 GLint native;
3358 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3359 checkGLcall("glGetProgramivARB()");
3360 if (!native) WARN("Program exceeds native resource limits.\n");
3363 return program_id;
3366 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3367 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3369 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3371 if(condcode)
3373 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3374 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3375 /* Calculate the > 0.0031308 case */
3376 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3377 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3378 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3379 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3380 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3381 /* Calculate the < case */
3382 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3384 else
3386 /* Calculate the > 0.0031308 case */
3387 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3388 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3389 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3390 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3391 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3392 /* Calculate the < case */
3393 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3394 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3395 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3396 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3397 /* Store the components > 0.0031308 in the destination */
3398 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3399 /* Add the components that are < 0.0031308 */
3400 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3401 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3402 * result.color writes(.rgb first, then .a), or handle overwriting already written
3403 * components. The assembler uses a temporary register in this case, which is usually
3404 * not allocated from one of our registers that were used earlier.
3407 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3410 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3412 const local_constant *constant;
3414 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3416 if (constant->idx == idx)
3418 return constant->value;
3421 return NULL;
3424 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3425 struct shader_arb_ctx_priv *priv)
3427 static const char * const texcoords[8] =
3429 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3430 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3432 unsigned int i;
3433 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3434 const char *semantic_name;
3435 DWORD semantic_idx;
3437 switch(args->super.vp_mode)
3439 case pretransformed:
3440 case fixedfunction:
3441 /* The pixelshader has to collect the varyings on its own. In any case properly load
3442 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3443 * other attribs to 0.0.
3445 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3446 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3447 * load the texcoord attrib pointers to match the pixel shader signature
3449 for(i = 0; i < MAX_REG_INPUT; i++)
3451 semantic_name = sig[i].semantic_name;
3452 semantic_idx = sig[i].semantic_idx;
3453 if (!semantic_name) continue;
3455 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3457 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3458 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3459 else priv->ps_input[i] = "0.0";
3461 else if(args->super.vp_mode == fixedfunction)
3463 priv->ps_input[i] = "0.0";
3465 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3467 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3468 else priv->ps_input[i] = "0.0";
3470 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3472 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3473 else priv->ps_input[i] = "0.0";
3475 else
3477 priv->ps_input[i] = "0.0";
3480 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3482 break;
3484 case vertexshader:
3485 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3486 * fragment.color
3488 for(i = 0; i < 8; i++)
3490 priv->ps_input[i] = texcoords[i];
3492 priv->ps_input[8] = "fragment.color.primary";
3493 priv->ps_input[9] = "fragment.color.secondary";
3494 break;
3498 /* GL locking is done by the caller */
3499 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
3500 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3501 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3503 const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3504 CONST DWORD *function = This->baseShader.function;
3505 const local_constant *lconst;
3506 GLuint retval;
3507 char fragcolor[16];
3508 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3509 struct shader_arb_ctx_priv priv_ctx;
3510 BOOL dcl_td = FALSE;
3511 BOOL want_nv_prog = FALSE;
3512 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3513 GLint errPos;
3514 DWORD map;
3516 char srgbtmp[4][4];
3517 unsigned int i, found = 0;
3519 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3521 if (!(map & 1)
3522 || (This->color0_mov && i == This->color0_reg)
3523 || (reg_maps->shader_version.major < 2 && !i))
3524 continue;
3526 sprintf(srgbtmp[found], "R%u", i);
3527 ++found;
3528 if (found == 4) break;
3531 switch(found) {
3532 case 0:
3533 sprintf(srgbtmp[0], "TA");
3534 sprintf(srgbtmp[1], "TB");
3535 sprintf(srgbtmp[2], "TC");
3536 sprintf(srgbtmp[3], "TD");
3537 dcl_td = TRUE;
3538 break;
3539 case 1:
3540 sprintf(srgbtmp[1], "TA");
3541 sprintf(srgbtmp[2], "TB");
3542 sprintf(srgbtmp[3], "TC");
3543 break;
3544 case 2:
3545 sprintf(srgbtmp[2], "TA");
3546 sprintf(srgbtmp[3], "TB");
3547 break;
3548 case 3:
3549 sprintf(srgbtmp[3], "TA");
3550 break;
3551 case 4:
3552 break;
3555 /* Create the hw ARB shader */
3556 memset(&priv_ctx, 0, sizeof(priv_ctx));
3557 priv_ctx.cur_ps_args = args;
3558 priv_ctx.compiled_fprog = compiled;
3559 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3560 init_ps_input(This, args, &priv_ctx);
3561 list_init(&priv_ctx.control_frames);
3563 /* Avoid enabling NV_fragment_program* if we do not need it.
3565 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3566 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3567 * is faster than what we gain from using higher native instructions. There are some things though
3568 * that cannot be emulated. In that case enable the extensions.
3569 * If the extension is enabled, instruction handlers that support both ways will use it.
3571 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3572 * So enable the best we can get.
3574 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3575 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3577 want_nv_prog = TRUE;
3580 shader_addline(buffer, "!!ARBfp1.0\n");
3581 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3583 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3584 priv_ctx.target_version = NV3;
3586 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3588 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3589 priv_ctx.target_version = NV2;
3590 } else {
3591 if(want_nv_prog)
3593 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3594 * limits properly
3596 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3597 ERR("Try GLSL\n");
3599 priv_ctx.target_version = ARB;
3602 if (reg_maps->highest_render_target > 0)
3604 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3607 if (reg_maps->shader_version.major < 3)
3609 switch(args->super.fog) {
3610 case FOG_OFF:
3611 break;
3612 case FOG_LINEAR:
3613 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3614 break;
3615 case FOG_EXP:
3616 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3617 break;
3618 case FOG_EXP2:
3619 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3620 break;
3624 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3625 * unused temps away(but occupies them for the whole shader if they're used once). Always
3626 * declaring them avoids tricky bookkeeping work
3628 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3629 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3630 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3631 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3632 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3633 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3634 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3636 if (reg_maps->shader_version.major < 2)
3638 strcpy(fragcolor, "R0");
3639 } else {
3640 if(args->super.srgb_correction) {
3641 if(This->color0_mov) {
3642 sprintf(fragcolor, "R%u", This->color0_reg);
3643 } else {
3644 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3645 strcpy(fragcolor, "TMP_COLOR");
3647 } else {
3648 strcpy(fragcolor, "result.color");
3652 if(args->super.srgb_correction) {
3653 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3654 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3655 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3656 srgb_sub_high, 0.0, 0.0, 0.0);
3659 /* Base Declarations */
3660 next_local = shader_generate_arb_declarations((IWineD3DBaseShaderImpl *)This,
3661 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3663 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3665 if (!(map & 1)) continue;
3667 cur = compiled->numbumpenvmatconsts;
3668 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3669 compiled->bumpenvmatconst[cur].texunit = i;
3670 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3671 compiled->luminanceconst[cur].texunit = i;
3673 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3674 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3675 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3676 * textures due to conditional NP2 restrictions)
3678 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3679 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3680 * their location is shader dependent anyway and they cannot be loaded globally.
3682 compiled->bumpenvmatconst[cur].const_num = next_local++;
3683 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3684 i, compiled->bumpenvmatconst[cur].const_num);
3685 compiled->numbumpenvmatconsts = cur + 1;
3687 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3689 compiled->luminanceconst[cur].const_num = next_local++;
3690 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3691 i, compiled->luminanceconst[cur].const_num);
3694 for(i = 0; i < MAX_CONST_I; i++)
3696 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3697 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3699 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3701 if(control_values)
3703 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3704 control_values[0], control_values[1], control_values[2]);
3706 else
3708 compiled->int_consts[i] = next_local;
3709 compiled->num_int_consts++;
3710 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3715 if(reg_maps->vpos || reg_maps->usesdsy)
3717 compiled->ycorrection = next_local;
3718 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3720 if(reg_maps->vpos)
3722 shader_addline(buffer, "TEMP vpos;\n");
3723 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3724 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3725 * ycorrection.z: 1.0
3726 * ycorrection.w: 0.0
3728 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3729 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3732 else
3734 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3737 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3738 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3739 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3740 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3741 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3742 * shader compilation errors and the subsequent errors when drawing with this shader. */
3743 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3745 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3746 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3747 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3749 fixup->offset = next_local;
3750 fixup->super.active = 0;
3752 cur = 0;
3753 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3754 if (!(map & (1 << i))) continue;
3756 if (fixup->offset + (cur >> 1) < max_lconsts) {
3757 fixup->super.active |= (1 << i);
3758 fixup->super.idx[i] = cur++;
3759 } else {
3760 FIXME("No free constant found to load NP2 fixup data into shader. "
3761 "Sampling from this texture will probably look wrong.\n");
3762 break;
3766 fixup->super.num_consts = (cur + 1) >> 1;
3767 if (fixup->super.num_consts) {
3768 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3769 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3772 next_local += fixup->super.num_consts;
3775 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3777 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3780 /* Base Shader Body */
3781 shader_generate_main((IWineD3DBaseShaderImpl *)This, buffer, reg_maps, function, &priv_ctx);
3783 if(args->super.srgb_correction) {
3784 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3785 priv_ctx.target_version >= NV2);
3788 if(strcmp(fragcolor, "result.color")) {
3789 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3791 shader_addline(buffer, "END\n");
3793 /* TODO: change to resource.glObjectHandle or something like that */
3794 GL_EXTCALL(glGenProgramsARB(1, &retval));
3796 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3797 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3799 TRACE("Created hw pixel shader, prg=%d\n", retval);
3800 /* Create the program and check for errors */
3801 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3802 buffer->bsize, buffer->buffer));
3803 checkGLcall("glProgramStringARB()");
3805 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3806 if (errPos != -1)
3808 FIXME("HW PixelShader Error at position %d: %s\n\n",
3809 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3810 shader_arb_dump_program_source(buffer->buffer);
3811 retval = 0;
3813 else
3815 GLint native;
3817 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3818 checkGLcall("glGetProgramivARB()");
3819 if (!native) WARN("Program exceeds native resource limits.\n");
3822 /* Load immediate constants */
3823 if(lconst_map) {
3824 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3825 const float *value = (const float *)lconst->value;
3826 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3827 checkGLcall("glProgramLocalParameter4fvARB");
3829 HeapFree(GetProcessHeap(), 0, lconst_map);
3832 return retval;
3835 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3837 unsigned int i;
3838 int ret;
3840 for(i = 0; i < MAX_REG_INPUT; i++)
3842 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3844 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3845 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3846 continue;
3849 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3850 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3851 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3852 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3853 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3854 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3856 return 0;
3859 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3861 struct wined3d_shader_signature_element *new;
3862 int i;
3863 char *name;
3865 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3866 for(i = 0; i < MAX_REG_INPUT; i++)
3868 if (!sig[i].semantic_name) continue;
3870 new[i] = sig[i];
3871 /* Clone the semantic string */
3872 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3873 strcpy(name, sig[i].semantic_name);
3874 new[i].semantic_name = name;
3876 return new;
3879 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3881 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3882 struct ps_signature *found_sig;
3884 if (entry)
3886 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3887 TRACE("Found existing signature %u\n", found_sig->idx);
3888 return found_sig->idx;
3890 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3891 found_sig->sig = clone_sig(sig);
3892 found_sig->idx = priv->ps_sig_number++;
3893 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3894 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3896 ERR("Failed to insert program entry.\n");
3898 return found_sig->idx;
3901 static void init_output_registers(IWineD3DBaseShaderImpl *shader, DWORD sig_num,
3902 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3904 unsigned int i, j;
3905 static const char * const texcoords[8] =
3907 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3908 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3910 IWineD3DDeviceImpl *device = shader->baseShader.device;
3911 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3912 const struct wined3d_shader_signature_element *sig;
3913 const char *semantic_name;
3914 DWORD semantic_idx, reg_idx;
3916 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3917 * and varying 9 to result.color.secondary
3919 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3921 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3922 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3923 "result.color.primary", "result.color.secondary"
3926 if(sig_num == ~0)
3928 TRACE("Pixel shader uses builtin varyings\n");
3929 /* Map builtins to builtins */
3930 for(i = 0; i < 8; i++)
3932 priv_ctx->texcrd_output[i] = texcoords[i];
3934 priv_ctx->color_output[0] = "result.color.primary";
3935 priv_ctx->color_output[1] = "result.color.secondary";
3936 priv_ctx->fog_output = "result.fogcoord";
3938 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3939 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3941 semantic_name = baseshader->output_signature[i].semantic_name;
3942 if (!semantic_name) continue;
3944 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3946 TRACE("o%u is TMP_OUT\n", i);
3947 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3948 else priv_ctx->vs_output[i] = "TA";
3950 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3952 TRACE("o%u is result.pointsize\n", i);
3953 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3954 else priv_ctx->vs_output[i] = "TA";
3956 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3958 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3959 if (!baseshader->output_signature[i].semantic_idx)
3960 priv_ctx->vs_output[i] = "result.color.primary";
3961 else if (baseshader->output_signature[i].semantic_idx == 1)
3962 priv_ctx->vs_output[i] = "result.color.secondary";
3963 else priv_ctx->vs_output[i] = "TA";
3965 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3967 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3968 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3969 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3971 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3973 TRACE("o%u is result.fogcoord\n", i);
3974 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3975 else priv_ctx->vs_output[i] = "result.fogcoord";
3977 else
3979 priv_ctx->vs_output[i] = "TA";
3982 return;
3985 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3986 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3988 sig = device->stateBlock->state.pixel_shader->baseShader.input_signature;
3989 TRACE("Pixel shader uses declared varyings\n");
3991 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3992 for(i = 0; i < 8; i++)
3994 priv_ctx->texcrd_output[i] = "TA";
3996 priv_ctx->color_output[0] = "TA";
3997 priv_ctx->color_output[1] = "TA";
3998 priv_ctx->fog_output = "TA";
4000 for(i = 0; i < MAX_REG_INPUT; i++)
4002 semantic_name = sig[i].semantic_name;
4003 semantic_idx = sig[i].semantic_idx;
4004 reg_idx = sig[i].register_idx;
4005 if (!semantic_name) continue;
4007 /* If a declared input register is not written by builtin arguments, don't write to it.
4008 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4010 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4011 * to TMP_OUT in any case
4013 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4015 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4017 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4019 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4021 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4023 if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4025 else
4027 continue;
4030 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4031 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4033 compiled->need_color_unclamp = TRUE;
4037 /* Map declared to declared */
4038 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
4040 /* Write unread output to TA to throw them away */
4041 priv_ctx->vs_output[i] = "TA";
4042 semantic_name = baseshader->output_signature[i].semantic_name;
4043 if (!semantic_name) continue;
4045 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4046 && !baseshader->output_signature[i].semantic_idx)
4048 priv_ctx->vs_output[i] = "TMP_OUT";
4049 continue;
4051 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4052 && !baseshader->output_signature[i].semantic_idx)
4054 priv_ctx->vs_output[i] = "result.pointsize";
4055 continue;
4058 for(j = 0; j < MAX_REG_INPUT; j++)
4060 if (!sig[j].semantic_name) continue;
4062 if (!strcmp(sig[j].semantic_name, semantic_name)
4063 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
4065 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4067 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4068 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4070 compiled->need_color_unclamp = TRUE;
4077 /* GL locking is done by the caller */
4078 static GLuint shader_arb_generate_vshader(IWineD3DBaseShaderImpl *shader,
4079 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4080 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4082 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
4083 const struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
4084 const DWORD *function = shader->baseShader.function;
4085 const local_constant *lconst;
4086 GLuint ret;
4087 DWORD next_local, *lconst_map = local_const_mapping(shader);
4088 struct shader_arb_ctx_priv priv_ctx;
4089 unsigned int i;
4090 GLint errPos;
4092 memset(&priv_ctx, 0, sizeof(priv_ctx));
4093 priv_ctx.cur_vs_args = args;
4094 list_init(&priv_ctx.control_frames);
4095 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4097 /* Create the hw ARB shader */
4098 shader_addline(buffer, "!!ARBvp1.0\n");
4100 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4101 * mesurable performance penalty, and we can always make use of it for clipplanes.
4103 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4105 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4106 priv_ctx.target_version = NV3;
4107 shader_addline(buffer, "ADDRESS aL;\n");
4109 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4111 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4112 priv_ctx.target_version = NV2;
4113 shader_addline(buffer, "ADDRESS aL;\n");
4114 } else {
4115 priv_ctx.target_version = ARB;
4118 shader_addline(buffer, "TEMP TMP_OUT;\n");
4119 if (need_helper_const(shader_data, reg_maps, gl_info))
4121 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4123 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4125 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4126 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4129 shader_addline(buffer, "TEMP TA;\n");
4131 /* Base Declarations */
4132 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4133 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4135 for(i = 0; i < MAX_CONST_I; i++)
4137 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4138 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4140 const DWORD *control_values = find_loop_control_values(shader, i);
4142 if(control_values)
4144 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4145 control_values[0], control_values[1], control_values[2]);
4147 else
4149 compiled->int_consts[i] = next_local;
4150 compiled->num_int_consts++;
4151 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4156 /* We need a constant to fixup the final position */
4157 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4158 compiled->pos_fixup = next_local++;
4160 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4161 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4162 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4163 * a replacement shader depend on the texcoord.w being set properly.
4165 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4166 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4167 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4168 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4169 * this can eat a number of instructions, so skip it unless this cap is set as well
4171 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4173 IWineD3DDeviceImpl *device = shader->baseShader.device;
4174 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4175 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4177 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4179 int i;
4180 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4181 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4183 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4184 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4189 /* The shader starts with the main function */
4190 priv_ctx.in_main_func = TRUE;
4191 /* Base Shader Body */
4192 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4194 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4195 shader_data, args, reg_maps, gl_info, buffer);
4197 shader_addline(buffer, "END\n");
4199 /* TODO: change to resource.glObjectHandle or something like that */
4200 GL_EXTCALL(glGenProgramsARB(1, &ret));
4202 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4203 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4205 TRACE("Created hw vertex shader, prg=%d\n", ret);
4206 /* Create the program and check for errors */
4207 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4208 buffer->bsize, buffer->buffer));
4209 checkGLcall("glProgramStringARB()");
4211 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4212 if (errPos != -1)
4214 FIXME("HW VertexShader Error at position %d: %s\n\n",
4215 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4216 shader_arb_dump_program_source(buffer->buffer);
4217 ret = -1;
4219 else
4221 GLint native;
4223 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4224 checkGLcall("glGetProgramivARB()");
4225 if (!native) WARN("Program exceeds native resource limits.\n");
4227 /* Load immediate constants */
4228 if (lconst_map)
4230 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry)
4232 const float *value = (const float *)lconst->value;
4233 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4237 HeapFree(GetProcessHeap(), 0, lconst_map);
4239 return ret;
4242 /* GL locking is done by the caller */
4243 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4245 IWineD3DDeviceImpl *device = shader->baseShader.device;
4246 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4247 UINT i;
4248 DWORD new_size;
4249 struct arb_ps_compiled_shader *new_array;
4250 struct wined3d_shader_buffer buffer;
4251 struct arb_pshader_private *shader_data;
4252 GLuint ret;
4254 if (!shader->baseShader.backend_data)
4256 struct shader_arb_priv *priv = device->shader_priv;
4258 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4259 shader_data = shader->baseShader.backend_data;
4260 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4262 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4263 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4265 shader_data->has_signature_idx = TRUE;
4266 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4268 if (!device->vs_clipping)
4269 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4270 gl_info->limits.texture_stages - 1);
4271 else
4272 shader_data->clipplane_emulation = ~0U;
4274 shader_data = shader->baseShader.backend_data;
4276 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4277 * so a linear search is more performant than a hashmap or a binary search
4278 * (cache coherency etc)
4280 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4282 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4283 return &shader_data->gl_shaders[i];
4286 TRACE("No matching GL shader found, compiling a new shader\n");
4287 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4288 if (shader_data->num_gl_shaders)
4290 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4291 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4292 new_size * sizeof(*shader_data->gl_shaders));
4293 } else {
4294 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4295 new_size = 1;
4298 if(!new_array) {
4299 ERR("Out of memory\n");
4300 return 0;
4302 shader_data->gl_shaders = new_array;
4303 shader_data->shader_array_size = new_size;
4306 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4308 pixelshader_update_samplers(&shader->baseShader.reg_maps, device->stateBlock->state.textures);
4310 if (!shader_buffer_init(&buffer))
4312 ERR("Failed to initialize shader buffer.\n");
4313 return 0;
4316 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4317 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4318 shader_buffer_free(&buffer);
4319 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4321 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4324 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4325 const DWORD use_map, BOOL skip_int) {
4326 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4327 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4328 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4329 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4330 if(stored->ps_signature != new->ps_signature) return FALSE;
4331 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4332 if(skip_int) return TRUE;
4334 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4337 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DBaseShaderImpl *shader,
4338 const struct arb_vs_compile_args *args)
4340 IWineD3DDeviceImpl *device = shader->baseShader.device;
4341 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4342 DWORD use_map = device->strided_streams.use_map;
4343 UINT i;
4344 DWORD new_size;
4345 struct arb_vs_compiled_shader *new_array;
4346 struct wined3d_shader_buffer buffer;
4347 struct arb_vshader_private *shader_data;
4348 GLuint ret;
4350 if (!shader->baseShader.backend_data)
4352 const struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
4354 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4355 shader_data = shader->baseShader.backend_data;
4357 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4358 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4360 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4362 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4363 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4364 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4366 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4367 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4368 else if (reg_maps->max_rel_offset > 63)
4369 shader_data->rel_offset = reg_maps->min_rel_offset;
4372 shader_data = shader->baseShader.backend_data;
4374 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4375 * so a linear search is more performant than a hashmap or a binary search
4376 * (cache coherency etc)
4378 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4379 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4380 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4382 return &shader_data->gl_shaders[i];
4386 TRACE("No matching GL shader found, compiling a new shader\n");
4388 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4389 if (shader_data->num_gl_shaders)
4391 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4392 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4393 new_size * sizeof(*shader_data->gl_shaders));
4394 } else {
4395 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4396 new_size = 1;
4399 if(!new_array) {
4400 ERR("Out of memory\n");
4401 return 0;
4403 shader_data->gl_shaders = new_array;
4404 shader_data->shader_array_size = new_size;
4407 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4409 if (!shader_buffer_init(&buffer))
4411 ERR("Failed to initialize shader buffer.\n");
4412 return 0;
4415 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4416 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4417 shader_buffer_free(&buffer);
4418 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4420 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4423 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4424 IWineD3DPixelShaderImpl *shader, struct arb_ps_compile_args *args)
4426 IWineD3DDeviceImpl *device = shader->baseShader.device;
4427 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4428 int i;
4429 WORD int_skip;
4431 find_ps_compile_args(state, shader, &args->super);
4433 /* This forces all local boolean constants to 1 to make them stateblock independent */
4434 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4436 for(i = 0; i < MAX_CONST_B; i++)
4438 if (state->ps_consts_b[i])
4439 args->bools |= ( 1 << i);
4442 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4443 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4444 * duplicate the shader than have a no-op KIL instruction in every shader
4446 if (!device->vs_clipping && use_vs(state)
4447 && state->render_states[WINED3DRS_CLIPPING]
4448 && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4449 args->clip = 1;
4450 else
4451 args->clip = 0;
4453 /* Skip if unused or local, or supported natively */
4454 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4455 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4457 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4458 return;
4461 for(i = 0; i < MAX_CONST_I; i++)
4463 if(int_skip & (1 << i))
4465 args->loop_ctrl[i][0] = 0;
4466 args->loop_ctrl[i][1] = 0;
4467 args->loop_ctrl[i][2] = 0;
4469 else
4471 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4472 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4473 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4478 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4479 IWineD3DBaseShaderImpl *shader, struct arb_vs_compile_args *args)
4481 IWineD3DDeviceImpl *device = shader->baseShader.device;
4482 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4483 int i;
4484 WORD int_skip;
4486 find_vs_compile_args(state, shader, &args->super);
4488 args->clip.boolclip_compare = 0;
4489 if (use_ps(state))
4491 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4492 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4493 args->ps_signature = shader_priv->input_signature_idx;
4495 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4497 else
4499 args->ps_signature = ~0;
4500 if (!device->vs_clipping)
4502 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4504 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4507 if (args->clip.boolclip.clip_texcoord)
4509 if (state->render_states[WINED3DRS_CLIPPING])
4510 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4511 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4514 /* This forces all local boolean constants to 1 to make them stateblock independent */
4515 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4516 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4517 for(i = 0; i < MAX_CONST_B; i++)
4519 if (state->vs_consts_b[i])
4520 args->clip.boolclip.bools |= ( 1 << i);
4523 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4524 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4525 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4526 args->vertex.samplers[3] = 0;
4528 /* Skip if unused or local */
4529 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4530 /* This is about flow control, not clipping. */
4531 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4533 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4534 return;
4537 for(i = 0; i < MAX_CONST_I; i++)
4539 if(int_skip & (1 << i))
4541 args->loop_ctrl[i][0] = 0;
4542 args->loop_ctrl[i][1] = 0;
4543 args->loop_ctrl[i][2] = 0;
4545 else
4547 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4548 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4549 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4554 /* GL locking is done by the caller */
4555 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4557 IWineD3DDeviceImpl *This = context->swapchain->device;
4558 struct shader_arb_priv *priv = This->shader_priv;
4559 const struct wined3d_gl_info *gl_info = context->gl_info;
4560 const struct wined3d_state *state = &This->stateBlock->state;
4561 int i;
4563 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4564 if (usePS)
4566 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4567 struct arb_ps_compile_args compile_args;
4568 struct arb_ps_compiled_shader *compiled;
4570 TRACE("Using pixel shader %p.\n", ps);
4571 find_arb_ps_compile_args(state, ps, &compile_args);
4572 compiled = find_arb_pshader(ps, &compile_args);
4573 priv->current_fprogram_id = compiled->prgId;
4574 priv->compiled_fprog = compiled;
4576 /* Bind the fragment program */
4577 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4578 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4580 if(!priv->use_arbfp_fixed_func) {
4581 /* Enable OpenGL fragment programs */
4582 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4583 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4585 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4587 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4588 * a 1.x and newer shader, reload the first 8 constants
4590 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4592 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4593 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4594 for(i = 0; i < 8; i++)
4596 context->pshader_const_dirty[i] = 1;
4598 /* Also takes care of loading local constants */
4599 shader_arb_load_constants(context, TRUE, FALSE);
4601 else
4603 float rt_height = This->render_targets[0]->resource.height;
4604 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4607 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4608 if (compiled->np2fixup_info.super.active)
4609 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4611 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4613 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4614 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4615 * replacement shader
4617 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4618 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4619 priv->current_fprogram_id = 0;
4622 if (useVS)
4624 IWineD3DBaseShaderImpl *vs = state->vertex_shader;
4625 struct arb_vs_compile_args compile_args;
4626 struct arb_vs_compiled_shader *compiled;
4628 TRACE("Using vertex shader %p\n", vs);
4629 find_arb_vs_compile_args(state, vs, &compile_args);
4630 compiled = find_arb_vshader(vs, &compile_args);
4631 priv->current_vprogram_id = compiled->prgId;
4632 priv->compiled_vprog = compiled;
4634 /* Bind the vertex program */
4635 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4636 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4638 /* Enable OpenGL vertex programs */
4639 glEnable(GL_VERTEX_PROGRAM_ARB);
4640 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4641 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4642 shader_arb_vs_local_constants(compiled, context, state);
4644 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4645 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4647 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4649 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4650 checkGLcall("glClampColorARB");
4651 } else {
4652 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4656 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4658 priv->current_vprogram_id = 0;
4659 glDisable(GL_VERTEX_PROGRAM_ARB);
4660 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4664 /* GL locking is done by the caller */
4665 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4666 enum tex_types tex_type, const SIZE *ds_mask_size)
4668 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4669 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4670 struct shader_arb_priv *priv = shader_priv;
4671 GLuint *blt_fprogram;
4673 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4674 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4675 glEnable(GL_VERTEX_PROGRAM_ARB);
4677 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4678 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4679 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4680 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4681 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4684 /* GL locking is done by the caller */
4685 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4687 struct shader_arb_priv *priv = shader_priv;
4689 if (priv->current_vprogram_id) {
4690 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4691 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4693 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4695 else
4697 glDisable(GL_VERTEX_PROGRAM_ARB);
4698 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4701 if (priv->current_fprogram_id) {
4702 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4703 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4705 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4707 else if(!priv->use_arbfp_fixed_func)
4709 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4710 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4714 static void shader_arb_destroy(IWineD3DBaseShaderImpl *shader)
4716 IWineD3DDeviceImpl *device = shader->baseShader.device;
4717 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4719 if (shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type))
4721 struct arb_pshader_private *shader_data = shader->baseShader.backend_data;
4722 UINT i;
4724 if(!shader_data) return; /* This can happen if a shader was never compiled */
4726 if (shader_data->num_gl_shaders)
4728 struct wined3d_context *context = context_acquire(device, NULL);
4730 ENTER_GL();
4731 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4733 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4734 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4736 LEAVE_GL();
4738 context_release(context);
4741 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4742 HeapFree(GetProcessHeap(), 0, shader_data);
4743 shader->baseShader.backend_data = NULL;
4745 else
4747 struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
4748 UINT i;
4750 if(!shader_data) return; /* This can happen if a shader was never compiled */
4752 if (shader_data->num_gl_shaders)
4754 struct wined3d_context *context = context_acquire(device, NULL);
4756 ENTER_GL();
4757 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4759 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4760 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4762 LEAVE_GL();
4764 context_release(context);
4767 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4768 HeapFree(GetProcessHeap(), 0, shader_data);
4769 shader->baseShader.backend_data = NULL;
4773 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4775 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4776 return compare_sig(key, e->sig);
4779 static const struct wine_rb_functions sig_tree_functions =
4781 wined3d_rb_alloc,
4782 wined3d_rb_realloc,
4783 wined3d_rb_free,
4784 sig_tree_compare
4787 static HRESULT shader_arb_alloc(IWineD3DDeviceImpl *device)
4789 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4790 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4792 ERR("RB tree init failed\n");
4793 HeapFree(GetProcessHeap(), 0, priv);
4794 return E_OUTOFMEMORY;
4796 device->shader_priv = priv;
4797 return WINED3D_OK;
4800 static void release_signature(struct wine_rb_entry *entry, void *context)
4802 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4803 int i;
4804 for(i = 0; i < MAX_REG_INPUT; i++)
4806 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4808 HeapFree(GetProcessHeap(), 0, sig->sig);
4809 HeapFree(GetProcessHeap(), 0, sig);
4812 /* Context activation is done by the caller. */
4813 static void shader_arb_free(IWineD3DDeviceImpl *device)
4815 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4816 struct shader_arb_priv *priv = device->shader_priv;
4817 int i;
4819 ENTER_GL();
4820 if(priv->depth_blt_vprogram_id) {
4821 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4823 for (i = 0; i < tex_type_count; ++i)
4825 if (priv->depth_blt_fprogram_id_full[i])
4827 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4829 if (priv->depth_blt_fprogram_id_masked[i])
4831 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4834 LEAVE_GL();
4836 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4837 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4840 static BOOL shader_arb_dirty_const(void)
4842 return TRUE;
4845 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4847 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4849 DWORD vs_consts;
4851 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4852 * for vertex programs. If the native limit is less than that it's
4853 * not very useful, and e.g. Mesa swrast returns 0, probably to
4854 * indicate it's a software implementation. */
4855 if (gl_info->limits.arb_vs_native_constants < 96)
4856 vs_consts = gl_info->limits.arb_vs_float_constants;
4857 else
4858 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4860 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4862 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4863 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4865 else if (vs_consts >= 256)
4867 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4868 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4869 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4871 else
4873 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4874 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4876 pCaps->MaxVertexShaderConst = vs_consts;
4878 else
4880 pCaps->VertexShaderVersion = 0;
4881 pCaps->MaxVertexShaderConst = 0;
4884 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4886 DWORD ps_consts;
4888 /* Similar as above for vertex programs, but the minimum for fragment
4889 * programs is 24. */
4890 if (gl_info->limits.arb_ps_native_constants < 24)
4891 ps_consts = gl_info->limits.arb_ps_float_constants;
4892 else
4893 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4895 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4897 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4898 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4900 else if (ps_consts >= 32)
4902 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4903 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4904 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4906 else
4908 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4909 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4911 pCaps->PixelShader1xMaxValue = 8.0f;
4912 pCaps->MaxPixelShaderConst = ps_consts;
4914 else
4916 pCaps->PixelShaderVersion = 0;
4917 pCaps->PixelShader1xMaxValue = 0.0f;
4918 pCaps->MaxPixelShaderConst = 0;
4921 pCaps->VSClipping = use_nv_clip(gl_info);
4924 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4926 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4928 TRACE("Checking support for color_fixup:\n");
4929 dump_color_fixup_desc(fixup);
4932 /* We support everything except complex conversions. */
4933 if (!is_complex_fixup(fixup))
4935 TRACE("[OK]\n");
4936 return TRUE;
4939 TRACE("[FAILED]\n");
4940 return FALSE;
4943 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4944 DWORD shift;
4945 char write_mask[20], regstr[50];
4946 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4947 BOOL is_color = FALSE;
4948 const struct wined3d_shader_dst_param *dst;
4950 if (!ins->dst_count) return;
4952 dst = &ins->dst[0];
4953 shift = dst->shift;
4954 if (!shift) return; /* Saturate alone is handled by the instructions */
4956 shader_arb_get_write_mask(ins, dst, write_mask);
4957 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4959 /* Generate a line that does the output modifier computation
4960 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4961 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4963 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4964 regstr, write_mask, regstr, shift_tab[shift]);
4967 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4969 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4970 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4971 /* WINED3DSIH_AND */ NULL,
4972 /* WINED3DSIH_BEM */ pshader_hw_bem,
4973 /* WINED3DSIH_BREAK */ shader_hw_break,
4974 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4975 /* WINED3DSIH_BREAKP */ NULL,
4976 /* WINED3DSIH_CALL */ shader_hw_call,
4977 /* WINED3DSIH_CALLNZ */ NULL,
4978 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4979 /* WINED3DSIH_CND */ pshader_hw_cnd,
4980 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4981 /* WINED3DSIH_CUT */ NULL,
4982 /* WINED3DSIH_DCL */ NULL,
4983 /* WINED3DSIH_DEF */ NULL,
4984 /* WINED3DSIH_DEFB */ NULL,
4985 /* WINED3DSIH_DEFI */ NULL,
4986 /* WINED3DSIH_DIV */ NULL,
4987 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4988 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4989 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4990 /* WINED3DSIH_DST */ shader_hw_map2gl,
4991 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4992 /* WINED3DSIH_DSY */ shader_hw_dsy,
4993 /* WINED3DSIH_ELSE */ shader_hw_else,
4994 /* WINED3DSIH_EMIT */ NULL,
4995 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4996 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4997 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4998 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4999 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5000 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5001 /* WINED3DSIH_FTOI */ NULL,
5002 /* WINED3DSIH_IADD */ NULL,
5003 /* WINED3DSIH_IEQ */ NULL,
5004 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5005 /* WINED3DSIH_IFC */ shader_hw_ifc,
5006 /* WINED3DSIH_IGE */ NULL,
5007 /* WINED3DSIH_IMUL */ NULL,
5008 /* WINED3DSIH_ITOF */ NULL,
5009 /* WINED3DSIH_LABEL */ shader_hw_label,
5010 /* WINED3DSIH_LD */ NULL,
5011 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5012 /* WINED3DSIH_LOG */ shader_hw_log_pow,
5013 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
5014 /* WINED3DSIH_LOOP */ shader_hw_loop,
5015 /* WINED3DSIH_LRP */ shader_hw_lrp,
5016 /* WINED3DSIH_LT */ NULL,
5017 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5018 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5019 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5020 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5021 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5022 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5023 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5024 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5025 /* WINED3DSIH_MOV */ shader_hw_mov,
5026 /* WINED3DSIH_MOVA */ shader_hw_mov,
5027 /* WINED3DSIH_MOVC */ NULL,
5028 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5029 /* WINED3DSIH_NOP */ shader_hw_nop,
5030 /* WINED3DSIH_NRM */ shader_hw_nrm,
5031 /* WINED3DSIH_PHASE */ NULL,
5032 /* WINED3DSIH_POW */ shader_hw_log_pow,
5033 /* WINED3DSIH_RCP */ shader_hw_rcp,
5034 /* WINED3DSIH_REP */ shader_hw_rep,
5035 /* WINED3DSIH_RET */ shader_hw_ret,
5036 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5037 /* WINED3DSIH_SAMPLE */ NULL,
5038 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5039 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5040 /* WINED3DSIH_SETP */ NULL,
5041 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5042 /* WINED3DSIH_SGN */ shader_hw_sgn,
5043 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5044 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5045 /* WINED3DSIH_SQRT */ NULL,
5046 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5047 /* WINED3DSIH_TEX */ pshader_hw_tex,
5048 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5049 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5050 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5051 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5052 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5053 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5054 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5055 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5056 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5057 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5058 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5059 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5060 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5061 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5062 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5063 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5064 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5065 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5066 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5067 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5068 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5069 /* WINED3DSIH_UTOF */ NULL,
5072 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
5074 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5075 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5076 WORD bools = 0;
5077 WORD flag = (1 << idx);
5078 const local_constant *constant;
5079 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5081 if (reg_maps->local_bool_consts & flag)
5083 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5084 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
5086 if (constant->idx == idx)
5088 return constant->value[0];
5091 ERR("Local constant not found\n");
5092 return FALSE;
5094 else
5096 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5097 else bools = priv->cur_ps_args->bools;
5098 return bools & flag;
5102 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5103 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
5105 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5106 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5108 /* Integer constants can either be a local constant, or they can be stored in the shader
5109 * type specific compile args. */
5110 if (reg_maps->local_int_consts & (1 << idx))
5112 const local_constant *constant;
5114 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
5116 if (constant->idx == idx)
5118 loop_control->count = constant->value[0];
5119 loop_control->start = constant->value[1];
5120 /* Step is signed. */
5121 loop_control->step = (int)constant->value[2];
5122 return;
5125 /* If this happens the flag was set incorrectly */
5126 ERR("Local constant not found\n");
5127 loop_control->count = 0;
5128 loop_control->start = 0;
5129 loop_control->step = 0;
5130 return;
5133 switch (reg_maps->shader_version.type)
5135 case WINED3D_SHADER_TYPE_VERTEX:
5136 /* Count and aL start value are unsigned */
5137 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5138 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5139 /* Step is signed. */
5140 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5141 break;
5143 case WINED3D_SHADER_TYPE_PIXEL:
5144 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5145 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5146 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5147 break;
5149 default:
5150 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5151 break;
5155 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5157 unsigned int i;
5158 struct wined3d_shader_dst_param *dst_param = NULL;
5159 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5160 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5161 if(!rec)
5163 ERR("Out of memory\n");
5164 return;
5167 rec->ins = *ins;
5168 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5169 if(!dst_param) goto free;
5170 *dst_param = *ins->dst;
5171 if(ins->dst->reg.rel_addr)
5173 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5174 if(!rel_addr) goto free;
5175 *rel_addr = *ins->dst->reg.rel_addr;
5176 dst_param->reg.rel_addr = rel_addr;
5178 rec->ins.dst = dst_param;
5180 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5181 if(!src_param) goto free;
5182 for(i = 0; i < ins->src_count; i++)
5184 src_param[i] = ins->src[i];
5185 if(ins->src[i].reg.rel_addr)
5187 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5188 if(!rel_addr) goto free;
5189 *rel_addr = *ins->src[i].reg.rel_addr;
5190 src_param[i].reg.rel_addr = rel_addr;
5193 rec->ins.src = src_param;
5194 list_add_tail(list, &rec->entry);
5195 return;
5197 free:
5198 ERR("Out of memory\n");
5199 if(dst_param)
5201 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5202 HeapFree(GetProcessHeap(), 0, dst_param);
5204 if(src_param)
5206 for(i = 0; i < ins->src_count; i++)
5208 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5210 HeapFree(GetProcessHeap(), 0, src_param);
5212 HeapFree(GetProcessHeap(), 0, rec);
5215 static void free_recorded_instruction(struct list *list)
5217 struct recorded_instruction *rec_ins, *entry2;
5218 unsigned int i;
5220 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5222 list_remove(&rec_ins->entry);
5223 if(rec_ins->ins.dst)
5225 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5226 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5228 if(rec_ins->ins.src)
5230 for(i = 0; i < rec_ins->ins.src_count; i++)
5232 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5234 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5236 HeapFree(GetProcessHeap(), 0, rec_ins);
5240 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5241 SHADER_HANDLER hw_fct;
5242 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5243 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
5244 struct control_frame *control_frame;
5245 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5246 BOOL bool_const;
5248 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5250 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5251 list_add_head(&priv->control_frames, &control_frame->entry);
5253 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5254 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5256 if(priv->target_version >= NV2)
5258 control_frame->no.loop = priv->num_loops++;
5259 priv->loop_depth++;
5261 else
5263 /* Don't bother recording when we're in a not used if branch */
5264 if(priv->muted)
5266 return;
5269 if(!priv->recording)
5271 list_init(&priv->record);
5272 priv->recording = TRUE;
5273 control_frame->outer_loop = TRUE;
5274 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5275 return; /* Instruction is handled */
5277 /* Record this loop in the outer loop's recording */
5280 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5282 if(priv->target_version >= NV2)
5284 /* Nothing to do. The control frame is popped after the HW instr handler */
5286 else
5288 struct list *e = list_head(&priv->control_frames);
5289 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5290 list_remove(&control_frame->entry);
5292 if(control_frame->outer_loop)
5294 unsigned int iteration;
5295 int aL = 0;
5296 struct list copy;
5298 /* Turn off recording before playback */
5299 priv->recording = FALSE;
5301 /* Move the recorded instructions to a separate list and get them out of the private data
5302 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5303 * be recorded again, thus priv->record might be overwritten
5305 list_init(&copy);
5306 list_move_tail(&copy, &priv->record);
5307 list_init(&priv->record);
5309 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5311 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5312 control_frame->loop_control.count, control_frame->loop_control.start,
5313 control_frame->loop_control.step);
5314 aL = control_frame->loop_control.start;
5316 else
5318 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5321 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5323 struct recorded_instruction *rec_ins;
5324 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5326 priv->aL = aL;
5327 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5329 else
5331 shader_addline(buffer, "#Iteration %u\n", iteration);
5334 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5336 shader_arb_handle_instruction(&rec_ins->ins);
5339 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5341 aL += control_frame->loop_control.step;
5344 shader_addline(buffer, "#end loop/rep\n");
5346 free_recorded_instruction(&copy);
5347 HeapFree(GetProcessHeap(), 0, control_frame);
5348 return; /* Instruction is handled */
5350 else
5352 /* This is a nested loop. Proceed to the normal recording function */
5353 HeapFree(GetProcessHeap(), 0, control_frame);
5358 if(priv->recording)
5360 record_instruction(&priv->record, ins);
5361 return;
5364 /* boolean if */
5365 if(ins->handler_idx == WINED3DSIH_IF)
5367 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5368 list_add_head(&priv->control_frames, &control_frame->entry);
5369 control_frame->type = IF;
5371 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5372 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5373 if (!priv->muted && !bool_const)
5375 shader_addline(buffer, "#if(FALSE){\n");
5376 priv->muted = TRUE;
5377 control_frame->muting = TRUE;
5379 else shader_addline(buffer, "#if(TRUE) {\n");
5381 return; /* Instruction is handled */
5383 else if(ins->handler_idx == WINED3DSIH_IFC)
5385 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5386 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5387 control_frame->type = IFC;
5388 control_frame->no.ifc = priv->num_ifcs++;
5389 list_add_head(&priv->control_frames, &control_frame->entry);
5391 else if(ins->handler_idx == WINED3DSIH_ELSE)
5393 struct list *e = list_head(&priv->control_frames);
5394 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5396 if(control_frame->type == IF)
5398 shader_addline(buffer, "#} else {\n");
5399 if(!priv->muted && !control_frame->muting)
5401 priv->muted = TRUE;
5402 control_frame->muting = TRUE;
5404 else if(control_frame->muting) priv->muted = FALSE;
5405 return; /* Instruction is handled. */
5407 /* In case of an ifc, generate a HW shader instruction */
5409 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5411 struct list *e = list_head(&priv->control_frames);
5412 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5414 if(control_frame->type == IF)
5416 shader_addline(buffer, "#} endif\n");
5417 if(control_frame->muting) priv->muted = FALSE;
5418 list_remove(&control_frame->entry);
5419 HeapFree(GetProcessHeap(), 0, control_frame);
5420 return; /* Instruction is handled */
5424 if(priv->muted) return;
5426 /* Select handler */
5427 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5429 /* Unhandled opcode */
5430 if (!hw_fct)
5432 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5433 return;
5435 hw_fct(ins);
5437 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5439 struct list *e = list_head(&priv->control_frames);
5440 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5441 list_remove(&control_frame->entry);
5442 HeapFree(GetProcessHeap(), 0, control_frame);
5443 priv->loop_depth--;
5445 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5447 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5448 struct list *e = list_head(&priv->control_frames);
5449 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5450 list_remove(&control_frame->entry);
5451 HeapFree(GetProcessHeap(), 0, control_frame);
5455 shader_arb_add_instruction_modifiers(ins);
5458 const shader_backend_t arb_program_shader_backend = {
5459 shader_arb_handle_instruction,
5460 shader_arb_select,
5461 shader_arb_select_depth_blt,
5462 shader_arb_deselect_depth_blt,
5463 shader_arb_update_float_vertex_constants,
5464 shader_arb_update_float_pixel_constants,
5465 shader_arb_load_constants,
5466 shader_arb_load_np2fixup_constants,
5467 shader_arb_destroy,
5468 shader_arb_alloc,
5469 shader_arb_free,
5470 shader_arb_dirty_const,
5471 shader_arb_get_caps,
5472 shader_arb_color_fixup_supported,
5475 /* ARB_fragment_program fixed function pipeline replacement definitions */
5476 #define ARB_FFP_CONST_TFACTOR 0
5477 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5478 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5479 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5480 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5482 struct arbfp_ffp_desc
5484 struct ffp_frag_desc parent;
5485 GLuint shader;
5486 unsigned int num_textures_used;
5489 /* Context activation is done by the caller. */
5490 static void arbfp_enable(BOOL enable)
5492 ENTER_GL();
5493 if(enable) {
5494 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5495 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5496 } else {
5497 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5498 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5500 LEAVE_GL();
5503 static HRESULT arbfp_alloc(IWineD3DDeviceImpl *device)
5505 struct shader_arb_priv *priv;
5506 /* Share private data between the shader backend and the pipeline replacement, if both
5507 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5508 * if no pixel shader is bound or not
5510 if (device->shader_backend == &arb_program_shader_backend)
5512 device->fragment_priv = device->shader_priv;
5514 else
5516 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5517 if (!device->fragment_priv) return E_OUTOFMEMORY;
5519 priv = device->fragment_priv;
5520 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5522 ERR("Failed to initialize rbtree.\n");
5523 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5524 return E_OUTOFMEMORY;
5526 priv->use_arbfp_fixed_func = TRUE;
5527 return WINED3D_OK;
5530 /* Context activation is done by the caller. */
5531 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5533 const struct wined3d_gl_info *gl_info = context;
5534 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5536 ENTER_GL();
5537 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5538 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5539 HeapFree(GetProcessHeap(), 0, entry_arb);
5540 LEAVE_GL();
5543 /* Context activation is done by the caller. */
5544 static void arbfp_free(IWineD3DDeviceImpl *device)
5546 struct shader_arb_priv *priv = device->fragment_priv;
5548 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5549 priv->use_arbfp_fixed_func = FALSE;
5551 if (device->shader_backend != &arb_program_shader_backend)
5553 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5557 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5559 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5560 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5561 WINED3DTEXOPCAPS_SELECTARG1 |
5562 WINED3DTEXOPCAPS_SELECTARG2 |
5563 WINED3DTEXOPCAPS_MODULATE4X |
5564 WINED3DTEXOPCAPS_MODULATE2X |
5565 WINED3DTEXOPCAPS_MODULATE |
5566 WINED3DTEXOPCAPS_ADDSIGNED2X |
5567 WINED3DTEXOPCAPS_ADDSIGNED |
5568 WINED3DTEXOPCAPS_ADD |
5569 WINED3DTEXOPCAPS_SUBTRACT |
5570 WINED3DTEXOPCAPS_ADDSMOOTH |
5571 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5572 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5573 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5574 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5575 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5576 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5577 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5578 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5579 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5580 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5581 WINED3DTEXOPCAPS_MULTIPLYADD |
5582 WINED3DTEXOPCAPS_LERP |
5583 WINED3DTEXOPCAPS_BUMPENVMAP |
5584 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5586 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5588 caps->MaxTextureBlendStages = 8;
5589 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5592 static void state_texfactor_arbfp(DWORD state_id,
5593 struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5595 const struct wined3d_gl_info *gl_info = context->gl_info;
5596 const struct wined3d_state *state = &stateblock->state;
5597 IWineD3DDeviceImpl *device = stateblock->device;
5598 float col[4];
5600 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5601 * application provided constants
5603 if (device->shader_backend == &arb_program_shader_backend)
5605 if (use_ps(state)) return;
5607 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5608 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5611 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5612 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5613 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5617 static void state_arb_specularenable(DWORD state_id,
5618 struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5620 const struct wined3d_gl_info *gl_info = context->gl_info;
5621 const struct wined3d_state *state = &stateblock->state;
5622 IWineD3DDeviceImpl *device = stateblock->device;
5623 float col[4];
5625 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5626 * application provided constants
5628 if (device->shader_backend == &arb_program_shader_backend)
5630 if (use_ps(state)) return;
5632 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5633 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5636 if (state->render_states[WINED3DRS_SPECULARENABLE])
5638 /* The specular color has no alpha */
5639 col[0] = 1.0f; col[1] = 1.0f;
5640 col[2] = 1.0f; col[3] = 0.0f;
5641 } else {
5642 col[0] = 0.0f; col[1] = 0.0f;
5643 col[2] = 0.0f; col[3] = 0.0f;
5645 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5646 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5649 static void set_bumpmat_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5651 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5652 const struct wined3d_gl_info *gl_info = context->gl_info;
5653 const struct wined3d_state *state = &stateblock->state;
5654 IWineD3DDeviceImpl *device = stateblock->device;
5655 float mat[2][2];
5657 if (use_ps(state))
5659 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5660 if (stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
5662 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5663 * anyway
5665 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5666 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5669 if(device->shader_backend == &arb_program_shader_backend) {
5670 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5671 return;
5673 } else if(device->shader_backend == &arb_program_shader_backend) {
5674 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5675 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5678 mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5679 mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5680 mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5681 mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5683 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5684 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5687 static void tex_bumpenvlum_arbfp(DWORD state_id,
5688 struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5690 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5691 const struct wined3d_gl_info *gl_info = context->gl_info;
5692 const struct wined3d_state *state = &stateblock->state;
5693 IWineD3DDeviceImpl *device = stateblock->device;
5694 float param[4];
5696 if (use_ps(state))
5698 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5699 if (stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
5701 /* The pixel shader has to know the luminance offset. Do a constants update if it
5702 * isn't scheduled anyway
5704 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5705 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5708 if(device->shader_backend == &arb_program_shader_backend) {
5709 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5710 return;
5712 } else if(device->shader_backend == &arb_program_shader_backend) {
5713 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5714 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5717 param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5718 param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5719 param[2] = 0.0f;
5720 param[3] = 0.0f;
5722 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5723 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5726 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5728 const char *ret;
5730 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5732 switch(arg & WINED3DTA_SELECTMASK) {
5733 case WINED3DTA_DIFFUSE:
5734 ret = "fragment.color.primary"; break;
5736 case WINED3DTA_CURRENT:
5737 if (!stage) ret = "fragment.color.primary";
5738 else ret = "ret";
5739 break;
5741 case WINED3DTA_TEXTURE:
5742 switch(stage) {
5743 case 0: ret = "tex0"; break;
5744 case 1: ret = "tex1"; break;
5745 case 2: ret = "tex2"; break;
5746 case 3: ret = "tex3"; break;
5747 case 4: ret = "tex4"; break;
5748 case 5: ret = "tex5"; break;
5749 case 6: ret = "tex6"; break;
5750 case 7: ret = "tex7"; break;
5751 default: ret = "unknown texture";
5753 break;
5755 case WINED3DTA_TFACTOR:
5756 ret = "tfactor"; break;
5758 case WINED3DTA_SPECULAR:
5759 ret = "fragment.color.secondary"; break;
5761 case WINED3DTA_TEMP:
5762 ret = "tempreg"; break;
5764 case WINED3DTA_CONSTANT:
5765 FIXME("Implement perstage constants\n");
5766 switch(stage) {
5767 case 0: ret = "const0"; break;
5768 case 1: ret = "const1"; break;
5769 case 2: ret = "const2"; break;
5770 case 3: ret = "const3"; break;
5771 case 4: ret = "const4"; break;
5772 case 5: ret = "const5"; break;
5773 case 6: ret = "const6"; break;
5774 case 7: ret = "const7"; break;
5775 default: ret = "unknown constant";
5777 break;
5779 default:
5780 return "unknown";
5783 if(arg & WINED3DTA_COMPLEMENT) {
5784 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5785 if(argnum == 0) ret = "arg0";
5786 if(argnum == 1) ret = "arg1";
5787 if(argnum == 2) ret = "arg2";
5789 if(arg & WINED3DTA_ALPHAREPLICATE) {
5790 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5791 if(argnum == 0) ret = "arg0";
5792 if(argnum == 1) ret = "arg1";
5793 if(argnum == 2) ret = "arg2";
5795 return ret;
5798 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5799 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5801 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5802 unsigned int mul = 1;
5803 BOOL mul_final_dest = FALSE;
5805 if(color && alpha) dstmask = "";
5806 else if(color) dstmask = ".xyz";
5807 else dstmask = ".w";
5809 if(dst == tempreg) dstreg = "tempreg";
5810 else dstreg = "ret";
5812 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5813 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5814 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5816 switch(op) {
5817 case WINED3DTOP_DISABLE:
5818 if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5819 break;
5821 case WINED3DTOP_SELECTARG2:
5822 arg1 = arg2;
5823 /* FALLTHROUGH */
5824 case WINED3DTOP_SELECTARG1:
5825 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5826 break;
5828 case WINED3DTOP_MODULATE4X:
5829 mul = 2;
5830 /* FALLTHROUGH */
5831 case WINED3DTOP_MODULATE2X:
5832 mul *= 2;
5833 if (!strcmp(dstreg, "result.color"))
5835 dstreg = "ret";
5836 mul_final_dest = TRUE;
5838 /* FALLTHROUGH */
5839 case WINED3DTOP_MODULATE:
5840 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5841 break;
5843 case WINED3DTOP_ADDSIGNED2X:
5844 mul = 2;
5845 if (!strcmp(dstreg, "result.color"))
5847 dstreg = "ret";
5848 mul_final_dest = TRUE;
5850 /* FALLTHROUGH */
5851 case WINED3DTOP_ADDSIGNED:
5852 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5853 arg2 = "arg2";
5854 /* FALLTHROUGH */
5855 case WINED3DTOP_ADD:
5856 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5857 break;
5859 case WINED3DTOP_SUBTRACT:
5860 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5861 break;
5863 case WINED3DTOP_ADDSMOOTH:
5864 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5865 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5866 break;
5868 case WINED3DTOP_BLENDCURRENTALPHA:
5869 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5870 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5871 break;
5872 case WINED3DTOP_BLENDFACTORALPHA:
5873 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5874 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5875 break;
5876 case WINED3DTOP_BLENDTEXTUREALPHA:
5877 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5878 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5879 break;
5880 case WINED3DTOP_BLENDDIFFUSEALPHA:
5881 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5882 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5883 break;
5885 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5886 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5887 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5888 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5889 break;
5891 /* D3DTOP_PREMODULATE ???? */
5893 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5894 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5895 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5896 break;
5897 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5898 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5899 break;
5900 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5901 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5902 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5903 break;
5904 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5905 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5906 break;
5908 case WINED3DTOP_DOTPRODUCT3:
5909 mul = 4;
5910 if (!strcmp(dstreg, "result.color"))
5912 dstreg = "ret";
5913 mul_final_dest = TRUE;
5915 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5916 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5917 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5918 break;
5920 case WINED3DTOP_MULTIPLYADD:
5921 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5922 break;
5924 case WINED3DTOP_LERP:
5925 /* The msdn is not quite right here */
5926 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5927 break;
5929 case WINED3DTOP_BUMPENVMAP:
5930 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5931 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5932 break;
5934 default:
5935 FIXME("Unhandled texture op %08x\n", op);
5938 if(mul == 2) {
5939 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5940 } else if(mul == 4) {
5941 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5945 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, struct wined3d_stateblock *stateblock)
5947 const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5948 unsigned int stage;
5949 struct wined3d_shader_buffer buffer;
5950 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5951 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5952 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5953 const char *textype;
5954 const char *instr, *sat;
5955 char colorcor_dst[8];
5956 GLuint ret;
5957 DWORD arg0, arg1, arg2;
5958 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5959 BOOL op_equal;
5960 const char *final_combiner_src = "ret";
5961 GLint pos;
5963 /* Find out which textures are read */
5964 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5965 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5966 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5967 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5968 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5969 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5970 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5971 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5973 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5974 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5975 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5976 bump_used[stage] = TRUE;
5977 tex_read[stage] = TRUE;
5979 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5980 bump_used[stage] = TRUE;
5981 tex_read[stage] = TRUE;
5982 luminance_used[stage] = TRUE;
5983 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5984 tfactor_used = TRUE;
5987 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5988 tfactor_used = TRUE;
5991 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5992 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5993 tempreg_used = TRUE;
5996 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5997 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5998 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5999 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6000 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6001 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6002 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6004 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6005 tempreg_used = TRUE;
6007 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6008 tfactor_used = TRUE;
6012 /* Shader header */
6013 if (!shader_buffer_init(&buffer))
6015 ERR("Failed to initialize shader buffer.\n");
6016 return 0;
6019 shader_addline(&buffer, "!!ARBfp1.0\n");
6021 switch(settings->fog) {
6022 case FOG_OFF: break;
6023 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6024 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6025 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6026 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6029 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6030 shader_addline(&buffer, "TEMP TMP;\n");
6031 shader_addline(&buffer, "TEMP ret;\n");
6032 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6033 shader_addline(&buffer, "TEMP arg0;\n");
6034 shader_addline(&buffer, "TEMP arg1;\n");
6035 shader_addline(&buffer, "TEMP arg2;\n");
6036 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6037 if(!tex_read[stage]) continue;
6038 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6039 if(!bump_used[stage]) continue;
6040 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6041 if(!luminance_used[stage]) continue;
6042 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6044 if(tfactor_used) {
6045 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6047 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6049 if(settings->sRGB_write) {
6050 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6051 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6052 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6053 srgb_sub_high, 0.0, 0.0, 0.0);
6056 if (ffp_clip_emul(&stateblock->state) && settings->emul_clipplanes)
6057 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6059 /* Generate texture sampling instructions) */
6060 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6061 if(!tex_read[stage]) continue;
6063 switch(settings->op[stage].tex_type) {
6064 case tex_1d: textype = "1D"; break;
6065 case tex_2d: textype = "2D"; break;
6066 case tex_3d: textype = "3D"; break;
6067 case tex_cube: textype = "CUBE"; break;
6068 case tex_rect: textype = "RECT"; break;
6069 default: textype = "unexpected_textype"; break;
6072 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6073 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6074 sat = "";
6075 } else {
6076 sat = "_SAT";
6079 if(settings->op[stage].projected == proj_none) {
6080 instr = "TEX";
6081 } else if(settings->op[stage].projected == proj_count4 ||
6082 settings->op[stage].projected == proj_count3) {
6083 instr = "TXP";
6084 } else {
6085 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6086 instr = "TXP";
6089 if(stage > 0 &&
6090 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6091 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6092 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6093 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6094 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6095 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6097 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6098 * so multiply the displacement with the dividing parameter before passing it to TXP
6100 if (settings->op[stage].projected != proj_none) {
6101 if(settings->op[stage].projected == proj_count4) {
6102 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6103 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6104 } else {
6105 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6106 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6108 } else {
6109 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6112 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6113 instr, sat, stage, stage, textype);
6114 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6115 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6116 stage - 1, stage - 1, stage - 1);
6117 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6119 } else if(settings->op[stage].projected == proj_count3) {
6120 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6121 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6122 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6123 instr, sat, stage, stage, textype);
6124 } else {
6125 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6126 instr, sat, stage, stage, stage, textype);
6129 sprintf(colorcor_dst, "tex%u", stage);
6130 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6131 settings->op[stage].color_fixup);
6134 /* Generate the main shader */
6135 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6137 if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6139 if (!stage) final_combiner_src = "fragment.color.primary";
6140 break;
6143 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6144 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6145 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6146 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6147 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6148 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6149 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6150 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6151 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6152 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6153 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6154 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6155 } else {
6156 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
6157 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6158 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6159 settings->op[stage].carg2 == settings->op[stage].aarg2;
6162 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6163 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6164 settings->op[stage].cop, settings->op[stage].carg0,
6165 settings->op[stage].carg1, settings->op[stage].carg2);
6166 if (!stage)
6167 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6169 else if (op_equal)
6171 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6172 settings->op[stage].cop, settings->op[stage].carg0,
6173 settings->op[stage].carg1, settings->op[stage].carg2);
6174 } else {
6175 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6176 settings->op[stage].cop, settings->op[stage].carg0,
6177 settings->op[stage].carg1, settings->op[stage].carg2);
6178 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6179 settings->op[stage].aop, settings->op[stage].aarg0,
6180 settings->op[stage].aarg1, settings->op[stage].aarg2);
6184 if(settings->sRGB_write) {
6185 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6186 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6187 shader_addline(&buffer, "MOV result.color, ret;\n");
6188 } else {
6189 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6192 /* Footer */
6193 shader_addline(&buffer, "END\n");
6195 /* Generate the shader */
6196 GL_EXTCALL(glGenProgramsARB(1, &ret));
6197 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6198 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6199 strlen(buffer.buffer), buffer.buffer));
6200 checkGLcall("glProgramStringARB()");
6202 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6203 if (pos != -1)
6205 FIXME("Fragment program error at position %d: %s\n\n", pos,
6206 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6207 shader_arb_dump_program_source(buffer.buffer);
6209 else
6211 GLint native;
6213 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6214 checkGLcall("glGetProgramivARB()");
6215 if (!native) WARN("Program exceeds native resource limits.\n");
6218 shader_buffer_free(&buffer);
6219 return ret;
6222 static void fragment_prog_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6224 const struct wined3d_gl_info *gl_info = context->gl_info;
6225 const struct wined3d_state *state = &stateblock->state;
6226 IWineD3DDeviceImpl *device = stateblock->device;
6227 struct shader_arb_priv *priv = device->fragment_priv;
6228 BOOL use_vshader = use_vs(state);
6229 BOOL use_pshader = use_ps(state);
6230 struct ffp_frag_settings settings;
6231 const struct arbfp_ffp_desc *desc;
6232 unsigned int i;
6234 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6236 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6237 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6238 /* Reload fixed function constants since they collide with the pixel shader constants */
6239 for(i = 0; i < MAX_TEXTURES; i++) {
6240 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6242 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6243 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6244 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6245 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6247 return;
6250 if(!use_pshader) {
6251 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6252 gen_ffp_frag_op(stateblock, &settings, FALSE);
6253 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6254 if(!desc) {
6255 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6256 if (!new_desc)
6258 ERR("Out of memory\n");
6259 return;
6261 new_desc->num_textures_used = 0;
6262 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6264 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6265 new_desc->num_textures_used = i;
6268 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6269 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6270 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6271 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6272 desc = new_desc;
6275 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6276 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6277 * deactivate it.
6279 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6280 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6281 priv->current_fprogram_id = desc->shader;
6283 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6284 /* Reload fixed function constants since they collide with the pixel shader constants */
6285 for(i = 0; i < MAX_TEXTURES; i++) {
6286 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6288 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6289 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6291 context->last_was_pshader = FALSE;
6292 } else {
6293 context->last_was_pshader = TRUE;
6296 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6297 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6298 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6299 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6300 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6302 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6303 * shader handler
6305 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6306 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6308 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6309 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6311 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6314 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6315 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6316 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6317 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6318 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6320 static void state_arbfp_fog(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6322 const struct wined3d_state *state = &stateblock->state;
6323 enum fogsource new_source;
6325 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6327 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6328 fragment_prog_arbfp(state_id, stateblock, context);
6331 if (!state->render_states[WINED3DRS_FOGENABLE]) return;
6333 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6335 if (use_vs(state))
6337 new_source = FOGSOURCE_VS;
6339 else
6341 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6342 new_source = FOGSOURCE_COORD;
6343 else
6344 new_source = FOGSOURCE_FFP;
6346 } else {
6347 new_source = FOGSOURCE_FFP;
6349 if(new_source != context->fog_source) {
6350 context->fog_source = new_source;
6351 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6355 static void textransform(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6357 if (!isStateDirty(context, STATE_PIXELSHADER))
6358 fragment_prog_arbfp(state, stateblock, context);
6361 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6362 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6363 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6364 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6365 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6366 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6367 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6368 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6369 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6370 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6371 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6372 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6373 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6374 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6375 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6376 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6377 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6378 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6379 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6380 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6381 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6382 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6383 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6384 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6385 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6386 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6387 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6388 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6389 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6390 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6391 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6392 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6393 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6394 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6395 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6396 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6397 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6398 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6399 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6400 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6401 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6402 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6403 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6404 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6405 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6406 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6407 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6408 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6409 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6410 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6411 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6412 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6413 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6414 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6415 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6416 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6417 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6418 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6419 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6420 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6421 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6422 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6423 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6424 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6425 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6426 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6427 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6428 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6429 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6430 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6431 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6432 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6433 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6434 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6435 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6436 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6437 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6438 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6439 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6440 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6441 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6442 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6443 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6444 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6445 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6446 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6447 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6448 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6449 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6450 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6451 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6452 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6453 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6454 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6455 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6456 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6457 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6458 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6459 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6460 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6461 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6462 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6463 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6464 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6465 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6466 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6467 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6468 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6469 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6470 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6471 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6472 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6473 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6474 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6475 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6476 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6477 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6478 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6479 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6480 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6481 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6482 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6483 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6484 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6485 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6486 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6487 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6488 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6489 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6490 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6491 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6492 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6493 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6494 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6495 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6496 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6497 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6498 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6499 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6500 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6501 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6504 const struct fragment_pipeline arbfp_fragment_pipeline = {
6505 arbfp_enable,
6506 arbfp_get_caps,
6507 arbfp_alloc,
6508 arbfp_free,
6509 shader_arb_color_fixup_supported,
6510 arbfp_fragmentstate_template,
6511 TRUE /* We can disable projected textures */
6514 struct arbfp_blit_priv {
6515 GLenum yuy2_rect_shader, yuy2_2d_shader;
6516 GLenum uyvy_rect_shader, uyvy_2d_shader;
6517 GLenum yv12_rect_shader, yv12_2d_shader;
6518 GLenum p8_rect_shader, p8_2d_shader;
6519 GLuint palette_texture;
6522 static HRESULT arbfp_blit_alloc(IWineD3DDeviceImpl *device)
6524 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6525 if(!device->blit_priv) {
6526 ERR("Out of memory\n");
6527 return E_OUTOFMEMORY;
6529 return WINED3D_OK;
6532 /* Context activation is done by the caller. */
6533 static void arbfp_blit_free(IWineD3DDeviceImpl *device)
6535 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6536 struct arbfp_blit_priv *priv = device->blit_priv;
6538 ENTER_GL();
6539 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6540 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6541 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6542 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6543 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6544 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6545 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6546 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6547 checkGLcall("Delete yuv and p8 programs");
6549 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6550 LEAVE_GL();
6552 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6553 device->blit_priv = NULL;
6556 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6557 GLenum textype, char *luminance)
6559 char chroma;
6560 const char *tex, *texinstr;
6562 if (fixup == COMPLEX_FIXUP_UYVY) {
6563 chroma = 'x';
6564 *luminance = 'w';
6565 } else {
6566 chroma = 'w';
6567 *luminance = 'x';
6569 switch(textype) {
6570 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6571 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6572 default:
6573 /* This is more tricky than just replacing the texture type - we have to navigate
6574 * properly in the texture to find the correct chroma values
6576 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6577 return FALSE;
6580 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6581 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6582 * filtering when we sample the texture.
6584 * These are the rules for reading the chroma:
6586 * Even pixel: Cr
6587 * Even pixel: U
6588 * Odd pixel: V
6590 * So we have to get the sampling x position in non-normalized coordinates in integers
6592 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6593 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6594 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6595 } else {
6596 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6598 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6599 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6600 * 0.5, so add 0.5.
6602 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6603 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6605 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6606 * even and odd pixels respectively
6608 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6609 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6611 /* Sample Pixel 1 */
6612 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6614 /* Put the value into either of the chroma values */
6615 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6616 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6617 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6618 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6620 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6621 * the pixel right to the current one. Otherwise, sample the left pixel.
6622 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6624 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6625 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6626 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6628 /* Put the value into the other chroma */
6629 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6630 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6631 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6632 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6634 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6635 * the current one and lerp the two U and V values
6638 /* This gives the correctly filtered luminance value */
6639 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6641 return TRUE;
6644 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6646 const char *tex;
6648 switch(textype) {
6649 case GL_TEXTURE_2D: tex = "2D"; break;
6650 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6651 default:
6652 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6653 return FALSE;
6656 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6657 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6658 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6659 * pitch of the luminance plane, the packing into the gl texture is a bit
6660 * unfortunate. If the whole texture is interpreted as luminance data it looks
6661 * approximately like this:
6663 * +----------------------------------+----
6664 * | |
6665 * | |
6666 * | |
6667 * | |
6668 * | | 2
6669 * | LUMINANCE | -
6670 * | | 3
6671 * | |
6672 * | |
6673 * | |
6674 * | |
6675 * +----------------+-----------------+----
6676 * | | |
6677 * | U even rows | U odd rows |
6678 * | | | 1
6679 * +----------------+------------------ -
6680 * | | | 3
6681 * | V even rows | V odd rows |
6682 * | | |
6683 * +----------------+-----------------+----
6684 * | | |
6685 * | 0.5 | 0.5 |
6687 * So it appears as if there are 4 chroma images, but in fact the odd rows
6688 * in the chroma images are in the same row as the even ones. So its is
6689 * kinda tricky to read
6691 * When reading from rectangle textures, keep in mind that the input y coordinates
6692 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6694 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6695 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6697 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6698 /* the chroma planes have only half the width */
6699 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6701 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6702 * the coordinate. Also read the right side of the image when reading odd lines
6704 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6705 * bleeding
6707 if(textype == GL_TEXTURE_2D) {
6709 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6711 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6713 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6714 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6716 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6717 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6718 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6719 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6720 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6722 /* clamp, keep the half pixel origin in mind */
6723 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6724 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6725 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6726 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6727 } else {
6728 /* Read from [size - size+size/4] */
6729 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6730 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6732 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6733 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6734 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6735 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6736 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6737 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6739 /* Make sure to read exactly from the pixel center */
6740 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6741 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6743 /* Clamp */
6744 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6745 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6746 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6747 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6748 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6750 /* Read the texture, put the result into the output register */
6751 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6752 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6754 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6755 * No need to clamp because we're just reusing the already clamped value from above
6757 if(textype == GL_TEXTURE_2D) {
6758 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6759 } else {
6760 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6762 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6763 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6765 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6766 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6767 * values due to filtering
6769 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6770 if(textype == GL_TEXTURE_2D) {
6771 /* Multiply the y coordinate by 2/3 and clamp it */
6772 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6773 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6774 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6775 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6776 } else {
6777 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6778 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6779 * is bigger
6781 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6782 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6783 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6785 *luminance = 'a';
6787 return TRUE;
6790 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6791 const struct wined3d_gl_info *gl_info, GLenum textype)
6793 GLenum shader;
6794 struct wined3d_shader_buffer buffer;
6795 GLint pos;
6797 /* Shader header */
6798 if (!shader_buffer_init(&buffer))
6800 ERR("Failed to initialize shader buffer.\n");
6801 return 0;
6804 ENTER_GL();
6805 GL_EXTCALL(glGenProgramsARB(1, &shader));
6806 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6807 LEAVE_GL();
6808 if(!shader) {
6809 shader_buffer_free(&buffer);
6810 return 0;
6813 shader_addline(&buffer, "!!ARBfp1.0\n");
6814 shader_addline(&buffer, "TEMP index;\n");
6816 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6817 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6819 /* The alpha-component contains the palette index */
6820 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6821 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6822 else
6823 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6825 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6826 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6828 /* Use the alpha-component as an index in the palette to get the final color */
6829 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6830 shader_addline(&buffer, "END\n");
6832 ENTER_GL();
6833 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6834 strlen(buffer.buffer), buffer.buffer));
6835 checkGLcall("glProgramStringARB()");
6837 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6838 if (pos != -1)
6840 FIXME("Fragment program error at position %d: %s\n\n", pos,
6841 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6842 shader_arb_dump_program_source(buffer.buffer);
6845 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6846 priv->p8_rect_shader = shader;
6847 else
6848 priv->p8_2d_shader = shader;
6850 shader_buffer_free(&buffer);
6851 LEAVE_GL();
6853 return shader;
6856 /* Context activation is done by the caller. */
6857 static void upload_palette(IWineD3DSurfaceImpl *surface)
6859 BYTE table[256][4];
6860 IWineD3DDeviceImpl *device = surface->resource.device;
6861 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6862 struct arbfp_blit_priv *priv = device->blit_priv;
6863 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6865 d3dfmt_p8_init_palette(surface, table, colorkey);
6867 ENTER_GL();
6868 if (!priv->palette_texture)
6869 glGenTextures(1, &priv->palette_texture);
6871 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6872 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6874 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6876 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6877 /* Make sure we have discrete color levels. */
6878 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6879 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6880 /* Upload the palette */
6881 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6882 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6884 /* Switch back to unit 0 in which the 2D texture will be stored. */
6885 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6886 LEAVE_GL();
6889 /* Context activation is done by the caller. */
6890 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
6891 enum complex_fixup yuv_fixup, GLenum textype)
6893 GLenum shader;
6894 struct wined3d_shader_buffer buffer;
6895 char luminance_component;
6896 GLint pos;
6898 /* Shader header */
6899 if (!shader_buffer_init(&buffer))
6901 ERR("Failed to initialize shader buffer.\n");
6902 return 0;
6905 ENTER_GL();
6906 GL_EXTCALL(glGenProgramsARB(1, &shader));
6907 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6908 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6909 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6910 LEAVE_GL();
6911 if(!shader) {
6912 shader_buffer_free(&buffer);
6913 return 0;
6916 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6917 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6918 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6919 * each single pixel it contains, and one U and one V value shared between both
6920 * pixels.
6922 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6923 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6924 * take the format into account when generating the read swizzles
6926 * Reading the Y value is straightforward - just sample the texture. The hardware
6927 * takes care of filtering in the horizontal and vertical direction.
6929 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6930 * because that would mix the U and V values of one pixel or two adjacent pixels.
6931 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6932 * regardless of the filtering setting. Vertical filtering works automatically
6933 * though - the U and V values of two rows are mixed nicely.
6935 * Appart of avoiding filtering issues, the code has to know which value it just
6936 * read, and where it can find the other one. To determine this, it checks if
6937 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6939 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6940 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6942 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6943 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6944 * in an unfiltered situation. Finding the luminance on the other hand requires
6945 * finding out if it is an odd or even pixel. The real drawback of this approach
6946 * is filtering. This would have to be emulated completely in the shader, reading
6947 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6948 * vertically. Beyond that it would require adjustments to the texture handling
6949 * code to deal with the width scaling
6951 shader_addline(&buffer, "!!ARBfp1.0\n");
6952 shader_addline(&buffer, "TEMP luminance;\n");
6953 shader_addline(&buffer, "TEMP temp;\n");
6954 shader_addline(&buffer, "TEMP chroma;\n");
6955 shader_addline(&buffer, "TEMP texcrd;\n");
6956 shader_addline(&buffer, "TEMP texcrd2;\n");
6957 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6958 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6959 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6961 switch (yuv_fixup)
6963 case COMPLEX_FIXUP_UYVY:
6964 case COMPLEX_FIXUP_YUY2:
6965 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6967 shader_buffer_free(&buffer);
6968 return 0;
6970 break;
6972 case COMPLEX_FIXUP_YV12:
6973 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6975 shader_buffer_free(&buffer);
6976 return 0;
6978 break;
6980 default:
6981 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6982 shader_buffer_free(&buffer);
6983 return 0;
6986 /* Calculate the final result. Formula is taken from
6987 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6988 * ranges from -0.5 to 0.5
6990 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6992 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6993 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6994 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6995 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6996 shader_addline(&buffer, "END\n");
6998 ENTER_GL();
6999 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7000 strlen(buffer.buffer), buffer.buffer));
7001 checkGLcall("glProgramStringARB()");
7003 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7004 if (pos != -1)
7006 FIXME("Fragment program error at position %d: %s\n\n", pos,
7007 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7008 shader_arb_dump_program_source(buffer.buffer);
7010 else
7012 GLint native;
7014 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7015 checkGLcall("glGetProgramivARB()");
7016 if (!native) WARN("Program exceeds native resource limits.\n");
7019 shader_buffer_free(&buffer);
7020 LEAVE_GL();
7022 switch (yuv_fixup)
7024 case COMPLEX_FIXUP_YUY2:
7025 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7026 else priv->yuy2_2d_shader = shader;
7027 break;
7029 case COMPLEX_FIXUP_UYVY:
7030 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7031 else priv->uyvy_2d_shader = shader;
7032 break;
7034 case COMPLEX_FIXUP_YV12:
7035 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7036 else priv->yv12_2d_shader = shader;
7037 break;
7038 default:
7039 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7042 return shader;
7045 /* Context activation is done by the caller. */
7046 static HRESULT arbfp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
7048 GLenum shader;
7049 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7050 struct arbfp_blit_priv *priv = blit_priv;
7051 enum complex_fixup fixup;
7052 GLenum textype = surface->texture_target;
7054 if (!is_complex_fixup(surface->resource.format->color_fixup))
7056 TRACE("Fixup:\n");
7057 dump_color_fixup_desc(surface->resource.format->color_fixup);
7058 /* Don't bother setting up a shader for unconverted formats */
7059 ENTER_GL();
7060 glEnable(textype);
7061 checkGLcall("glEnable(textype)");
7062 LEAVE_GL();
7063 return WINED3D_OK;
7066 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7068 switch(fixup)
7070 case COMPLEX_FIXUP_YUY2:
7071 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7072 break;
7074 case COMPLEX_FIXUP_UYVY:
7075 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7076 break;
7078 case COMPLEX_FIXUP_YV12:
7079 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7080 break;
7082 case COMPLEX_FIXUP_P8:
7083 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7084 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7086 upload_palette(surface);
7087 break;
7089 default:
7090 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7091 ENTER_GL();
7092 glEnable(textype);
7093 checkGLcall("glEnable(textype)");
7094 LEAVE_GL();
7095 return E_NOTIMPL;
7098 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7100 ENTER_GL();
7101 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7102 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7103 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7104 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7105 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7106 checkGLcall("glProgramLocalParameter4fvARB");
7107 LEAVE_GL();
7109 return WINED3D_OK;
7112 /* Context activation is done by the caller. */
7113 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7115 ENTER_GL();
7116 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7117 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7118 glDisable(GL_TEXTURE_2D);
7119 checkGLcall("glDisable(GL_TEXTURE_2D)");
7120 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7122 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7123 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7125 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7127 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7128 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7130 LEAVE_GL();
7133 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
7134 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7135 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7137 enum complex_fixup src_fixup;
7139 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7140 return FALSE;
7142 if (blit_op != BLIT_OP_BLIT)
7144 TRACE("Unsupported blit_op=%d\n", blit_op);
7145 return FALSE;
7148 src_fixup = get_complex_fixup(src_format->color_fixup);
7149 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7151 TRACE("Checking support for fixup:\n");
7152 dump_color_fixup_desc(src_format->color_fixup);
7155 if (!is_identity_fixup(dst_format->color_fixup))
7157 TRACE("Destination fixups are not supported\n");
7158 return FALSE;
7161 if (is_identity_fixup(src_format->color_fixup))
7163 TRACE("[OK]\n");
7164 return TRUE;
7167 /* We only support YUV conversions. */
7168 if (!is_complex_fixup(src_format->color_fixup))
7170 TRACE("[FAILED]\n");
7171 return FALSE;
7174 switch(src_fixup)
7176 case COMPLEX_FIXUP_YUY2:
7177 case COMPLEX_FIXUP_UYVY:
7178 case COMPLEX_FIXUP_YV12:
7179 case COMPLEX_FIXUP_P8:
7180 TRACE("[OK]\n");
7181 return TRUE;
7183 default:
7184 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7185 TRACE("[FAILED]\n");
7186 return FALSE;
7190 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7191 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
7192 DWORD Filter)
7194 IWineD3DSwapChainImpl *dst_swapchain;
7195 struct wined3d_context *context;
7196 RECT dst_rect = *dst_rect_in;
7198 /* Now load the surface */
7199 surface_internal_preload(src_surface, SRGB_RGB);
7201 /* Activate the destination context, set it up for blitting */
7202 context = context_acquire(device, dst_surface);
7203 context_apply_blit_state(context, device);
7205 if (!surface_is_offscreen(dst_surface))
7206 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7208 arbfp_blit_set(device->blit_priv, context->gl_info, src_surface);
7210 ENTER_GL();
7212 /* Draw a textured quad */
7213 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7215 LEAVE_GL();
7217 /* Leave the opengl state valid for blitting */
7218 arbfp_blit_unset(context->gl_info);
7220 dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7221 ? dst_surface->container.u.swapchain : NULL;
7222 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7223 && (dst_surface == dst_swapchain->front_buffer
7224 || dst_swapchain->num_contexts > 1)))
7225 wglFlush(); /* Flush to ensure ordering across contexts. */
7227 context_release(context);
7229 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7230 return WINED3D_OK;
7233 /* Do not call while under the GL lock. */
7234 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7235 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7237 FIXME("Color filling not implemented by arbfp_blit\n");
7238 return WINED3DERR_INVALIDCALL;
7241 const struct blit_shader arbfp_blit = {
7242 arbfp_blit_alloc,
7243 arbfp_blit_free,
7244 arbfp_blit_set,
7245 arbfp_blit_unset,
7246 arbfp_blit_supported,
7247 arbfp_blit_color_fill