2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
42 static BOOL
shader_is_pshader_version(enum wined3d_shader_type type
)
44 return type
== WINED3D_SHADER_TYPE_PIXEL
;
47 static BOOL
shader_is_vshader_version(enum wined3d_shader_type type
)
49 return type
== WINED3D_SHADER_TYPE_VERTEX
;
52 static const char *get_line(const char **ptr
)
57 if (!(q
= strstr(p
, "\n")))
79 static const char *arb_get_helper_value(enum wined3d_shader_type shader
, enum arb_helper_value value
)
81 if (shader
!= WINED3D_SHADER_TYPE_VERTEX
&& shader
!= WINED3D_SHADER_TYPE_PIXEL
)
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader
));
87 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
91 case ARB_ZERO
: return "ps_helper_const.x";
92 case ARB_ONE
: return "ps_helper_const.y";
93 case ARB_TWO
: return "coefmul.x";
94 case ARB_0001
: return "ps_helper_const.xxxy";
95 case ARB_EPS
: return "ps_helper_const.z";
103 case ARB_ZERO
: return "helper_const.x";
104 case ARB_ONE
: return "helper_const.y";
105 case ARB_TWO
: return "helper_const.z";
106 case ARB_EPS
: return "helper_const.w";
107 case ARB_0001
: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET
: return "rel_addr_const.y";
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader
== WINED3D_SHADER_TYPE_PIXEL
? "pixel" : "vertex", value
);
115 case ARB_ZERO
: return "0.0";
116 case ARB_ONE
: return "1.0";
117 case ARB_TWO
: return "2.0";
118 case ARB_0001
: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS
: return "1e-8";
120 default: return "bad";
124 static inline BOOL
ffp_clip_emul(const struct wined3d_context
*context
)
126 return context
->lowest_disabled_stage
< 7;
129 /* ARB_program_shader private data */
148 struct wined3d_shader_loop_control loop_control
;
152 struct arb_ps_np2fixup_info
154 struct ps_np2fixup_info super
;
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
162 struct arb_ps_compile_args
164 struct ps_compile_args super
;
166 WORD clip
; /* only a boolean, use a WORD for alignment */
167 unsigned char loop_ctrl
[WINED3D_MAX_CONSTS_I
][3];
170 struct stb_const_desc
172 unsigned char texunit
;
176 struct arb_ps_compiled_shader
178 struct arb_ps_compile_args args
;
179 struct arb_ps_np2fixup_info np2fixup_info
;
180 struct stb_const_desc bumpenvmatconst
[WINED3D_MAX_TEXTURES
];
181 struct stb_const_desc luminanceconst
[WINED3D_MAX_TEXTURES
];
182 UINT int_consts
[WINED3D_MAX_CONSTS_I
];
185 unsigned char numbumpenvmatconsts
;
189 struct arb_vs_compile_args
191 struct vs_compile_args super
;
197 unsigned char clip_texcoord
;
198 unsigned char clipplane_mask
;
200 DWORD boolclip_compare
;
205 unsigned char samplers
[4];
206 DWORD samplers_compare
;
208 unsigned char loop_ctrl
[WINED3D_MAX_CONSTS_I
][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args
;
215 UINT int_consts
[WINED3D_MAX_CONSTS_I
];
217 char need_color_unclamp
;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins
;
227 struct shader_arb_ctx_priv
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
240 const struct wined3d_gl_info
*gl_info
;
241 const struct arb_vs_compile_args
*cur_vs_args
;
242 const struct arb_ps_compile_args
*cur_ps_args
;
243 const struct arb_ps_compiled_shader
*compiled_fprog
;
244 const struct arb_vs_compiled_shader
*compiled_vprog
;
245 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
246 struct list control_frames
;
250 unsigned int num_loops
, loop_depth
, num_ifcs
;
252 BOOL ps_post_process
;
254 unsigned int vs_clipplanes
;
258 /* For 3.0 vertex shaders */
259 const char *vs_output
[MAX_REG_OUTPUT
];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input
[MAX_REG_INPUT
];
269 struct wined3d_shader_signature sig
;
271 struct wine_rb_entry entry
;
274 struct arb_pshader_private
{
275 struct arb_ps_compiled_shader
*gl_shaders
;
276 UINT num_gl_shaders
, shader_array_size
;
277 DWORD input_signature_idx
;
278 DWORD clipplane_emulation
;
282 struct arb_vshader_private
{
283 struct arb_vs_compiled_shader
*gl_shaders
;
284 UINT num_gl_shaders
, shader_array_size
;
288 struct shader_arb_priv
290 GLuint current_vprogram_id
;
291 GLuint current_fprogram_id
;
292 const struct arb_ps_compiled_shader
*compiled_fprog
;
293 const struct arb_vs_compiled_shader
*compiled_vprog
;
294 BOOL use_arbfp_fixed_func
;
295 struct wine_rb_tree fragment_shaders
;
296 BOOL last_ps_const_clamped
;
297 BOOL last_vs_color_unclamp
;
299 struct wine_rb_tree signature_tree
;
302 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
303 char vshader_const_dirty
[WINED3D_MAX_VS_CONSTS_F
];
304 char pshader_const_dirty
[WINED3D_MAX_PS_CONSTS_F
];
305 const struct wined3d_context
*last_context
;
307 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
308 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
309 BOOL ffp_proj_control
;
312 /* Context activation for state handlers is done by the caller. */
314 static BOOL
need_rel_addr_const(const struct arb_vshader_private
*shader_data
,
315 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
317 if (shader_data
->rel_offset
) return TRUE
;
318 if (!reg_maps
->usesmova
) return FALSE
;
319 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
322 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
323 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
325 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
326 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
329 static BOOL
need_helper_const(const struct arb_vshader_private
*shader_data
,
330 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
332 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) return TRUE
;
333 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
334 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
335 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
336 if (reg_maps
->usesnrm
) return TRUE
; /* 0.0 */
337 if (reg_maps
->usespow
) return TRUE
; /* EPS, 0.0 and 1.0 */
338 if (reg_maps
->fog
) return TRUE
; /* Clamping fog coord, 0.0 and 1.0 */
342 static unsigned int reserved_vs_const(const struct arb_vshader_private
*shader_data
,
343 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
345 unsigned int ret
= 1;
346 /* We use one PARAM for the pos fixup, and in some cases one to load
347 * some immediate values into the shader. */
348 if (need_helper_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
349 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
353 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
354 * When constant_list == NULL, it will load all the constants.
356 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
357 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
359 /* Context activation is done by the caller. */
360 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader
*shader
,
361 const struct wined3d_gl_info
*gl_info
, GLuint target_type
, unsigned int max_constants
,
362 const struct wined3d_vec4
*constants
, char *dirty_consts
)
364 struct wined3d_shader_lconst
*lconst
;
365 unsigned int ret
, i
, j
;
367 if (TRACE_ON(d3d_constants
))
369 for (i
= 0; i
< max_constants
; ++i
)
371 if (!dirty_consts
[i
])
373 TRACE_(d3d_constants
)("Loading constant %u: %s.\n", i
, debug_vec4(&constants
[i
]));
379 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
380 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& shader
->reg_maps
.shader_version
.major
== 1)
383 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
384 * shaders, the first 8 constants are marked dirty for reload
386 for (; i
< min(8, max_constants
); ++i
)
388 if (!dirty_consts
[i
])
392 if (constants
[i
].x
> 1.0f
)
394 else if (constants
[i
].x
< -1.0f
)
395 lcl_const
[0] = -1.0f
;
397 lcl_const
[0] = constants
[i
].x
;
399 if (constants
[i
].y
> 1.0f
)
401 else if (constants
[i
].y
< -1.0f
)
402 lcl_const
[1] = -1.0f
;
404 lcl_const
[1] = constants
[i
].y
;
406 if (constants
[i
].z
> 1.0f
)
408 else if (constants
[i
].z
< -1.0f
)
409 lcl_const
[2] = -1.0f
;
411 lcl_const
[2] = constants
[i
].z
;
413 if (constants
[i
].w
> 1.0f
)
415 else if (constants
[i
].w
< -1.0f
)
416 lcl_const
[3] = -1.0f
;
418 lcl_const
[3] = constants
[i
].w
;
420 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
423 /* If further constants are dirty, reload them without clamping.
425 * The alternative is not to touch them, but then we cannot reset the dirty constant count
426 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
427 * above would always re-check the first 8 constants since max_constant remains at the init
432 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
434 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
435 * or just reloading *all* constants at once
437 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
439 for (; i
< max_constants
; ++i
)
441 if (!dirty_consts
[i
])
444 /* Find the next block of dirty constants */
447 for (++i
; (i
< max_constants
) && dirty_consts
[i
]; ++i
)
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, &constants
[j
].x
));
457 for (; i
< max_constants
; ++i
)
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, &constants
[i
].x
));
466 checkGLcall("glProgramEnvParameter4fvARB()");
468 /* Load immediate constants */
469 if (shader
->load_local_constsF
)
471 if (TRACE_ON(d3d_shader
))
473 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
475 GLfloat
* values
= (GLfloat
*)lconst
->value
;
476 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
477 values
[0], values
[1], values
[2], values
[3]);
480 /* Immediate constants are clamped for 1.X shaders at loading times */
482 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
484 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret
= max(ret
, lconst
->idx
+ 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret
; /* The loaded immediate constants need reloading for the next shader */
491 return 0; /* No constants are dirty now */
495 /* Loads the texture dimensions for NP2 fixup into the currently set
496 * ARB_[vertex/fragment]_programs. */
497 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info
*fixup
,
498 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
500 GLfloat np2fixup_constants
[4 * WINED3D_MAX_FRAGMENT_SAMPLERS
];
501 WORD active
= fixup
->super
.active
;
507 for (i
= 0; active
; active
>>= 1, ++i
)
509 const struct wined3d_texture
*tex
= state
->textures
[i
];
510 unsigned char idx
= fixup
->super
.idx
[i
];
511 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
524 tex_dim
[2] = tex
->pow2_matrix
[0];
525 tex_dim
[3] = tex
->pow2_matrix
[5];
529 tex_dim
[0] = tex
->pow2_matrix
[0];
530 tex_dim
[1] = tex
->pow2_matrix
[5];
534 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
)
536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
537 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
541 /* Context activation is done by the caller. */
542 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader
*gl_shader
,
543 const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
, unsigned int rt_height
)
545 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
548 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
550 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
552 /* The state manager takes care that this function is always called if the bump env matrix changes */
553 const float *data
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_MAT00
];
554 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
555 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
557 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
559 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
560 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
561 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
562 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
564 const float *scale
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_LSCALE
];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
566 gl_shader
->luminanceconst
[i
].const_num
, scale
));
569 checkGLcall("Load bumpmap consts");
571 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
573 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
574 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
579 val
[0] = context_gl
->c
.render_offscreen
? 0.0f
: (float)rt_height
;
580 val
[1] = context_gl
->c
.render_offscreen
? 1.0f
: -1.0f
;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
584 checkGLcall("y correction loading");
587 if (!gl_shader
->num_int_consts
) return;
589 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
591 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
594 val
[0] = (float)state
->ps_consts_i
[i
].x
;
595 val
[1] = (float)state
->ps_consts_i
[i
].y
;
596 val
[2] = (float)state
->ps_consts_i
[i
].z
;
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
602 checkGLcall("Load ps int consts");
605 /* Context activation is done by the caller. */
606 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader
*gl_shader
,
607 const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
609 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
610 float position_fixup
[4];
613 /* Upload the position fixup */
614 shader_get_position_fixup(&context_gl
->c
, state
, 1, position_fixup
);
615 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
617 if (!gl_shader
->num_int_consts
) return;
619 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
621 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
624 val
[0] = (float)state
->vs_consts_i
[i
].x
;
625 val
[1] = (float)state
->vs_consts_i
[i
].y
;
626 val
[2] = (float)state
->vs_consts_i
[i
].z
;
629 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
632 checkGLcall("Load vs int consts");
635 static void shader_arb_select(void *shader_priv
, struct wined3d_context
*context
,
636 const struct wined3d_state
*state
);
639 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
641 * We only support float constants in ARB at the moment, so don't
642 * worry about the Integers or Booleans
644 /* Context activation is done by the caller (state handler). */
645 static void shader_arb_load_constants_internal(struct shader_arb_priv
*priv
, struct wined3d_context_gl
*context_gl
,
646 const struct wined3d_state
*state
, BOOL use_ps
, BOOL use_vs
, BOOL from_shader_select
)
648 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
649 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
651 if (!from_shader_select
)
653 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
654 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
657 && (vshader
->reg_maps
.boolean_constants
658 || (!gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
659 && (vshader
->reg_maps
.integer_constants
& ~vshader
->reg_maps
.local_int_consts
))))
661 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
662 shader_arb_select(priv
, &context_gl
->c
, state
);
665 && (pshader
->reg_maps
.boolean_constants
666 || (!gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
]
667 && (pshader
->reg_maps
.integer_constants
& ~pshader
->reg_maps
.local_int_consts
))))
669 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
670 shader_arb_select(priv
, &context_gl
->c
, state
);
674 if (&context_gl
->c
!= priv
->last_context
)
676 memset(priv
->vshader_const_dirty
, 1,
677 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
678 priv
->highest_dirty_vs_const
= d3d_info
->limits
.vs_uniform_count
;
680 memset(priv
->pshader_const_dirty
, 1,
681 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
682 priv
->highest_dirty_ps_const
= d3d_info
->limits
.ps_uniform_count
;
684 priv
->last_context
= &context_gl
->c
;
689 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
690 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
692 /* Load DirectX 9 float constants for vertex shader */
693 priv
->highest_dirty_vs_const
= shader_arb_load_constants_f(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
694 priv
->highest_dirty_vs_const
, state
->vs_consts_f
, priv
->vshader_const_dirty
);
695 shader_arb_vs_local_constants(gl_shader
, context_gl
, state
);
700 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
701 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
702 UINT rt_height
= state
->fb
.render_targets
[0]->height
;
704 /* Load DirectX 9 float constants for pixel shader */
705 priv
->highest_dirty_ps_const
= shader_arb_load_constants_f(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
706 priv
->highest_dirty_ps_const
, state
->ps_consts_f
, priv
->pshader_const_dirty
);
707 shader_arb_ps_local_constants(gl_shader
, context_gl
, state
, rt_height
);
709 if (context_gl
->c
.constant_update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
710 shader_arb_load_np2fixup_constants(&gl_shader
->np2fixup_info
, gl_info
, state
);
714 static void shader_arb_load_constants(void *shader_priv
, struct wined3d_context
*context
,
715 const struct wined3d_state
*state
)
717 shader_arb_load_constants_internal(shader_priv
, wined3d_context_gl(context
),
718 state
, use_ps(state
), use_vs(state
), FALSE
);
721 static void shader_arb_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
723 struct wined3d_context_gl
*context_gl
= wined3d_context_gl_get_current();
724 struct shader_arb_priv
*priv
= device
->shader_priv
;
726 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
727 * context. On a context switch the old context will be fully dirtified */
728 if (!context_gl
|| context_gl
->c
.device
!= device
)
731 memset(priv
->vshader_const_dirty
+ start
, 1, sizeof(*priv
->vshader_const_dirty
) * count
);
732 priv
->highest_dirty_vs_const
= max(priv
->highest_dirty_vs_const
, start
+ count
);
735 static void shader_arb_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
737 struct wined3d_context_gl
*context_gl
= wined3d_context_gl_get_current();
738 struct shader_arb_priv
*priv
= device
->shader_priv
;
740 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
741 * context. On a context switch the old context will be fully dirtified */
742 if (!context_gl
|| context_gl
->c
.device
!= device
)
745 memset(priv
->pshader_const_dirty
+ start
, 1, sizeof(*priv
->pshader_const_dirty
) * count
);
746 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, start
+ count
);
749 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
753 wined3d_ftoa(values
[0], str
[0]);
754 wined3d_ftoa(values
[1], str
[1]);
755 wined3d_ftoa(values
[2], str
[2]);
756 wined3d_ftoa(values
[3], str
[3]);
757 shader_addline(buffer
, "{%s, %s, %s, %s}", str
[0], str
[1], str
[2], str
[3]);
760 /* Generate the variable & register declarations for the ARB_vertex_program output target */
761 static void shader_generate_arb_declarations(const struct wined3d_shader
*shader
,
762 const struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_string_buffer
*buffer
,
763 const struct wined3d_gl_info
*gl_info
, DWORD
*num_clipplanes
,
764 const struct shader_arb_ctx_priv
*ctx
)
767 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
768 const struct wined3d_shader_lconst
*lconst
;
769 unsigned max_constantsF
;
772 /* In pixel shaders, all private constants are program local, we don't need anything
773 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
774 * If we need a private constant the GL implementation will squeeze it in somewhere
776 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
777 * immediate values. The posFixup is loaded using program.env for now, so always
778 * subtract one from the number of constants. If the shader uses indirect addressing,
779 * account for the helper const too because we have to declare all available d3d constants
780 * and don't know which are actually used.
784 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
785 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
786 if (max_constantsF
< 24)
787 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
791 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
792 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
793 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
794 * Also prevents max_constantsF from becoming less than 0 and
796 if (max_constantsF
< 96)
797 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
799 if (reg_maps
->usesrelconstF
)
801 DWORD highest_constf
= 0, clip_limit
;
803 max_constantsF
-= reserved_vs_const(shader_data
, reg_maps
, gl_info
);
804 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
805 max_constantsF
-= gl_info
->reserved_arb_constants
;
807 for (i
= 0; i
< shader
->limits
->constant_float
; ++i
)
809 if (wined3d_bitmap_is_set(reg_maps
->constf
, i
))
813 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
815 if(ctx
->cur_vs_args
->super
.clip_enabled
)
816 clip_limit
= gl_info
->limits
.user_clip_distances
;
822 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
823 clip_limit
= min(wined3d_popcount(mask
), 4);
825 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
826 max_constantsF
-= *num_clipplanes
;
827 if(*num_clipplanes
< clip_limit
)
829 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes
,
830 gl_info
->limits
.user_clip_distances
);
835 if (ctx
->target_version
>= NV2
)
836 *num_clipplanes
= gl_info
->limits
.user_clip_distances
;
838 *num_clipplanes
= min(gl_info
->limits
.user_clip_distances
, 4);
842 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
844 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
847 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
849 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
852 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
854 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
856 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
860 if (!shader
->load_local_constsF
)
862 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
865 value
= (const float *)lconst
->value
;
866 shader_addline(buffer
, "PARAM C%u = ", lconst
->idx
);
867 shader_arb_append_imm_vec4(buffer
, value
);
868 shader_addline(buffer
, ";\n");
872 /* After subtracting privately used constants from the hardware limit(they are loaded as
873 * local constants), make sure the shader doesn't violate the env constant limit
877 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
881 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
884 /* Avoid declaring more constants than needed */
885 max_constantsF
= min(max_constantsF
, shader
->limits
->constant_float
);
887 /* we use the array-based constants array if the local constants are marked for loading,
888 * because then we use indirect addressing, or when the local constant list is empty,
889 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
890 * local constants do not declare the loaded constants as an array because ARB compilers usually
891 * do not optimize unused constants away
893 if (reg_maps
->usesrelconstF
)
895 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
896 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
897 max_constantsF
, max_constantsF
- 1);
901 for (i
= 0; i
< max_constantsF
; ++i
)
903 if (!shader_constant_is_local(shader
, i
) && wined3d_extract_bits(reg_maps
->constf
, i
, 1))
905 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
911 static const char * const shift_tab
[] = {
912 "dummy", /* 0 (none) */
913 "coefmul.x", /* 1 (x2) */
914 "coefmul.y", /* 2 (x4) */
915 "coefmul.z", /* 3 (x8) */
916 "coefmul.w", /* 4 (x16) */
917 "dummy", /* 5 (x32) */
918 "dummy", /* 6 (x64) */
919 "dummy", /* 7 (x128) */
920 "dummy", /* 8 (d256) */
921 "dummy", /* 9 (d128) */
922 "dummy", /* 10 (d64) */
923 "dummy", /* 11 (d32) */
924 "coefdiv.w", /* 12 (d16) */
925 "coefdiv.z", /* 13 (d8) */
926 "coefdiv.y", /* 14 (d4) */
927 "coefdiv.x" /* 15 (d2) */
930 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
931 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
933 char *ptr
= write_mask
;
935 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
938 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
939 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
940 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
941 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
947 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
949 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
950 * but addressed as "rgba". To fix this we need to swap the register's x
951 * and z components. */
952 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
953 char *ptr
= swizzle_str
;
955 /* swizzle bits fields: wwzzyyxx */
956 DWORD swizzle
= param
->swizzle
;
957 DWORD swizzle_x
= swizzle
& 0x03;
958 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
959 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
960 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
962 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
963 * generate a swizzle string. Unless we need to our own swizzling. */
964 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
967 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
968 *ptr
++ = swizzle_chars
[swizzle_x
];
970 *ptr
++ = swizzle_chars
[swizzle_x
];
971 *ptr
++ = swizzle_chars
[swizzle_y
];
972 *ptr
++ = swizzle_chars
[swizzle_z
];
973 *ptr
++ = swizzle_chars
[swizzle_w
];
980 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
982 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
983 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
985 if (!strcmp(priv
->addr_reg
, src
))
988 snprintf(priv
->addr_reg
, sizeof(priv
->addr_reg
), "%s", src
);
989 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
992 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
993 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
995 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
996 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
998 /* oPos, oFog and oPts in D3D */
999 static const char * const rastout_reg_names
[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1000 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1001 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1002 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1003 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1009 case WINED3DSPR_TEMP
:
1010 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1013 case WINED3DSPR_INPUT
:
1016 if (reg_maps
->shader_version
.major
< 3)
1018 if (!reg
->idx
[0].offset
)
1019 strcpy(register_name
, "fragment.color.primary");
1021 strcpy(register_name
, "fragment.color.secondary");
1025 if (reg
->idx
[0].rel_addr
)
1028 shader_arb_get_src_param(ins
, reg
->idx
[0].rel_addr
, 0, rel_reg
);
1030 if (!strcmp(rel_reg
, "**aL_emul**"))
1032 DWORD idx
= ctx
->aL
+ reg
->idx
[0].offset
;
1033 if(idx
< MAX_REG_INPUT
)
1035 strcpy(register_name
, ctx
->ps_input
[idx
]);
1039 ERR("Pixel shader input register out of bounds: %u\n", idx
);
1040 sprintf(register_name
, "out_of_bounds_%u", idx
);
1043 else if (reg_maps
->input_registers
& 0x0300)
1045 /* There are two ways basically:
1047 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1048 * That means trouble if the loop also contains a breakc or if the control values
1049 * aren't local constants.
1050 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1051 * source dynamically. The trouble is that we cannot simply read aL.y because it
1052 * is an ADDRESS register. We could however push it, load .zw with a value and use
1053 * ADAC to load the condition code register and pop it again afterwards
1055 FIXME("Relative input register addressing with more than 8 registers\n");
1057 /* This is better than nothing for now */
1058 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1060 else if(ctx
->cur_ps_args
->super
.vp_mode
!= WINED3D_VP_MODE_SHADER
)
1062 /* This is problematic because we'd have to consult the ctx->ps_input strings
1063 * for where to find the varying. Some may be "0.0", others can be texcoords or
1064 * colors. This needs either a pipeline replacement to make the vertex shader feed
1065 * proper varyings, or loop unrolling
1067 * For now use the texcoords and hope for the best
1069 FIXME("Non-vertex shader varying input with indirect addressing\n");
1070 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1074 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1075 * pulls GL_NV_fragment_program2 in
1077 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1082 if (reg
->idx
[0].offset
< MAX_REG_INPUT
)
1084 strcpy(register_name
, ctx
->ps_input
[reg
->idx
[0].offset
]);
1088 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
[0].offset
);
1089 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
[0].offset
);
1096 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1u << reg
->idx
[0].offset
))
1098 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
[0].offset
);
1102 case WINED3DSPR_CONST
:
1103 if (!pshader
&& reg
->idx
[0].rel_addr
)
1105 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1106 UINT rel_offset
= ctx
->target_version
== ARB
? shader_data
->rel_offset
: 0;
1109 if (reg_maps
->shader_version
.major
< 2)
1111 sprintf(rel_reg
, "A0.x");
1115 shader_arb_get_src_param(ins
, reg
->idx
[0].rel_addr
, 0, rel_reg
);
1116 if (ctx
->target_version
== ARB
)
1118 if (!strcmp(rel_reg
, "**aL_emul**"))
1122 shader_arb_request_a0(ins
, rel_reg
);
1123 sprintf(rel_reg
, "A0.x");
1128 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
[0].offset
);
1129 else if (reg
->idx
[0].offset
>= rel_offset
)
1130 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
[0].offset
- rel_offset
);
1132 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
[0].offset
);
1136 if (reg_maps
->usesrelconstF
)
1137 sprintf(register_name
, "C[%u]", reg
->idx
[0].offset
);
1139 sprintf(register_name
, "C%u", reg
->idx
[0].offset
);
1143 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1146 if (reg_maps
->shader_version
.major
== 1
1147 && reg_maps
->shader_version
.minor
<= 3)
1148 /* In ps <= 1.3, Tx is a temporary register as destination
1149 * to all instructions, and as source to most instructions.
1150 * For some instructions it is the texcoord input. Those
1151 * instructions know about the special use. */
1152 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1154 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1155 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
[0].offset
);
1159 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1160 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1162 sprintf(register_name
, "A%u_SHADOW", reg
->idx
[0].offset
);
1166 case WINED3DSPR_COLOROUT
:
1167 if (ctx
->ps_post_process
&& !reg
->idx
[0].offset
)
1169 strcpy(register_name
, "TMP_COLOR");
1173 if (ctx
->cur_ps_args
->super
.srgb_correction
)
1174 FIXME("sRGB correction on higher render targets.\n");
1175 if (reg_maps
->rt_mask
> 1)
1176 sprintf(register_name
, "result.color[%u]", reg
->idx
[0].offset
);
1178 strcpy(register_name
, "result.color");
1182 case WINED3DSPR_RASTOUT
:
1183 if (reg
->idx
[0].offset
== 1)
1184 sprintf(register_name
, "%s", ctx
->fog_output
);
1186 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
[0].offset
]);
1189 case WINED3DSPR_DEPTHOUT
:
1190 strcpy(register_name
, "result.depth");
1193 case WINED3DSPR_ATTROUT
:
1194 /* case WINED3DSPR_OUTPUT: */
1196 sprintf(register_name
, "oD[%u]", reg
->idx
[0].offset
);
1198 strcpy(register_name
, ctx
->color_output
[reg
->idx
[0].offset
]);
1201 case WINED3DSPR_TEXCRDOUT
:
1203 sprintf(register_name
, "oT[%u]", reg
->idx
[0].offset
);
1204 else if (reg_maps
->shader_version
.major
< 3)
1205 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
[0].offset
]);
1207 strcpy(register_name
, ctx
->vs_output
[reg
->idx
[0].offset
]);
1210 case WINED3DSPR_LOOP
:
1211 if(ctx
->target_version
>= NV2
)
1213 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1214 if(pshader
) sprintf(register_name
, "A0.x");
1215 else sprintf(register_name
, "aL.y");
1219 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1220 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1221 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1222 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1225 sprintf(register_name
, "**aL_emul**");
1230 case WINED3DSPR_CONSTINT
:
1231 sprintf(register_name
, "I%u", reg
->idx
[0].offset
);
1234 case WINED3DSPR_MISCTYPE
:
1235 if (!reg
->idx
[0].offset
)
1236 sprintf(register_name
, "vpos");
1237 else if (reg
->idx
[0].offset
== 1)
1238 sprintf(register_name
, "fragment.facing.x");
1240 FIXME("Unknown MISCTYPE register index %u.\n", reg
->idx
[0].offset
);
1244 FIXME("Unhandled register type %#x[%u].\n", reg
->type
, reg
->idx
[0].offset
);
1245 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
[0].offset
);
1250 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1251 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1253 char register_name
[255];
1257 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1258 strcpy(str
, register_name
);
1260 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1261 strcat(str
, write_mask
);
1264 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1266 switch(channel_source
)
1268 case CHANNEL_SOURCE_ZERO
: return "0";
1269 case CHANNEL_SOURCE_ONE
: return "1";
1270 case CHANNEL_SOURCE_X
: return "x";
1271 case CHANNEL_SOURCE_Y
: return "y";
1272 case CHANNEL_SOURCE_Z
: return "z";
1273 case CHANNEL_SOURCE_W
: return "w";
1275 FIXME("Unhandled channel source %#x\n", channel_source
);
1280 struct color_fixup_masks
1286 static struct color_fixup_masks
calc_color_correction(struct color_fixup_desc fixup
, DWORD dst_mask
)
1288 struct color_fixup_masks masks
= {0, 0};
1290 if (is_complex_fixup(fixup
))
1292 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1293 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1297 if (fixup
.x_source
!= CHANNEL_SOURCE_X
)
1298 masks
.source
|= WINED3DSP_WRITEMASK_0
;
1299 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
)
1300 masks
.source
|= WINED3DSP_WRITEMASK_1
;
1301 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
)
1302 masks
.source
|= WINED3DSP_WRITEMASK_2
;
1303 if (fixup
.w_source
!= CHANNEL_SOURCE_W
)
1304 masks
.source
|= WINED3DSP_WRITEMASK_3
;
1305 masks
.source
&= dst_mask
;
1307 if (fixup
.x_sign_fixup
)
1308 masks
.sign
|= WINED3DSP_WRITEMASK_0
;
1309 if (fixup
.y_sign_fixup
)
1310 masks
.sign
|= WINED3DSP_WRITEMASK_1
;
1311 if (fixup
.z_sign_fixup
)
1312 masks
.sign
|= WINED3DSP_WRITEMASK_2
;
1313 if (fixup
.w_sign_fixup
)
1314 masks
.sign
|= WINED3DSP_WRITEMASK_3
;
1315 masks
.sign
&= dst_mask
;
1320 static void gen_color_correction(struct wined3d_string_buffer
*buffer
, const char *dst
,
1321 const char *src
, const char *one
, const char *two
,
1322 struct color_fixup_desc fixup
, struct color_fixup_masks masks
)
1324 const char *sign_fixup_src
= dst
;
1329 sign_fixup_src
= "TA";
1331 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src
, src
,
1332 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1333 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1335 else if (masks
.sign
)
1337 sign_fixup_src
= src
;
1343 char *ptr
= reg_mask
;
1345 if (masks
.sign
!= WINED3DSP_WRITEMASK_ALL
)
1348 if (masks
.sign
& WINED3DSP_WRITEMASK_0
)
1350 if (masks
.sign
& WINED3DSP_WRITEMASK_1
)
1352 if (masks
.sign
& WINED3DSP_WRITEMASK_2
)
1354 if (masks
.sign
& WINED3DSP_WRITEMASK_3
)
1359 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", dst
, reg_mask
, sign_fixup_src
, two
, one
);
1363 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1366 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1367 if (!ins
->dst_count
) return "";
1369 mod
= ins
->dst
[0].modifiers
;
1371 /* Silently ignore PARTIALPRECISION if it's not supported */
1372 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1374 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1376 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1377 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1382 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1385 case WINED3DSPDM_SATURATE
:
1388 case WINED3DSPDM_PARTIALPRECISION
:
1395 FIXME("Unknown modifiers 0x%08x\n", mod
);
1400 #define TEX_PROJ 0x1
1401 #define TEX_BIAS 0x2
1403 #define TEX_DERIV 0x10
1405 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1406 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1408 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1409 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1410 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1411 enum wined3d_shader_resource_type resource_type
;
1412 struct color_fixup_masks masks
;
1413 const char *tex_dst
= dst_str
;
1414 BOOL np2_fixup
= FALSE
;
1415 const char *tex_type
;
1420 resource_type
= pixelshader_get_resource_type(ins
->ctx
->reg_maps
, sampler_idx
,
1421 priv
->cur_ps_args
->super
.tex_types
);
1425 resource_type
= ins
->ctx
->reg_maps
->resource_info
[sampler_idx
].type
;
1427 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1428 sampler_idx
+= WINED3D_MAX_FRAGMENT_SAMPLERS
;
1431 switch (resource_type
)
1433 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1437 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1438 if (pshader
&& priv
->cur_ps_args
->super
.np2_fixup
& (1u << sampler_idx
)
1439 && priv
->gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1446 if (priv
->cur_np2fixup_info
->super
.active
& (1u << sampler_idx
))
1448 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1449 else np2_fixup
= TRUE
;
1454 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1458 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1463 ERR("Unexpected resource type %#x.\n", resource_type
);
1467 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1468 * so don't use shader_arb_get_modifier
1470 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1473 /* Fragment samplers always have identity mapping */
1474 if(sampler_idx
>= WINED3D_MAX_FRAGMENT_SAMPLERS
)
1476 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- WINED3D_MAX_FRAGMENT_SAMPLERS
];
1481 masks
= calc_color_correction(priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
],
1482 ins
->dst
[0].write_mask
);
1484 if (masks
.source
|| masks
.sign
)
1488 if (flags
& TEX_DERIV
)
1490 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1491 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1492 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
,
1493 dsx
, dsy
, sampler_idx
, tex_type
);
1495 else if(flags
& TEX_LOD
)
1497 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1498 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1499 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
,
1500 sampler_idx
, tex_type
);
1502 else if (flags
& TEX_BIAS
)
1504 /* Shouldn't be possible, but let's check for it */
1505 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1506 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1507 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
, sampler_idx
, tex_type
);
1509 else if (flags
& TEX_PROJ
)
1511 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
, sampler_idx
, tex_type
);
1517 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1518 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1519 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1521 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, tex_dst
, sampler_idx
, tex_type
);
1524 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
, sampler_idx
, tex_type
);
1529 gen_color_correction(buffer
, dst_str
, tex_dst
,
1530 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1531 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1532 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
], masks
);
1536 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1537 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1539 /* Generate a line that does the input modifier computation and return the input register to use */
1540 BOOL is_color
= FALSE
, insert_line
;
1543 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1544 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1545 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1546 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1548 /* Assume a new line will be added */
1551 /* Get register name */
1552 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1553 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1555 switch (src
->modifiers
)
1557 case WINED3DSPSM_NONE
:
1558 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1559 insert_line
= FALSE
;
1561 case WINED3DSPSM_NEG
:
1562 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1563 insert_line
= FALSE
;
1565 case WINED3DSPSM_BIAS
:
1566 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1568 case WINED3DSPSM_BIASNEG
:
1569 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1571 case WINED3DSPSM_SIGN
:
1572 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1574 case WINED3DSPSM_SIGNNEG
:
1575 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1577 case WINED3DSPSM_COMP
:
1578 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1580 case WINED3DSPSM_X2
:
1581 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1583 case WINED3DSPSM_X2NEG
:
1584 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1586 case WINED3DSPSM_DZ
:
1587 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1588 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1590 case WINED3DSPSM_DW
:
1591 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1592 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1594 case WINED3DSPSM_ABS
:
1595 if(ctx
->target_version
>= NV2
) {
1596 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1597 insert_line
= FALSE
;
1599 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1602 case WINED3DSPSM_ABSNEG
:
1603 if(ctx
->target_version
>= NV2
) {
1604 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1606 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1607 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1609 insert_line
= FALSE
;
1612 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1613 insert_line
= FALSE
;
1616 /* Return modified or original register, with swizzle */
1618 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1621 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1623 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1624 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1625 DWORD sampler_code
= dst
->reg
.idx
[0].offset
;
1627 char src_name
[2][50];
1629 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1631 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1633 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1634 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1637 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1638 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1639 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1640 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1641 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1643 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1644 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1647 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1652 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1653 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1654 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1655 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1656 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1657 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1658 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1659 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1660 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1661 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1662 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1663 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1664 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1666 FIXME("Unknown modifier %u\n", mod
);
1670 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1672 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1673 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1675 char src_name
[3][50];
1676 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1677 ins
->ctx
->reg_maps
->shader_version
.minor
);
1679 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1680 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1682 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
1683 && ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
1685 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1689 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1692 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1693 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1695 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1696 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1697 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1698 shader_addline(buffer
, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins
),
1699 dst_name
, src_name
[1], src_name
[2]);
1703 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1705 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1706 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1708 char src_name
[3][50];
1710 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1712 /* Generate input register names (with modifiers) */
1713 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1714 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1715 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1717 shader_addline(buffer
, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1718 dst_name
, src_name
[0], src_name
[2], src_name
[1]);
1721 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1722 * dst = dot2(src0, src1) + src2 */
1723 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1725 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1726 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1728 char src_name
[3][50];
1729 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1731 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1732 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1733 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1735 if(ctx
->target_version
>= NV3
)
1737 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1738 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1739 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1740 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1742 else if(ctx
->target_version
>= NV2
)
1744 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1745 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1746 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1747 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1749 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1751 * .xyxy and other swizzles that we could get with this are not valid in
1752 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1754 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1755 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1756 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1758 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1760 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1761 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1765 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1766 /* 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]
1767 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1769 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1770 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1771 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1772 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1776 /* Map the opcode 1-to-1 to the GL code */
1777 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1779 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1780 const char *instruction
;
1781 char arguments
[256], dst_str
[50];
1783 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1785 switch (ins
->handler_idx
)
1787 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1788 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1789 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1790 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1791 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1792 case WINED3DSIH_DST
: instruction
= "DST"; break;
1793 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1794 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1795 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1796 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1797 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1798 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1799 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1800 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1801 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1802 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1803 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1804 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1805 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1806 default: instruction
= "";
1807 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
1811 /* Note that shader_arb_add_dst_param() adds spaces. */
1812 arguments
[0] = '\0';
1813 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1814 for (i
= 0; i
< ins
->src_count
; ++i
)
1817 strcat(arguments
, ", ");
1818 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1819 strcat(arguments
, operand
);
1821 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1824 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
) {}
1826 static DWORD
shader_arb_select_component(DWORD swizzle
, DWORD component
)
1828 return ((swizzle
>> 2 * component
) & 0x3) * 0x55;
1831 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1833 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1834 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1835 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1836 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1837 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
1838 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
1839 const char *two
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_TWO
);
1841 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1842 char src0_param
[256];
1844 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1846 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1848 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1850 if(ctx
->target_version
>= NV2
) {
1851 shader_hw_map2gl(ins
);
1854 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1855 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1857 /* This implements the mova formula used in GLSL. The first two instructions
1858 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1862 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1864 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1865 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1867 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1868 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1870 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1871 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1872 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1873 if (shader_data
->rel_offset
)
1875 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1877 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1879 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1881 else if (reg_maps
->shader_version
.major
== 1
1882 && !shader_is_pshader_version(reg_maps
->shader_version
.type
)
1883 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1885 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1886 src0_param
[0] = '\0';
1888 if (shader_data
->rel_offset
&& ctx
->target_version
== ARB
)
1890 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1891 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1892 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1893 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1897 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1898 * with more than one component. Thus replicate the first source argument over all
1899 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1900 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1901 tmp_src
.swizzle
= shader_arb_select_component(tmp_src
.swizzle
, 0);
1902 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1903 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1906 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
[0].offset
&& pshader
)
1908 if (ctx
->ps_post_process
&& shader
->u
.ps
.color0_mov
)
1910 shader_addline(buffer
, "#mov handled in srgb write or fog code\n");
1913 shader_hw_map2gl(ins
);
1917 shader_hw_map2gl(ins
);
1921 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1923 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1924 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1927 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1928 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1930 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1932 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1934 const char *kilsrc
= "TA";
1937 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1938 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1944 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1945 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1946 * masked out components to 0(won't kill)
1948 char x
= '0', y
= '0', z
= '0', w
= '0';
1949 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1950 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1951 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1952 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1953 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1955 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1959 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1960 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1962 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1963 * or pass in any temporary register(in shader phase 2)
1965 if (ins
->ctx
->reg_maps
->shader_version
.minor
<= 3)
1966 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
[0].offset
);
1968 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1969 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1970 shader_addline(buffer
, "KIL TA;\n");
1974 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1976 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1977 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1978 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1979 ins
->ctx
->reg_maps
->shader_version
.minor
);
1980 struct wined3d_shader_src_param src
;
1984 DWORD reg_sampler_code
;
1986 BOOL swizzle_coord
= FALSE
;
1988 /* All versions have a destination register */
1989 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1991 /* 1.0-1.4: Use destination register number as texture code.
1992 2.0+: Use provided sampler number as texture code. */
1993 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1994 reg_sampler_code
= dst
->reg
.idx
[0].offset
;
1996 reg_sampler_code
= ins
->src
[1].reg
.idx
[0].offset
;
1998 /* 1.0-1.3: Use the texcoord varying.
1999 1.4+: Use provided coordinate source register. */
2000 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2001 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
2003 /* TEX is the only instruction that can handle DW and DZ natively */
2005 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
2006 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
2007 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
2011 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2012 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2013 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2015 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2018 if (reg_sampler_code
< WINED3D_MAX_TEXTURES
)
2019 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg_sampler_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2020 if (flags
& WINED3D_PSARGS_PROJECTED
)
2022 myflags
|= TEX_PROJ
;
2023 if ((flags
& ~WINED3D_PSARGS_PROJECTED
) == WINED3D_TTFF_COUNT3
)
2024 swizzle_coord
= TRUE
;
2027 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2029 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
2030 if (src_mod
== WINED3DSPSM_DZ
)
2032 swizzle_coord
= TRUE
;
2033 myflags
|= TEX_PROJ
;
2034 } else if(src_mod
== WINED3DSPSM_DW
) {
2035 myflags
|= TEX_PROJ
;
2038 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
2039 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
2044 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2045 * reg_coord is a read-only varying register, so we need a temp reg */
2046 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
2047 strcpy(reg_coord
, "TA");
2050 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
2053 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
2055 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2056 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2057 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2058 ins
->ctx
->reg_maps
->shader_version
.minor
);
2061 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2063 DWORD reg
= dst
->reg
.idx
[0].offset
;
2065 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2066 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
2070 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
2071 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2072 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
2076 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
2078 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2081 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2085 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2086 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2087 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2088 /* Move .x first in case src_str is "TA" */
2089 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
2090 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
2091 if (reg1
< WINED3D_MAX_TEXTURES
)
2093 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2094 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg1
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2096 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2099 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2101 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2103 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2107 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2108 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2109 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2110 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2111 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2112 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2115 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2117 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2121 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2122 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2123 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2124 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2127 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2129 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2130 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2131 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2132 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2133 DWORD reg_dest_code
;
2135 /* All versions have a destination register. The Tx where the texture coordinates come
2136 * from is the varying incarnation of the texture register
2138 reg_dest_code
= dst
->reg
.idx
[0].offset
;
2139 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2140 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2141 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2143 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2144 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2146 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2147 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2149 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2150 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2153 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2154 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2155 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2156 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2158 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2159 * so we can't let the GL handle this.
2161 if ((priv
->cur_ps_args
->super
.tex_transform
>> reg_dest_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
2162 & WINED3D_PSARGS_PROJECTED
)
2164 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2165 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2166 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2168 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2171 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2173 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2175 /* No src swizzles are allowed, so this is ok */
2176 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2177 src_reg
, reg_dest_code
, reg_dest_code
);
2178 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2182 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2184 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2185 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2186 char src0_name
[50], dst_name
[50];
2188 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2190 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2191 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2192 * T<reg+1> register. Use this register to store the calculated vector
2194 tmp_reg
.idx
[0].offset
= reg
+ 1;
2195 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2196 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2199 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2201 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2203 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2204 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2210 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2211 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2213 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2214 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2215 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2216 flags
= reg
< WINED3D_MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2217 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2220 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2222 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2223 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2224 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2225 char src0_name
[50], dst_name
[50];
2226 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2229 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2230 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2231 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2233 tmp_reg
.idx
[0].offset
= reg
+ 2 - tex_mx
->current_row
;
2234 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2236 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2237 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2238 dst_name
, 'x' + tex_mx
->current_row
, reg
, src0_name
);
2239 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
2242 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2244 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2245 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2247 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2248 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2250 char src0_name
[50], dst_name
[50];
2253 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2254 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2255 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2257 /* Sample the texture using the calculated coordinates */
2258 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2259 flags
= reg
< WINED3D_MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2260 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2261 tex_mx
->current_row
= 0;
2264 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2266 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2267 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2269 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2270 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2276 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2277 * components for temporary data storage
2279 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2280 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2281 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2283 /* Construct the eye-ray vector from w coordinates */
2284 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[0]);
2285 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[1]);
2286 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2288 /* Calculate reflection vector
2290 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2291 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2292 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2293 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2294 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2295 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2296 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2298 /* Sample the texture using the calculated coordinates */
2299 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2300 flags
= reg
< WINED3D_MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2301 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2302 tex_mx
->current_row
= 0;
2305 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2307 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2308 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2310 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2311 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2318 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2319 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2320 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2321 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2322 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2324 /* Calculate reflection vector.
2327 * dst_reg.xyz = 2 * --------- * N - E
2330 * Which normalizes the normal vector
2332 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2333 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2334 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2335 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2336 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2337 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2339 /* Sample the texture using the calculated coordinates */
2340 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2341 flags
= reg
< WINED3D_MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2342 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2343 tex_mx
->current_row
= 0;
2346 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2348 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2349 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2351 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2352 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2354 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2355 * which is essentially an input, is the destination register because it is the first
2356 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2357 * here(writemasks/swizzles are not valid on texdepth)
2359 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2361 /* According to the msdn, the source register(must be r5) is unusable after
2362 * the texdepth instruction, so we're free to modify it
2364 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2366 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2367 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2368 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2370 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2371 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2372 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2373 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2376 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2377 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2378 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2379 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2381 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2382 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
2386 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2387 shader_addline(buffer
, "MOV TB, 0.0;\n");
2388 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2390 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2391 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2394 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2395 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2396 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2398 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2401 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2403 /* Handle output register */
2404 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2405 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2406 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
[0].offset
, src0
);
2409 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2410 * Perform the 3rd row of a 3x3 matrix multiply */
2411 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2413 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2414 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2415 char dst_str
[50], dst_name
[50];
2419 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2420 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2421 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2422 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
[0].offset
, src0
);
2423 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2426 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2427 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2428 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2429 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2431 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2433 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2434 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2435 char src0
[50], dst_name
[50];
2437 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2438 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2440 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2441 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2442 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
[0].offset
, src0
);
2444 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2445 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2446 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2448 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2449 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2450 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2451 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2454 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2455 Vertex/Pixel shaders to ARB_vertex_program codes */
2456 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2459 int nComponents
= 0;
2460 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2461 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2462 struct wined3d_shader_instruction tmp_ins
;
2464 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2466 /* Set constants for the temporary argument */
2467 tmp_ins
.ctx
= ins
->ctx
;
2468 tmp_ins
.dst_count
= 1;
2469 tmp_ins
.dst
= &tmp_dst
;
2470 tmp_ins
.src_count
= 2;
2471 tmp_ins
.src
= tmp_src
;
2473 switch(ins
->handler_idx
)
2475 case WINED3DSIH_M4x4
:
2477 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2479 case WINED3DSIH_M4x3
:
2481 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2483 case WINED3DSIH_M3x4
:
2485 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2487 case WINED3DSIH_M3x3
:
2489 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2491 case WINED3DSIH_M3x2
:
2493 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2496 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
2500 tmp_dst
= ins
->dst
[0];
2501 tmp_src
[0] = ins
->src
[0];
2502 tmp_src
[1] = ins
->src
[1];
2503 for (i
= 0; i
< nComponents
; ++i
)
2505 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2506 shader_hw_map2gl(&tmp_ins
);
2507 ++tmp_src
[1].reg
.idx
[0].offset
;
2511 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2517 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2518 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2519 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2520 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2521 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2522 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2523 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2524 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2525 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2526 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2527 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2528 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2529 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2531 FIXME("Unknown modifier %u\n", mod
);
2535 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2537 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2538 const char *instruction
;
2539 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2540 BOOL need_abs
= FALSE
;
2545 switch(ins
->handler_idx
)
2547 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2548 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2549 case WINED3DSIH_EXPP
:
2550 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2552 instruction
= "EXP";
2556 case WINED3DSIH_EXP
:
2557 instruction
= "EX2";
2559 case WINED3DSIH_LOG
:
2560 case WINED3DSIH_LOGP
:
2561 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2562 * instruction, but notice that the output of those instructions is
2564 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2565 instruction
= "LG2";
2567 default: instruction
= "";
2568 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
2572 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2574 src0_copy
.swizzle
= shader_arb_select_component(src0_copy
.swizzle
, 3);
2576 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2577 shader_arb_get_src_param(ins
, &src0_copy
, 0, src
);
2581 shader_addline(buffer
, "ABS TA.w, %s;\n", src
);
2582 shader_addline(buffer
, "%s%s %s, TA.w;\n", instruction
, shader_arb_get_modifier(ins
), dst
);
2586 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2591 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2593 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2596 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2597 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2598 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2600 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2601 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2603 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2604 * otherwise NRM or RSQ would return NaN */
2605 if(pshader
&& priv
->target_version
>= NV3
)
2607 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2609 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2611 shader_addline(buffer
, "DP3C TA, %s, %s;\n", src_name
, src_name
);
2612 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2613 shader_addline(buffer
, "MOV %s (EQ), %s;\n", dst_name
, zero
);
2615 else if(priv
->target_version
>= NV2
)
2617 shader_addline(buffer
, "DP3C TA.x, %s, %s;\n", src_name
, src_name
);
2618 shader_addline(buffer
, "RSQ TA.x (NE), TA.x;\n");
2619 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2624 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2626 shader_addline(buffer
, "DP3 TA.x, %s, %s;\n", src_name
, src_name
);
2627 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2628 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2630 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2631 shader_addline(buffer
, "MAD TA.x, %s, TA.y, TA.x;\n", one
);
2633 shader_addline(buffer
, "RSQ TA.x, TA.x;\n");
2634 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2635 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2640 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2642 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2644 char src_name
[3][50];
2646 /* ARB_fragment_program has a convenient LRP instruction */
2647 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2648 shader_hw_map2gl(ins
);
2652 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2653 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2654 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2655 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2657 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2658 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2659 dst_name
, src_name
[0], src_name
[2]);
2662 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2664 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2665 * must contain fixed constants. So we need a separate function to filter those constants and
2668 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2669 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2670 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2672 char src_name0
[50], src_name1
[50], src_name2
[50];
2675 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2676 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2677 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2678 /* No modifiers are supported on SCS */
2679 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2681 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2683 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2684 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2686 } else if(priv
->target_version
>= NV2
) {
2687 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2689 /* Sincos writemask must be .x, .y or .xy */
2690 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2691 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2692 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2693 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2695 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2696 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2698 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2699 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2701 * The constants we get are:
2703 * +1 +1, -1 -1 +1 +1 -1 -1
2704 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2705 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2707 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2711 * (x/2)^4 = x^4 / 16
2712 * (x/2)^5 = x^5 / 32
2715 * To get the final result:
2716 * sin(x) = 2 * sin(x/2) * cos(x/2)
2717 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2718 * (from sin(x+y) and cos(x+y) rules)
2720 * As per MSDN, dst.z is undefined after the operation, and so is
2721 * dst.x and dst.y if they're masked out by the writemask. Ie
2722 * sincos dst.y, src1, c0, c1
2723 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2724 * vsa.exe also stops with an error if the dest register is the same register as the source
2725 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2726 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2728 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2729 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2730 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2732 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2733 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2734 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2735 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2736 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2737 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2741 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2742 * properly merge that with MULs in the code above?
2743 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2744 * we can merge the sine and cosine MAD rows to calculate them together.
2746 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2747 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2748 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2749 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2752 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2753 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2754 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2756 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2758 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2759 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2761 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2763 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2764 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2769 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2771 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2774 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2776 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2777 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2779 /* SGN is only valid in vertex shaders */
2780 if(ctx
->target_version
>= NV2
) {
2781 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2785 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2786 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2788 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2789 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2791 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2792 * Then use TA, and calculate the final result
2794 * Not reading from TA? Store the first result in TA to avoid overwriting the
2795 * destination if src reg = dst reg
2797 if(strstr(src_name
, "TA"))
2799 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2800 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2801 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2805 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2806 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2807 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2812 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2814 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2820 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2821 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2822 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2824 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2825 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2828 static void shader_hw_pow(const struct wined3d_shader_instruction
*ins
)
2830 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2831 char src0
[50], src1
[50], dst
[50];
2832 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2833 BOOL need_abs
= FALSE
;
2834 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2835 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2837 /* POW operates on the absolute value of the input */
2838 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2840 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2841 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2842 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2845 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
2847 shader_addline(buffer
, "MOV TA.x, %s;\n", src0
);
2849 if (priv
->target_version
>= NV2
)
2851 shader_addline(buffer
, "MOVC TA.y, %s;\n", src1
);
2852 shader_addline(buffer
, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins
), dst
);
2853 shader_addline(buffer
, "MOV %s (EQ.y), %s;\n", dst
, one
);
2857 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2858 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2860 shader_addline(buffer
, "ABS TA.y, %s;\n", src1
);
2861 shader_addline(buffer
, "SGE TA.y, -TA.y, %s;\n", zero
);
2862 /* Possibly add flt_eps to avoid getting float special values */
2863 shader_addline(buffer
, "MAD TA.z, TA.y, %s, %s;\n", flt_eps
, src1
);
2864 shader_addline(buffer
, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins
));
2865 shader_addline(buffer
, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2866 shader_addline(buffer
, "MAD %s, TA.y, %s, TA.x;\n", dst
, one
);
2870 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2872 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2874 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2877 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2881 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2882 struct list
*e
= list_head(&priv
->control_frames
);
2883 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2885 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2886 /* The constant loader makes sure to load -1 into iX.w */
2887 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2888 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2889 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2893 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2897 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2899 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2901 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2903 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2905 /* The constant loader makes sure to load -1 into iX.w */
2908 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2909 struct list
*e
= list_head(&priv
->control_frames
);
2910 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2912 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2914 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2915 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2916 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2920 shader_addline(buffer
, "REP %s;\n", src_name
);
2924 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2926 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2927 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2931 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2932 struct list
*e
= list_head(&priv
->control_frames
);
2933 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2935 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2936 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2937 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2939 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2943 shader_addline(buffer
, "ENDLOOP;\n");
2947 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2949 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2950 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2954 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2955 struct list
*e
= list_head(&priv
->control_frames
);
2956 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2958 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2959 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2960 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2962 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2966 shader_addline(buffer
, "ENDREP;\n");
2970 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2972 struct control_frame
*control_frame
;
2974 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2976 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2978 ERR("Could not find loop for break\n");
2982 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2984 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2985 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2986 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2990 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2994 shader_addline(buffer
, "BRK;\n");
2998 static const char *get_compare(enum wined3d_shader_rel_op op
)
3002 case WINED3D_SHADER_REL_OP_GT
: return "GT";
3003 case WINED3D_SHADER_REL_OP_EQ
: return "EQ";
3004 case WINED3D_SHADER_REL_OP_GE
: return "GE";
3005 case WINED3D_SHADER_REL_OP_LT
: return "LT";
3006 case WINED3D_SHADER_REL_OP_NE
: return "NE";
3007 case WINED3D_SHADER_REL_OP_LE
: return "LE";
3009 FIXME("Unrecognized operator %#x.\n", op
);
3014 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op op
)
3018 case WINED3D_SHADER_REL_OP_GT
: return WINED3D_SHADER_REL_OP_LE
;
3019 case WINED3D_SHADER_REL_OP_EQ
: return WINED3D_SHADER_REL_OP_NE
;
3020 case WINED3D_SHADER_REL_OP_GE
: return WINED3D_SHADER_REL_OP_LT
;
3021 case WINED3D_SHADER_REL_OP_LT
: return WINED3D_SHADER_REL_OP_GE
;
3022 case WINED3D_SHADER_REL_OP_NE
: return WINED3D_SHADER_REL_OP_EQ
;
3023 case WINED3D_SHADER_REL_OP_LE
: return WINED3D_SHADER_REL_OP_GT
;
3025 FIXME("Unrecognized operator %#x.\n", op
);
3030 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
3032 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3033 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3034 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
3037 const char *comp
= get_compare(ins
->flags
);
3039 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3040 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3044 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3045 * away the subtraction result
3047 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3048 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
3052 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3053 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
3057 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
3059 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3060 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3061 struct list
*e
= list_head(&priv
->control_frames
);
3062 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3066 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3068 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3069 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3073 /* Invert the flag. We jump to the else label if the condition is NOT true */
3074 comp
= get_compare(invert_compare(ins
->flags
));
3075 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3076 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3080 comp
= get_compare(ins
->flags
);
3081 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3082 shader_addline(buffer
, "IF %s.x;\n", comp
);
3086 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3088 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3089 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3090 struct list
*e
= list_head(&priv
->control_frames
);
3091 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3092 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3096 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3097 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3098 control_frame
->had_else
= TRUE
;
3102 shader_addline(buffer
, "ELSE;\n");
3106 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3108 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3109 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3110 struct list
*e
= list_head(&priv
->control_frames
);
3111 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3112 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3116 if(control_frame
->had_else
)
3118 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3122 shader_addline(buffer
, "#No else branch. else is endif\n");
3123 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3128 shader_addline(buffer
, "ENDIF;\n");
3132 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3134 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3136 char reg_src
[3][40];
3137 WORD flags
= TEX_DERIV
;
3139 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3140 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3141 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3142 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3144 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3145 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3147 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3150 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3152 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3155 WORD flags
= TEX_LOD
;
3157 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3158 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3160 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3161 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3163 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3166 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3168 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3169 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3171 priv
->in_main_func
= FALSE
;
3172 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3173 * subroutine, don't generate a label that will make GL complain
3175 if(priv
->target_version
== ARB
) return;
3177 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
[0].offset
);
3180 static void vshader_add_footer(struct shader_arb_ctx_priv
*priv_ctx
,
3181 const struct arb_vshader_private
*shader_data
, const struct arb_vs_compile_args
*args
,
3182 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
,
3183 struct wined3d_string_buffer
*buffer
)
3187 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3188 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3189 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3190 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3192 if (args
->super
.fog_src
== VS_FOG_Z
)
3194 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3200 /* posFixup.x is always 1.0, so we can safely use it */
3201 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3205 /* Clamp fogcoord */
3206 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
3207 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
3209 shader_addline(buffer
, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one
);
3210 shader_addline(buffer
, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero
);
3214 /* Clipplanes are always stored without y inversion */
3215 if (use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3217 if (args
->super
.clip_enabled
)
3219 for (i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3221 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3225 else if (args
->clip
.boolclip
.clip_texcoord
)
3227 static const char component
[4] = {'x', 'y', 'z', 'w'};
3228 unsigned int cur_clip
= 0;
3229 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3231 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
3233 if (args
->clip
.boolclip
.clipplane_mask
& (1u << i
))
3235 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3236 component
[cur_clip
++], i
);
3242 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3245 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3248 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3251 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3254 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3255 args
->clip
.boolclip
.clip_texcoord
- 1);
3258 /* Write the final position.
3260 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3261 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3262 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3263 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3265 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
3267 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3268 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3269 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3271 /* Z coord [0;1]->[-1;1] mapping, see comment in
3272 * get_projection_matrix() in utils.c. */
3273 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
3275 const char *two
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_TWO
);
3276 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two
);
3280 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3281 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3285 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3287 priv_ctx
->footer_written
= TRUE
;
3290 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3292 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3293 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3294 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3295 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3297 if(priv
->target_version
== ARB
) return;
3301 if (priv
->in_main_func
) vshader_add_footer(priv
, shader
->backend_data
,
3302 priv
->cur_vs_args
, ins
->ctx
->reg_maps
, priv
->gl_info
, buffer
);
3305 shader_addline(buffer
, "RET;\n");
3308 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3310 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3311 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
[0].offset
);
3314 static BOOL
shader_arb_compile(const struct wined3d_gl_info
*gl_info
, GLenum target
, const char *src
)
3316 const char *ptr
, *line
;
3319 if (TRACE_ON(d3d_shader
))
3322 while ((line
= get_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
3325 GL_EXTCALL(glProgramStringARB(target
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(src
), src
));
3326 checkGLcall("glProgramStringARB()");
3328 if (FIXME_ON(d3d_shader
))
3330 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3333 FIXME_(d3d_shader
)("Program error at position %d: %s\n\n", pos
,
3334 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3336 while ((line
= get_line(&ptr
))) FIXME_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
3337 FIXME_(d3d_shader
)("\n");
3343 if (WARN_ON(d3d_perf
))
3345 GL_EXTCALL(glGetProgramivARB(target
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3346 checkGLcall("glGetProgramivARB()");
3348 WARN_(d3d_perf
)("Program exceeds native resource limits.\n");
3354 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer
*buffer
, const char *fragcolor
,
3355 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3357 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3361 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3362 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1
, fragcolor
);
3363 /* Calculate the > 0.0031308 case */
3364 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3365 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3366 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3367 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor
, fragcolor
);
3368 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor
, fragcolor
);
3369 /* Calculate the < case */
3370 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor
, fragcolor
);
3374 /* Calculate the > 0.0031308 case */
3375 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1
, fragcolor
);
3376 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1
, fragcolor
);
3377 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1
, fragcolor
);
3378 shader_addline(buffer
, "MUL %s, %s, srgb_consts0.y;\n", tmp1
, tmp1
);
3379 shader_addline(buffer
, "SUB %s, %s, srgb_consts0.z;\n", tmp1
, tmp1
);
3380 /* Calculate the < case */
3381 shader_addline(buffer
, "MUL %s, srgb_consts0.w, %s;\n", tmp2
, fragcolor
);
3382 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3383 shader_addline(buffer
, "SLT %s, srgb_consts1.x, %s;\n", tmp3
, fragcolor
);
3384 shader_addline(buffer
, "SGE %s, srgb_consts1.x, %s;\n", tmp4
, fragcolor
);
3385 /* Store the components > 0.0031308 in the destination */
3386 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3387 /* Add the components that are < 0.0031308 */
3388 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3389 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3390 * result.color writes(.rgb first, then .a), or handle overwriting already written
3391 * components. The assembler uses a temporary register in this case, which is usually
3392 * not allocated from one of our registers that were used earlier.
3395 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3398 static const DWORD
*find_loop_control_values(const struct wined3d_shader
*shader
, DWORD idx
)
3400 const struct wined3d_shader_lconst
*constant
;
3402 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3404 if (constant
->idx
== idx
)
3406 return constant
->value
;
3412 static void init_ps_input(const struct wined3d_shader
*shader
,
3413 const struct arb_ps_compile_args
*args
, struct shader_arb_ctx_priv
*priv
)
3415 static const char * const texcoords
[8] =
3417 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3418 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3421 const struct wined3d_shader_signature_element
*input
;
3422 const char *semantic_name
;
3425 if (args
->super
.vp_mode
== WINED3D_VP_MODE_SHADER
)
3427 /* That one is easy. The vertex shaders provide v0-v7 in
3428 * fragment.texcoord and v8 and v9 in fragment.color. */
3429 for (i
= 0; i
< 8; ++i
)
3431 priv
->ps_input
[i
] = texcoords
[i
];
3433 priv
->ps_input
[8] = "fragment.color.primary";
3434 priv
->ps_input
[9] = "fragment.color.secondary";
3438 /* The fragment shader has to collect the varyings on its own. In any case
3439 * properly load color0 and color1. In the case of pre-transformed
3440 * vertices also load texture coordinates. Set other attributes to 0.0.
3442 * For fixed-function this behavior is correct, according to the tests.
3443 * For pre-transformed we'd either need a replacement shader that can load
3444 * other attributes like BINORMAL, or load the texture coordinate
3445 * attribute pointers to match the fragment shader signature. */
3446 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3448 input
= &shader
->input_signature
.elements
[i
];
3449 if (!(semantic_name
= input
->semantic_name
))
3451 semantic_idx
= input
->semantic_idx
;
3453 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
3456 priv
->ps_input
[input
->register_idx
] = "fragment.color.primary";
3457 else if (semantic_idx
== 1)
3458 priv
->ps_input
[input
->register_idx
] = "fragment.color.secondary";
3460 priv
->ps_input
[input
->register_idx
] = "0.0";
3462 else if (args
->super
.vp_mode
== WINED3D_VP_MODE_FF
)
3464 priv
->ps_input
[input
->register_idx
] = "0.0";
3466 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
3468 if (semantic_idx
< 8)
3469 priv
->ps_input
[input
->register_idx
] = texcoords
[semantic_idx
];
3471 priv
->ps_input
[input
->register_idx
] = "0.0";
3473 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
3476 priv
->ps_input
[input
->register_idx
] = "fragment.fogcoord";
3478 priv
->ps_input
[input
->register_idx
] = "0.0";
3482 priv
->ps_input
[input
->register_idx
] = "0.0";
3485 TRACE("v%u, semantic %s%u is %s\n", input
->register_idx
,
3486 semantic_name
, semantic_idx
, priv
->ps_input
[input
->register_idx
]);
3490 static void arbfp_add_linear_fog(struct wined3d_string_buffer
*buffer
,
3491 const char *fragcolor
, const char *tmp
)
3493 shader_addline(buffer
, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp
);
3494 shader_addline(buffer
, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp
, tmp
);
3495 shader_addline(buffer
, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor
, tmp
, fragcolor
);
3498 /* Context activation is done by the caller. */
3499 static GLuint
shader_arb_generate_pshader(const struct wined3d_shader
*shader
,
3500 const struct wined3d_gl_info
*gl_info
, struct wined3d_string_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
= &shader
->reg_maps
;
3506 DWORD next_local
= 0;
3507 struct shader_arb_ctx_priv priv_ctx
;
3508 BOOL dcl_td
= FALSE
;
3509 BOOL want_nv_prog
= FALSE
;
3510 struct arb_pshader_private
*shader_priv
= shader
->backend_data
;
3512 BOOL custom_linear_fog
= FALSE
;
3516 unsigned int i
, found
= 0;
3518 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3521 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3522 || (reg_maps
->shader_version
.major
< 2 && !i
))
3525 sprintf(srgbtmp
[found
], "R%u", i
);
3527 if (found
== 4) break;
3532 sprintf(srgbtmp
[0], "TA");
3533 sprintf(srgbtmp
[1], "TB");
3534 sprintf(srgbtmp
[2], "TC");
3535 sprintf(srgbtmp
[3], "TD");
3539 sprintf(srgbtmp
[1], "TA");
3540 sprintf(srgbtmp
[2], "TB");
3541 sprintf(srgbtmp
[3], "TC");
3544 sprintf(srgbtmp
[2], "TA");
3545 sprintf(srgbtmp
[3], "TB");
3548 sprintf(srgbtmp
[3], "TA");
3554 /* Create the hw ARB shader */
3555 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3556 priv_ctx
.gl_info
= gl_info
;
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(shader
, args
, &priv_ctx
);
3561 list_init(&priv_ctx
.control_frames
);
3562 priv_ctx
.ps_post_process
= args
->super
.srgb_correction
;
3564 /* Avoid enabling NV_fragment_program* if we do not need it.
3566 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3567 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3568 * is faster than what we gain from using higher native instructions. There are some things though
3569 * that cannot be emulated. In that case enable the extensions.
3570 * If the extension is enabled, instruction handlers that support both ways will use it.
3572 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3573 * So enable the best we can get.
3575 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3576 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3578 want_nv_prog
= TRUE
;
3581 shader_addline(buffer
, "!!ARBfp1.0\n");
3582 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3584 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3585 priv_ctx
.target_version
= NV3
;
3587 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3589 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3590 priv_ctx
.target_version
= NV2
;
3594 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3597 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3600 priv_ctx
.target_version
= ARB
;
3603 if (reg_maps
->rt_mask
> 1)
3605 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3608 if (reg_maps
->shader_version
.major
< 3)
3610 switch (args
->super
.fog
)
3612 case WINED3D_FFP_PS_FOG_OFF
:
3614 case WINED3D_FFP_PS_FOG_LINEAR
:
3615 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_ARB_FOG
)
3617 custom_linear_fog
= TRUE
;
3618 priv_ctx
.ps_post_process
= TRUE
;
3621 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3623 case WINED3D_FFP_PS_FOG_EXP
:
3624 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3626 case WINED3D_FFP_PS_FOG_EXP2
:
3627 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3632 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3633 * unused temps away(but occupies them for the whole shader if they're used once). Always
3634 * declaring them avoids tricky bookkeeping work
3636 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3637 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3638 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3639 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3640 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3641 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3642 wined3d_ftoa(eps
, ftoa_tmp
);
3643 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp
);
3645 if (reg_maps
->shader_version
.major
< 2)
3647 strcpy(fragcolor
, "R0");
3651 if (priv_ctx
.ps_post_process
)
3653 if (shader
->u
.ps
.color0_mov
)
3655 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3659 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3660 strcpy(fragcolor
, "TMP_COLOR");
3663 strcpy(fragcolor
, "result.color");
3667 if (args
->super
.srgb_correction
)
3669 shader_addline(buffer
, "PARAM srgb_consts0 = ");
3670 shader_arb_append_imm_vec4(buffer
, &wined3d_srgb_const
[0].x
);
3671 shader_addline(buffer
, ";\n");
3672 shader_addline(buffer
, "PARAM srgb_consts1 = ");
3673 shader_arb_append_imm_vec4(buffer
, &wined3d_srgb_const
[1].x
);
3674 shader_addline(buffer
, ";\n");
3677 /* Base Declarations */
3678 shader_generate_arb_declarations(shader
, reg_maps
, buffer
, gl_info
, NULL
, &priv_ctx
);
3680 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3682 unsigned char bump_const
;
3684 if (!(map
& 1)) continue;
3686 bump_const
= compiled
->numbumpenvmatconsts
;
3687 compiled
->bumpenvmatconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3688 compiled
->bumpenvmatconst
[bump_const
].texunit
= i
;
3689 compiled
->luminanceconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3690 compiled
->luminanceconst
[bump_const
].texunit
= i
;
3692 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3693 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3694 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3695 * textures due to conditional NP2 restrictions)
3697 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3698 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3699 * their location is shader dependent anyway and they cannot be loaded globally.
3701 compiled
->bumpenvmatconst
[bump_const
].const_num
= next_local
++;
3702 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3703 i
, compiled
->bumpenvmatconst
[bump_const
].const_num
);
3704 compiled
->numbumpenvmatconsts
= bump_const
+ 1;
3706 if (!(reg_maps
->luminanceparams
& (1u << i
)))
3709 compiled
->luminanceconst
[bump_const
].const_num
= next_local
++;
3710 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3711 i
, compiled
->luminanceconst
[bump_const
].const_num
);
3714 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
3716 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3717 if (reg_maps
->integer_constants
& (1u << i
) && priv_ctx
.target_version
>= NV2
)
3719 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
3723 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3724 control_values
[0], control_values
[1], control_values
[2]);
3728 compiled
->int_consts
[i
] = next_local
;
3729 compiled
->num_int_consts
++;
3730 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3735 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3737 compiled
->ycorrection
= next_local
;
3738 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3742 shader_addline(buffer
, "TEMP vpos;\n");
3743 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3744 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3745 * ycorrection.z: 1.0
3746 * ycorrection.w: 0.0
3748 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3749 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3754 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3757 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3758 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3759 * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3760 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3761 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3762 * shader compilation errors and the subsequent errors when drawing with this shader. */
3763 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3764 unsigned char cur_fixup_sampler
= 0;
3766 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3767 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3768 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3770 fixup
->offset
= next_local
;
3771 fixup
->super
.active
= 0;
3773 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3775 if (!(map
& (1u << i
)))
3778 if (fixup
->offset
+ (cur_fixup_sampler
>> 1) < max_lconsts
)
3780 fixup
->super
.active
|= (1u << i
);
3781 fixup
->super
.idx
[i
] = cur_fixup_sampler
++;
3785 FIXME("No free constant found to load NP2 fixup data into shader. "
3786 "Sampling from this texture will probably look wrong.\n");
3791 fixup
->super
.num_consts
= (cur_fixup_sampler
+ 1) >> 1;
3792 if (fixup
->super
.num_consts
) {
3793 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3794 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3798 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3800 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3803 /* Base Shader Body */
3804 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
3807 if(args
->super
.srgb_correction
) {
3808 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3809 priv_ctx
.target_version
>= NV2
);
3812 if (custom_linear_fog
)
3813 arbfp_add_linear_fog(buffer
, fragcolor
, "TA");
3815 if(strcmp(fragcolor
, "result.color")) {
3816 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3818 shader_addline(buffer
, "END\n");
3820 /* TODO: change to resource.glObjectHandle or something like that */
3821 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3823 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3824 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3826 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3827 if (!shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
->buffer
))
3833 static int compare_sig(const struct wined3d_shader_signature
*sig1
, const struct wined3d_shader_signature
*sig2
)
3838 if (sig1
->element_count
!= sig2
->element_count
)
3839 return sig1
->element_count
< sig2
->element_count
? -1 : 1;
3841 for (i
= 0; i
< sig1
->element_count
; ++i
)
3843 const struct wined3d_shader_signature_element
*e1
, *e2
;
3845 e1
= &sig1
->elements
[i
];
3846 e2
= &sig2
->elements
[i
];
3848 if (!e1
->semantic_name
|| !e2
->semantic_name
)
3850 /* Compare pointers, not contents. One string is NULL (element
3851 * does not exist), the other one is not NULL. */
3852 if (e1
->semantic_name
!= e2
->semantic_name
)
3853 return e1
->semantic_name
< e2
->semantic_name
? -1 : 1;
3857 if ((ret
= strcmp(e1
->semantic_name
, e2
->semantic_name
)))
3859 if (e1
->semantic_idx
!= e2
->semantic_idx
)
3860 return e1
->semantic_idx
< e2
->semantic_idx
? -1 : 1;
3861 if (e1
->sysval_semantic
!= e2
->sysval_semantic
)
3862 return e1
->sysval_semantic
< e2
->sysval_semantic
? -1 : 1;
3863 if (e1
->component_type
!= e2
->component_type
)
3864 return e1
->component_type
< e2
->component_type
? -1 : 1;
3865 if (e1
->register_idx
!= e2
->register_idx
)
3866 return e1
->register_idx
< e2
->register_idx
? -1 : 1;
3867 if (e1
->mask
!= e2
->mask
)
3868 return e1
->mask
< e2
->mask
? -1 : 1;
3873 static void clone_sig(struct wined3d_shader_signature
*new, const struct wined3d_shader_signature
*sig
)
3878 new->element_count
= sig
->element_count
;
3879 new->elements
= heap_calloc(new->element_count
, sizeof(*new->elements
));
3880 for (i
= 0; i
< sig
->element_count
; ++i
)
3882 new->elements
[i
] = sig
->elements
[i
];
3884 if (!new->elements
[i
].semantic_name
)
3887 /* Clone the semantic string */
3888 name
= heap_alloc(strlen(sig
->elements
[i
].semantic_name
) + 1);
3889 strcpy(name
, sig
->elements
[i
].semantic_name
);
3890 new->elements
[i
].semantic_name
= name
;
3894 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature
*sig
)
3896 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3897 struct ps_signature
*found_sig
;
3901 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3902 TRACE("Found existing signature %u\n", found_sig
->idx
);
3903 return found_sig
->idx
;
3905 found_sig
= heap_alloc_zero(sizeof(*found_sig
));
3906 clone_sig(&found_sig
->sig
, sig
);
3907 found_sig
->idx
= priv
->ps_sig_number
++;
3908 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3909 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3911 ERR("Failed to insert program entry.\n");
3913 return found_sig
->idx
;
3916 static void init_output_registers(const struct wined3d_shader
*shader
,
3917 const struct wined3d_shader_signature
*ps_input_sig
,
3918 struct shader_arb_ctx_priv
*priv_ctx
, struct arb_vs_compiled_shader
*compiled
)
3921 static const char * const texcoords
[8] =
3923 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3924 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3926 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3927 * and varying 9 to result.color.secondary
3929 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
3931 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3932 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3933 "result.color.primary", "result.color.secondary"
3938 TRACE("Pixel shader uses builtin varyings\n");
3939 /* Map builtins to builtins */
3940 for(i
= 0; i
< 8; i
++)
3942 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3944 priv_ctx
->color_output
[0] = "result.color.primary";
3945 priv_ctx
->color_output
[1] = "result.color.secondary";
3946 priv_ctx
->fog_output
= "TMP_FOGCOORD";
3948 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3949 for (i
= 0; i
< shader
->output_signature
.element_count
; ++i
)
3951 const struct wined3d_shader_signature_element
*output
= &shader
->output_signature
.elements
[i
];
3953 if (!output
->semantic_name
)
3956 if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_POSITION
))
3958 TRACE("o%u is TMP_OUT\n", output
->register_idx
);
3959 if (!output
->semantic_idx
)
3960 priv_ctx
->vs_output
[output
->register_idx
] = "TMP_OUT";
3962 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
3964 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
3966 TRACE("o%u is result.pointsize\n", output
->register_idx
);
3967 if (!output
->semantic_idx
)
3968 priv_ctx
->vs_output
[output
->register_idx
] = "result.pointsize";
3970 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
3972 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_COLOR
))
3974 TRACE("o%u is result.color.?, idx %u\n", output
->register_idx
, output
->semantic_idx
);
3975 if (!output
->semantic_idx
)
3976 priv_ctx
->vs_output
[output
->register_idx
] = "result.color.primary";
3977 else if (output
->semantic_idx
== 1)
3978 priv_ctx
->vs_output
[output
->register_idx
] = "result.color.secondary";
3979 else priv_ctx
->vs_output
[output
->register_idx
] = "TA";
3981 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
3983 TRACE("o%u is result.texcoord[%u]\n", output
->register_idx
, output
->semantic_idx
);
3984 if (output
->semantic_idx
>= 8)
3985 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
3987 priv_ctx
->vs_output
[output
->register_idx
] = texcoords
[output
->semantic_idx
];
3989 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_FOG
))
3991 TRACE("o%u is result.fogcoord\n", output
->register_idx
);
3992 if (output
->semantic_idx
> 0)
3993 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
3995 priv_ctx
->vs_output
[output
->register_idx
] = "result.fogcoord";
3999 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4005 TRACE("Pixel shader uses declared varyings\n");
4007 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4008 for(i
= 0; i
< 8; i
++)
4010 priv_ctx
->texcrd_output
[i
] = "TA";
4012 priv_ctx
->color_output
[0] = "TA";
4013 priv_ctx
->color_output
[1] = "TA";
4014 priv_ctx
->fog_output
= "TA";
4016 for (i
= 0; i
< ps_input_sig
->element_count
; ++i
)
4018 const struct wined3d_shader_signature_element
*input
= &ps_input_sig
->elements
[i
];
4020 if (!input
->semantic_name
)
4023 /* If a declared input register is not written by builtin arguments, don't write to it.
4024 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4026 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4027 * to TMP_OUT in any case
4029 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4031 if (input
->semantic_idx
< 8)
4032 priv_ctx
->texcrd_output
[input
->semantic_idx
] = decl_idx_to_string
[input
->register_idx
];
4034 else if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4036 if (input
->semantic_idx
< 2)
4037 priv_ctx
->color_output
[input
->semantic_idx
] = decl_idx_to_string
[input
->register_idx
];
4039 else if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_FOG
))
4041 if (!input
->semantic_idx
)
4042 priv_ctx
->fog_output
= decl_idx_to_string
[input
->register_idx
];
4049 if (!strcmp(decl_idx_to_string
[input
->register_idx
], "result.color.primary")
4050 || !strcmp(decl_idx_to_string
[input
->register_idx
], "result.color.secondary"))
4052 compiled
->need_color_unclamp
= TRUE
;
4056 /* Map declared to declared */
4057 for (i
= 0; i
< shader
->output_signature
.element_count
; ++i
)
4059 const struct wined3d_shader_signature_element
*output
= &shader
->output_signature
.elements
[i
];
4061 /* Write unread output to TA to throw them away */
4062 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4064 if (!output
->semantic_name
)
4067 if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !output
->semantic_idx
)
4069 priv_ctx
->vs_output
[output
->register_idx
] = "TMP_OUT";
4072 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && !output
->semantic_idx
)
4074 priv_ctx
->vs_output
[output
->register_idx
] = "result.pointsize";
4078 for (j
= 0; j
< ps_input_sig
->element_count
; ++j
)
4080 const struct wined3d_shader_signature_element
*input
= &ps_input_sig
->elements
[j
];
4082 if (!input
->semantic_name
)
4085 if (!strcmp(input
->semantic_name
, output
->semantic_name
)
4086 && input
->semantic_idx
== output
->semantic_idx
)
4088 priv_ctx
->vs_output
[output
->register_idx
] = decl_idx_to_string
[input
->register_idx
];
4090 if (!strcmp(priv_ctx
->vs_output
[output
->register_idx
], "result.color.primary")
4091 || !strcmp(priv_ctx
->vs_output
[output
->register_idx
], "result.color.secondary"))
4093 compiled
->need_color_unclamp
= TRUE
;
4100 /* Context activation is done by the caller. */
4101 static GLuint
shader_arb_generate_vshader(const struct wined3d_shader
*shader
,
4102 const struct wined3d_gl_info
*gl_info
, struct wined3d_string_buffer
*buffer
,
4103 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
,
4104 const struct wined3d_shader_signature
*ps_input_sig
)
4106 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4107 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4109 DWORD next_local
= 0;
4110 struct shader_arb_ctx_priv priv_ctx
;
4113 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4114 priv_ctx
.gl_info
= gl_info
;
4115 priv_ctx
.cur_vs_args
= args
;
4116 list_init(&priv_ctx
.control_frames
);
4117 init_output_registers(shader
, ps_input_sig
, &priv_ctx
, compiled
);
4119 /* Create the hw ARB shader */
4120 shader_addline(buffer
, "!!ARBvp1.0\n");
4122 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4123 * mesurable performance penalty, and we can always make use of it for clipplanes.
4125 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4127 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4128 priv_ctx
.target_version
= NV3
;
4129 shader_addline(buffer
, "ADDRESS aL;\n");
4131 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4133 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4134 priv_ctx
.target_version
= NV2
;
4135 shader_addline(buffer
, "ADDRESS aL;\n");
4137 priv_ctx
.target_version
= ARB
;
4140 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4142 shader_addline(buffer
, "TEMP TMP_FOGCOORD;\n");
4143 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
4146 wined3d_ftoa(eps
, ftoa_tmp
);
4147 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp
);
4149 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
))
4151 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data
->rel_offset
);
4152 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4155 shader_addline(buffer
, "TEMP TA;\n");
4156 shader_addline(buffer
, "TEMP TB;\n");
4158 /* Base Declarations */
4159 shader_generate_arb_declarations(shader
, reg_maps
, buffer
, gl_info
,
4160 &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4162 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
4164 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4165 if (reg_maps
->integer_constants
& (1u << i
) && priv_ctx
.target_version
>= NV2
)
4167 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
4171 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4172 control_values
[0], control_values
[1], control_values
[2]);
4176 compiled
->int_consts
[i
] = next_local
;
4177 compiled
->num_int_consts
++;
4178 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4183 /* We need a constant to fixup the final position */
4184 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4185 compiled
->pos_fixup
= next_local
++;
4187 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4188 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4189 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4190 * a replacement shader depend on the texcoord.w being set properly.
4192 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4193 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4194 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4195 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4196 * this can eat a number of instructions, so skip it unless this cap is set as well
4198 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4200 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4201 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4204 /* The shader starts with the main function */
4205 priv_ctx
.in_main_func
= TRUE
;
4206 /* Base Shader Body */
4207 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
4210 if (!priv_ctx
.footer_written
) vshader_add_footer(&priv_ctx
,
4211 shader_data
, args
, reg_maps
, gl_info
, buffer
);
4213 shader_addline(buffer
, "END\n");
4215 /* TODO: change to resource.glObjectHandle or something like that */
4216 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4218 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4219 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4221 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4222 if (!shader_arb_compile(gl_info
, GL_VERTEX_PROGRAM_ARB
, buffer
->buffer
))
4228 /* Context activation is done by the caller. */
4229 static struct arb_ps_compiled_shader
*find_arb_pshader(struct wined3d_context_gl
*context_gl
,
4230 struct wined3d_shader
*shader
, const struct arb_ps_compile_args
*args
)
4232 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4233 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4234 struct wined3d_device
*device
= shader
->device
;
4237 struct arb_ps_compiled_shader
*new_array
;
4238 struct wined3d_string_buffer buffer
;
4239 struct arb_pshader_private
*shader_data
;
4242 if (!shader
->backend_data
)
4244 struct shader_arb_priv
*priv
= device
->shader_priv
;
4246 shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
));
4247 shader_data
= shader
->backend_data
;
4248 shader_data
->clamp_consts
= shader
->reg_maps
.shader_version
.major
== 1;
4250 if (shader
->reg_maps
.shader_version
.major
< 3)
4251 shader_data
->input_signature_idx
= ~0U;
4253 shader_data
->input_signature_idx
= find_input_signature(priv
, &shader
->input_signature
);
4255 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4257 if (!d3d_info
->vs_clipping
)
4258 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->reg_maps
,
4259 d3d_info
->limits
.ffp_blend_stages
- 1);
4261 shader_data
->clipplane_emulation
= ~0U;
4263 shader_data
= shader
->backend_data
;
4265 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4266 * so a linear search is more performant than a hashmap or a binary search
4267 * (cache coherency etc)
4269 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4271 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4272 return &shader_data
->gl_shaders
[i
];
4275 TRACE("No matching GL shader found, compiling a new shader\n");
4276 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4277 if (shader_data
->num_gl_shaders
)
4279 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4280 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4281 new_size
* sizeof(*shader_data
->gl_shaders
));
4285 new_array
= heap_alloc_zero(sizeof(*shader_data
->gl_shaders
));
4290 ERR("Out of memory\n");
4293 shader_data
->gl_shaders
= new_array
;
4294 shader_data
->shader_array_size
= new_size
;
4297 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4299 if (!string_buffer_init(&buffer
))
4301 ERR("Failed to initialize shader buffer.\n");
4305 ret
= shader_arb_generate_pshader(shader
, gl_info
, &buffer
, args
,
4306 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4307 string_buffer_free(&buffer
);
4308 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4310 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4313 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4314 const DWORD use_map
, BOOL skip_int
) {
4315 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4316 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4317 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4318 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4319 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4320 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4321 if(skip_int
) return TRUE
;
4323 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4326 static struct arb_vs_compiled_shader
*find_arb_vshader(struct wined3d_shader
*shader
,
4327 const struct wined3d_gl_info
*gl_info
, DWORD use_map
, const struct arb_vs_compile_args
*args
,
4328 const struct wined3d_shader_signature
*ps_input_sig
)
4332 struct arb_vs_compiled_shader
*new_array
;
4333 struct wined3d_string_buffer buffer
;
4334 struct arb_vshader_private
*shader_data
;
4337 if (!shader
->backend_data
)
4339 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4341 shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
));
4342 shader_data
= shader
->backend_data
;
4344 if ((gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
4345 && reg_maps
->min_rel_offset
<= reg_maps
->max_rel_offset
)
4347 if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 127)
4349 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4350 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4351 FIXME("Min: %u, Max: %u.\n", reg_maps
->min_rel_offset
, reg_maps
->max_rel_offset
);
4353 else if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 63)
4354 shader_data
->rel_offset
= reg_maps
->min_rel_offset
+ 63;
4355 else if (reg_maps
->max_rel_offset
> 63)
4356 shader_data
->rel_offset
= reg_maps
->min_rel_offset
;
4359 shader_data
= shader
->backend_data
;
4361 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4362 * so a linear search is more performant than a hashmap or a binary search
4363 * (cache coherency etc)
4365 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4366 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4367 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4369 return &shader_data
->gl_shaders
[i
];
4373 TRACE("No matching GL shader found, compiling a new shader\n");
4375 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4376 if (shader_data
->num_gl_shaders
)
4378 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4379 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4380 new_size
* sizeof(*shader_data
->gl_shaders
));
4384 new_array
= heap_alloc_zero(sizeof(*shader_data
->gl_shaders
));
4389 ERR("Out of memory\n");
4392 shader_data
->gl_shaders
= new_array
;
4393 shader_data
->shader_array_size
= new_size
;
4396 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4398 if (!string_buffer_init(&buffer
))
4400 ERR("Failed to initialize shader buffer.\n");
4404 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4405 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
],
4407 string_buffer_free(&buffer
);
4408 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4410 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4413 static void find_arb_ps_compile_args(const struct wined3d_state
*state
,
4414 const struct wined3d_context_gl
*context_gl
, const struct wined3d_shader
*shader
,
4415 struct arb_ps_compile_args
*args
)
4417 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4418 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4422 find_ps_compile_args(state
, shader
, context_gl
->c
.stream_info
.position_transformed
, &args
->super
, &context_gl
->c
);
4424 /* This forces all local boolean constants to 1 to make them stateblock independent */
4425 args
->bools
= shader
->reg_maps
.local_bool_consts
;
4427 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
4429 if (state
->ps_consts_b
[i
])
4430 args
->bools
|= ( 1u << i
);
4433 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4434 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4435 * duplicate the shader than have a no-op KIL instruction in every shader
4437 if (!d3d_info
->vs_clipping
&& use_vs(state
)
4438 && state
->render_states
[WINED3D_RS_CLIPPING
]
4439 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4444 /* Skip if unused or local, or supported natively */
4445 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4446 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4448 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4452 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
4454 if (int_skip
& (1u << i
))
4456 args
->loop_ctrl
[i
][0] = 0;
4457 args
->loop_ctrl
[i
][1] = 0;
4458 args
->loop_ctrl
[i
][2] = 0;
4462 args
->loop_ctrl
[i
][0] = state
->ps_consts_i
[i
].x
;
4463 args
->loop_ctrl
[i
][1] = state
->ps_consts_i
[i
].y
;
4464 args
->loop_ctrl
[i
][2] = state
->ps_consts_i
[i
].z
;
4469 static void find_arb_vs_compile_args(const struct wined3d_state
*state
,
4470 const struct wined3d_context_gl
*context_gl
, const struct wined3d_shader
*shader
,
4471 struct arb_vs_compile_args
*args
)
4473 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4474 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4475 const struct wined3d_device
*device
= shader
->device
;
4476 const struct wined3d_adapter
*adapter
= device
->adapter
;
4480 find_vs_compile_args(state
, shader
, context_gl
->c
.stream_info
.swizzle_map
, &args
->super
, &context_gl
->c
);
4482 args
->clip
.boolclip_compare
= 0;
4485 const struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
4486 const struct arb_pshader_private
*shader_priv
= ps
->backend_data
;
4487 args
->ps_signature
= shader_priv
->input_signature_idx
;
4489 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4493 args
->ps_signature
= ~0;
4494 if (!d3d_info
->vs_clipping
&& adapter
->fragment_pipe
== &arbfp_fragment_pipeline
)
4495 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(&context_gl
->c
) ? d3d_info
->limits
.ffp_blend_stages
: 0;
4496 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4499 if (args
->clip
.boolclip
.clip_texcoord
)
4501 if (state
->render_states
[WINED3D_RS_CLIPPING
])
4502 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
4503 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4506 /* This forces all local boolean constants to 1 to make them stateblock independent */
4507 args
->clip
.boolclip
.bools
= shader
->reg_maps
.local_bool_consts
;
4508 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4509 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
4511 if (state
->vs_consts_b
[i
])
4512 args
->clip
.boolclip
.bools
|= (1u << i
);
4515 args
->vertex
.samplers
[0] = context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ 0];
4516 args
->vertex
.samplers
[1] = context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ 1];
4517 args
->vertex
.samplers
[2] = context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ 2];
4518 args
->vertex
.samplers
[3] = 0;
4520 /* Skip if unused or local */
4521 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4522 /* This is about flow control, not clipping. */
4523 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4525 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4529 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
4531 if (int_skip
& (1u << i
))
4533 args
->loop_ctrl
[i
][0] = 0;
4534 args
->loop_ctrl
[i
][1] = 0;
4535 args
->loop_ctrl
[i
][2] = 0;
4539 args
->loop_ctrl
[i
][0] = state
->vs_consts_i
[i
].x
;
4540 args
->loop_ctrl
[i
][1] = state
->vs_consts_i
[i
].y
;
4541 args
->loop_ctrl
[i
][2] = state
->vs_consts_i
[i
].z
;
4546 /* Context activation is done by the caller. */
4547 static void shader_arb_select(void *shader_priv
, struct wined3d_context
*context
,
4548 const struct wined3d_state
*state
)
4550 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4551 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4552 struct shader_arb_priv
*priv
= shader_priv
;
4555 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4558 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
4559 struct arb_ps_compile_args compile_args
;
4560 struct arb_ps_compiled_shader
*compiled
;
4562 TRACE("Using pixel shader %p.\n", ps
);
4563 find_arb_ps_compile_args(state
, context_gl
, ps
, &compile_args
);
4564 compiled
= find_arb_pshader(context_gl
, ps
, &compile_args
);
4565 priv
->current_fprogram_id
= compiled
->prgId
;
4566 priv
->compiled_fprog
= compiled
;
4568 /* Bind the fragment program */
4569 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4570 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4572 if (!priv
->use_arbfp_fixed_func
)
4573 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
4575 /* Enable OpenGL fragment programs. */
4576 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4577 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4579 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv
->current_fprogram_id
);
4581 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4582 * a 1.x and newer shader, reload the first 8 constants
4584 if (priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
)
4586 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
;
4587 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, 8);
4588 for(i
= 0; i
< 8; i
++)
4590 priv
->pshader_const_dirty
[i
] = 1;
4592 /* Also takes care of loading local constants */
4593 shader_arb_load_constants_internal(shader_priv
, context_gl
, state
, TRUE
, FALSE
, TRUE
);
4597 UINT rt_height
= state
->fb
.render_targets
[0]->height
;
4598 shader_arb_ps_local_constants(compiled
, context_gl
, state
, rt_height
);
4601 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4602 if (compiled
->np2fixup_info
.super
.active
)
4603 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
4605 if (ps
->load_local_constsF
)
4606 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
4610 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4612 /* Disable only if we're not using arbfp fixed function fragment
4613 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4614 * enabled, and the fixed function pipeline will bind the fixed
4615 * function replacement shader. */
4616 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4617 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4618 priv
->current_fprogram_id
= 0;
4620 priv
->fragment_pipe
->fp_enable(context
, TRUE
);
4625 struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
4626 struct arb_vs_compile_args compile_args
;
4627 struct arb_vs_compiled_shader
*compiled
;
4628 const struct wined3d_shader_signature
*ps_input_sig
;
4630 TRACE("Using vertex shader %p\n", vs
);
4631 find_arb_vs_compile_args(state
, context_gl
, vs
, &compile_args
);
4633 /* Instead of searching for the signature in the signature list, read the one from the
4634 * current pixel shader. It's maybe not the shader where the signature came from, but it
4635 * is the same signature and faster to find. */
4636 if (compile_args
.ps_signature
== ~0U)
4637 ps_input_sig
= NULL
;
4639 ps_input_sig
= &state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->input_signature
;
4641 compiled
= find_arb_vshader(vs
, gl_info
, context
->stream_info
.use_map
,
4642 &compile_args
, ps_input_sig
);
4643 priv
->current_vprogram_id
= compiled
->prgId
;
4644 priv
->compiled_vprog
= compiled
;
4646 /* Bind the vertex program */
4647 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4648 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4650 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
4652 /* Enable OpenGL vertex programs */
4653 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_ARB
);
4654 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4655 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv
->current_vprogram_id
);
4656 shader_arb_vs_local_constants(compiled
, context_gl
, state
);
4658 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4659 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4661 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4663 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4664 checkGLcall("glClampColorARB");
4666 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4670 if (vs
->load_local_constsF
)
4671 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
4675 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4677 priv
->current_vprogram_id
= 0;
4678 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4679 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4681 priv
->vertex_pipe
->vp_enable(context
, TRUE
);
4685 static void shader_arb_select_compute(void *shader_priv
, struct wined3d_context
*context
,
4686 const struct wined3d_state
*state
)
4688 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4691 /* Context activation is done by the caller. */
4692 static void shader_arb_disable(void *shader_priv
, struct wined3d_context
*context
)
4694 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4695 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4696 struct shader_arb_priv
*priv
= shader_priv
;
4698 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4700 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4701 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4702 priv
->current_fprogram_id
= 0;
4704 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
4706 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4708 priv
->current_vprogram_id
= 0;
4709 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4710 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4712 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
4714 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
] && priv
->last_vs_color_unclamp
)
4716 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
4717 checkGLcall("glClampColorARB");
4718 priv
->last_vs_color_unclamp
= FALSE
;
4721 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
4722 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
4723 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
4724 | (1u << WINED3D_SHADER_TYPE_HULL
)
4725 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
4726 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
4729 static void shader_arb_destroy(struct wined3d_shader
*shader
)
4731 struct wined3d_device
*device
= shader
->device
;
4732 const struct wined3d_gl_info
*gl_info
;
4733 struct wined3d_context
*context
;
4736 /* This can happen if a shader was never compiled */
4737 if (!shader
->backend_data
)
4740 context
= context_acquire(device
, NULL
, 0);
4741 gl_info
= wined3d_context_gl(context
)->gl_info
;
4743 if (shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
4745 struct arb_pshader_private
*shader_data
= shader
->backend_data
;
4747 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4748 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4750 heap_free(shader_data
->gl_shaders
);
4754 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4756 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4757 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4759 heap_free(shader_data
->gl_shaders
);
4762 checkGLcall("delete programs");
4764 context_release(context
);
4766 heap_free(shader
->backend_data
);
4767 shader
->backend_data
= NULL
;
4770 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4772 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4773 return compare_sig(key
, &e
->sig
);
4776 static HRESULT
shader_arb_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
4777 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
4779 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
4780 struct fragment_caps fragment_caps
;
4781 void *vertex_priv
, *fragment_priv
;
4782 struct shader_arb_priv
*priv
;
4784 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
4785 return E_OUTOFMEMORY
;
4787 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&arb_program_shader_backend
, priv
)))
4789 ERR("Failed to initialize vertex pipe.\n");
4794 if (!(fragment_priv
= fragment_pipe
->alloc_private(&arb_program_shader_backend
, priv
)))
4796 ERR("Failed to initialize fragment pipe.\n");
4797 vertex_pipe
->vp_free(device
, NULL
);
4802 memset(priv
->vshader_const_dirty
, 1,
4803 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
4804 memset(priv
->pshader_const_dirty
, 1,
4805 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
4807 wine_rb_init(&priv
->signature_tree
, sig_tree_compare
);
4809 priv
->vertex_pipe
= vertex_pipe
;
4810 priv
->fragment_pipe
= fragment_pipe
;
4811 fragment_pipe
->get_caps(device
->adapter
, &fragment_caps
);
4812 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
4814 device
->vertex_priv
= vertex_priv
;
4815 device
->fragment_priv
= fragment_priv
;
4816 device
->shader_priv
= priv
;
4821 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4823 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4826 for (i
= 0; i
< sig
->sig
.element_count
; ++i
)
4828 heap_free((char *)sig
->sig
.elements
[i
].semantic_name
);
4830 heap_free(sig
->sig
.elements
);
4834 /* Context activation is done by the caller. */
4835 static void shader_arb_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
4837 struct shader_arb_priv
*priv
= device
->shader_priv
;
4839 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4840 priv
->fragment_pipe
->free_private(device
, context
);
4841 priv
->vertex_pipe
->vp_free(device
, context
);
4842 heap_free(device
->shader_priv
);
4845 static BOOL
shader_arb_allocate_context_data(struct wined3d_context
*context
)
4850 static void shader_arb_free_context_data(struct wined3d_context
*context
)
4852 struct shader_arb_priv
*priv
;
4854 priv
= context
->device
->shader_priv
;
4855 if (priv
->last_context
== context
)
4856 priv
->last_context
= NULL
;
4859 static void shader_arb_init_context_state(struct wined3d_context
*context
) {}
4861 static void shader_arb_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
4863 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
4865 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4870 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4871 * for vertex programs. If the native limit is less than that it's
4872 * not very useful, and e.g. Mesa swrast returns 0, probably to
4873 * indicate it's a software implementation. */
4874 if (gl_info
->limits
.arb_vs_native_constants
< 96)
4875 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
4877 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4879 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4882 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4884 else if (vs_consts
>= 256)
4886 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4888 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4893 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4895 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, vs_version
);
4896 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, vs_consts
);
4900 caps
->vs_version
= 0;
4901 caps
->vs_uniform_count
= 0;
4904 caps
->hs_version
= 0;
4905 caps
->ds_version
= 0;
4906 caps
->gs_version
= 0;
4907 caps
->cs_version
= 0;
4909 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4914 /* Similar as above for vertex programs, but the minimum for fragment
4915 * programs is 24. */
4916 if (gl_info
->limits
.arb_ps_native_constants
< 24)
4917 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
4919 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4921 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4924 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4926 else if (ps_consts
>= 32)
4928 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4930 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4935 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4937 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, ps_version
);
4938 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, ps_consts
);
4939 caps
->ps_1x_max_value
= 8.0f
;
4943 caps
->ps_version
= 0;
4944 caps
->ps_uniform_count
= 0;
4945 caps
->ps_1x_max_value
= 0.0f
;
4948 caps
->varying_count
= 0;
4949 caps
->wined3d_caps
= WINED3D_SHADER_CAP_SRGB_WRITE
;
4950 if (use_nv_clip(gl_info
))
4951 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_VS_CLIPPING
;
4954 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4956 /* We support everything except complex conversions. */
4957 return !is_complex_fixup(fixup
);
4960 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4962 char write_mask
[20], regstr
[50];
4963 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4964 BOOL is_color
= FALSE
;
4965 const struct wined3d_shader_dst_param
*dst
;
4967 if (!ins
->dst_count
) return;
4971 if (!shift
) return; /* Saturate alone is handled by the instructions */
4973 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4974 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4976 /* Generate a line that does the output modifier computation
4977 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4978 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4980 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4981 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4984 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4986 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4987 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4988 /* WINED3DSIH_AND */ NULL
,
4989 /* WINED3DSIH_ATOMIC_AND */ NULL
,
4990 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL
,
4991 /* WINED3DSIH_ATOMIC_IADD */ NULL
,
4992 /* WINED3DSIH_ATOMIC_IMAX */ NULL
,
4993 /* WINED3DSIH_ATOMIC_IMIN */ NULL
,
4994 /* WINED3DSIH_ATOMIC_OR */ NULL
,
4995 /* WINED3DSIH_ATOMIC_UMAX */ NULL
,
4996 /* WINED3DSIH_ATOMIC_UMIN */ NULL
,
4997 /* WINED3DSIH_ATOMIC_XOR */ NULL
,
4998 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4999 /* WINED3DSIH_BFI */ NULL
,
5000 /* WINED3DSIH_BFREV */ NULL
,
5001 /* WINED3DSIH_BREAK */ shader_hw_break
,
5002 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
5003 /* WINED3DSIH_BREAKP */ NULL
,
5004 /* WINED3DSIH_BUFINFO */ NULL
,
5005 /* WINED3DSIH_CALL */ shader_hw_call
,
5006 /* WINED3DSIH_CALLNZ */ NULL
,
5007 /* WINED3DSIH_CASE */ NULL
,
5008 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
5009 /* WINED3DSIH_CND */ pshader_hw_cnd
,
5010 /* WINED3DSIH_CONTINUE */ NULL
,
5011 /* WINED3DSIH_CONTINUEP */ NULL
,
5012 /* WINED3DSIH_COUNTBITS */ NULL
,
5013 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
5014 /* WINED3DSIH_CUT */ NULL
,
5015 /* WINED3DSIH_CUT_STREAM */ NULL
,
5016 /* WINED3DSIH_DCL */ shader_hw_nop
,
5017 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop
,
5018 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
5019 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
5020 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL
,
5021 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL
,
5022 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
5023 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL
,
5024 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
5025 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL
,
5026 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL
,
5027 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL
,
5028 /* WINED3DSIH_DCL_INPUT */ NULL
,
5029 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
5030 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop
,
5031 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
5032 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
5033 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
5034 /* WINED3DSIH_DCL_INPUT_SGV */ NULL
,
5035 /* WINED3DSIH_DCL_INPUT_SIV */ NULL
,
5036 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
5037 /* WINED3DSIH_DCL_OUTPUT */ NULL
,
5038 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
5039 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL
,
5040 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop
,
5041 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL
,
5042 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
5043 /* WINED3DSIH_DCL_SAMPLER */ NULL
,
5044 /* WINED3DSIH_DCL_STREAM */ NULL
,
5045 /* WINED3DSIH_DCL_TEMPS */ NULL
,
5046 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
5047 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
5048 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
5049 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
5050 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
5051 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL
,
5052 /* WINED3DSIH_DCL_UAV_RAW */ NULL
,
5053 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL
,
5054 /* WINED3DSIH_DCL_UAV_TYPED */ NULL
,
5055 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop
,
5056 /* WINED3DSIH_DEF */ shader_hw_nop
,
5057 /* WINED3DSIH_DEFAULT */ NULL
,
5058 /* WINED3DSIH_DEFB */ shader_hw_nop
,
5059 /* WINED3DSIH_DEFI */ shader_hw_nop
,
5060 /* WINED3DSIH_DIV */ NULL
,
5061 /* WINED3DSIH_DP2 */ NULL
,
5062 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
5063 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
5064 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
5065 /* WINED3DSIH_DST */ shader_hw_map2gl
,
5066 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
5067 /* WINED3DSIH_DSX_COARSE */ NULL
,
5068 /* WINED3DSIH_DSX_FINE */ NULL
,
5069 /* WINED3DSIH_DSY */ shader_hw_dsy
,
5070 /* WINED3DSIH_DSY_COARSE */ NULL
,
5071 /* WINED3DSIH_DSY_FINE */ NULL
,
5072 /* WINED3DSIH_ELSE */ shader_hw_else
,
5073 /* WINED3DSIH_EMIT */ NULL
,
5074 /* WINED3DSIH_EMIT_STREAM */ NULL
,
5075 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
5076 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
5077 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
5078 /* WINED3DSIH_ENDSWITCH */ NULL
,
5079 /* WINED3DSIH_EQ */ NULL
,
5080 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL
,
5081 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
5082 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
5083 /* WINED3DSIH_F16TOF32 */ NULL
,
5084 /* WINED3DSIH_F32TOF16 */ NULL
,
5085 /* WINED3DSIH_FCALL */ NULL
,
5086 /* WINED3DSIH_FIRSTBIT_HI */ NULL
,
5087 /* WINED3DSIH_FIRSTBIT_LO */ NULL
,
5088 /* WINED3DSIH_FIRSTBIT_SHI */ NULL
,
5089 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
5090 /* WINED3DSIH_FTOI */ NULL
,
5091 /* WINED3DSIH_FTOU */ NULL
,
5092 /* WINED3DSIH_GATHER4 */ NULL
,
5093 /* WINED3DSIH_GATHER4_C */ NULL
,
5094 /* WINED3DSIH_GATHER4_PO */ NULL
,
5095 /* WINED3DSIH_GATHER4_PO_C */ NULL
,
5096 /* WINED3DSIH_GE */ NULL
,
5097 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
5098 /* WINED3DSIH_HS_DECLS */ NULL
,
5099 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
5100 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
5101 /* WINED3DSIH_IADD */ NULL
,
5102 /* WINED3DSIH_IBFE */ NULL
,
5103 /* WINED3DSIH_IEQ */ NULL
,
5104 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
5105 /* WINED3DSIH_IFC */ shader_hw_ifc
,
5106 /* WINED3DSIH_IGE */ NULL
,
5107 /* WINED3DSIH_ILT */ NULL
,
5108 /* WINED3DSIH_IMAD */ NULL
,
5109 /* WINED3DSIH_IMAX */ NULL
,
5110 /* WINED3DSIH_IMIN */ NULL
,
5111 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
5112 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL
,
5113 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL
,
5114 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
5115 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL
,
5116 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL
,
5117 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL
,
5118 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL
,
5119 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL
,
5120 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL
,
5121 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL
,
5122 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL
,
5123 /* WINED3DSIH_IMUL */ NULL
,
5124 /* WINED3DSIH_INE */ NULL
,
5125 /* WINED3DSIH_INEG */ NULL
,
5126 /* WINED3DSIH_ISHL */ NULL
,
5127 /* WINED3DSIH_ISHR */ NULL
,
5128 /* WINED3DSIH_ITOF */ NULL
,
5129 /* WINED3DSIH_LABEL */ shader_hw_label
,
5130 /* WINED3DSIH_LD */ NULL
,
5131 /* WINED3DSIH_LD2DMS */ NULL
,
5132 /* WINED3DSIH_LD_RAW */ NULL
,
5133 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
5134 /* WINED3DSIH_LD_UAV_TYPED */ NULL
,
5135 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
5136 /* WINED3DSIH_LOD */ NULL
,
5137 /* WINED3DSIH_LOG */ shader_hw_scalar_op
,
5138 /* WINED3DSIH_LOGP */ shader_hw_scalar_op
,
5139 /* WINED3DSIH_LOOP */ shader_hw_loop
,
5140 /* WINED3DSIH_LRP */ shader_hw_lrp
,
5141 /* WINED3DSIH_LT */ NULL
,
5142 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
5143 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
5144 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
5145 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
5146 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
5147 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
5148 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
5149 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
5150 /* WINED3DSIH_MOV */ shader_hw_mov
,
5151 /* WINED3DSIH_MOVA */ shader_hw_mov
,
5152 /* WINED3DSIH_MOVC */ NULL
,
5153 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
5154 /* WINED3DSIH_NE */ NULL
,
5155 /* WINED3DSIH_NOP */ shader_hw_nop
,
5156 /* WINED3DSIH_NOT */ NULL
,
5157 /* WINED3DSIH_NRM */ shader_hw_nrm
,
5158 /* WINED3DSIH_OR */ NULL
,
5159 /* WINED3DSIH_PHASE */ shader_hw_nop
,
5160 /* WINED3DSIH_POW */ shader_hw_pow
,
5161 /* WINED3DSIH_RCP */ shader_hw_scalar_op
,
5162 /* WINED3DSIH_REP */ shader_hw_rep
,
5163 /* WINED3DSIH_RESINFO */ NULL
,
5164 /* WINED3DSIH_RET */ shader_hw_ret
,
5165 /* WINED3DSIH_RETP */ NULL
,
5166 /* WINED3DSIH_ROUND_NE */ NULL
,
5167 /* WINED3DSIH_ROUND_NI */ NULL
,
5168 /* WINED3DSIH_ROUND_PI */ NULL
,
5169 /* WINED3DSIH_ROUND_Z */ NULL
,
5170 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
5171 /* WINED3DSIH_SAMPLE */ NULL
,
5172 /* WINED3DSIH_SAMPLE_B */ NULL
,
5173 /* WINED3DSIH_SAMPLE_C */ NULL
,
5174 /* WINED3DSIH_SAMPLE_C_LZ */ NULL
,
5175 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5176 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
5177 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5178 /* WINED3DSIH_SAMPLE_POS */ NULL
,
5179 /* WINED3DSIH_SETP */ NULL
,
5180 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
5181 /* WINED3DSIH_SGN */ shader_hw_sgn
,
5182 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
5183 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
5184 /* WINED3DSIH_SQRT */ NULL
,
5185 /* WINED3DSIH_STORE_RAW */ NULL
,
5186 /* WINED3DSIH_STORE_STRUCTURED */ NULL
,
5187 /* WINED3DSIH_STORE_UAV_TYPED */ NULL
,
5188 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
5189 /* WINED3DSIH_SWAPC */ NULL
,
5190 /* WINED3DSIH_SWITCH */ NULL
,
5191 /* WINED3DSIH_SYNC */ NULL
,
5192 /* WINED3DSIH_TEX */ pshader_hw_tex
,
5193 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
5194 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
5195 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
5196 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5197 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5198 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5199 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5200 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5201 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5202 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5203 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5204 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5205 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5206 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5207 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5208 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5209 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5210 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5211 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5212 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5213 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5214 /* WINED3DSIH_UBFE */ NULL
,
5215 /* WINED3DSIH_UDIV */ NULL
,
5216 /* WINED3DSIH_UGE */ NULL
,
5217 /* WINED3DSIH_ULT */ NULL
,
5218 /* WINED3DSIH_UMAX */ NULL
,
5219 /* WINED3DSIH_UMIN */ NULL
,
5220 /* WINED3DSIH_UMUL */ NULL
,
5221 /* WINED3DSIH_USHR */ NULL
,
5222 /* WINED3DSIH_UTOF */ NULL
,
5223 /* WINED3DSIH_XOR */ NULL
,
5226 static BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
,
5227 const struct wined3d_shader
*shader
, DWORD idx
)
5229 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5230 BOOL vshader
= shader_is_vshader_version(reg_maps
->shader_version
.type
);
5231 const struct wined3d_shader_lconst
*constant
;
5233 WORD flag
= (1u << idx
);
5234 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5236 if (reg_maps
->local_bool_consts
& flag
)
5238 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5239 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsB
, struct wined3d_shader_lconst
, entry
)
5241 if (constant
->idx
== idx
)
5243 return constant
->value
[0];
5246 ERR("Local constant not found\n");
5251 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5252 else bools
= priv
->cur_ps_args
->bools
;
5253 return bools
& flag
;
5257 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5258 const struct wined3d_shader
*shader
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5260 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5261 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5263 /* Integer constants can either be a local constant, or they can be stored in the shader
5264 * type specific compile args. */
5265 if (reg_maps
->local_int_consts
& (1u << idx
))
5267 const struct wined3d_shader_lconst
*constant
;
5269 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5271 if (constant
->idx
== idx
)
5273 loop_control
->count
= constant
->value
[0];
5274 loop_control
->start
= constant
->value
[1];
5275 /* Step is signed. */
5276 loop_control
->step
= (int)constant
->value
[2];
5280 /* If this happens the flag was set incorrectly */
5281 ERR("Local constant not found\n");
5282 loop_control
->count
= 0;
5283 loop_control
->start
= 0;
5284 loop_control
->step
= 0;
5288 switch (reg_maps
->shader_version
.type
)
5290 case WINED3D_SHADER_TYPE_VERTEX
:
5291 /* Count and aL start value are unsigned */
5292 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5293 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5294 /* Step is signed. */
5295 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5298 case WINED3D_SHADER_TYPE_PIXEL
:
5299 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5300 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5301 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5305 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5310 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5312 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
;
5313 struct wined3d_shader_dst_param
*dst_param
;
5314 struct recorded_instruction
*rec
;
5317 if (!(rec
= heap_alloc_zero(sizeof(*rec
))))
5319 ERR("Out of memory\n");
5324 if (!(dst_param
= heap_alloc(sizeof(*dst_param
))))
5326 *dst_param
= *ins
->dst
;
5327 if (ins
->dst
->reg
.idx
[0].rel_addr
)
5329 if (!(rel_addr
= heap_alloc(sizeof(*rel_addr
))))
5331 *rel_addr
= *ins
->dst
->reg
.idx
[0].rel_addr
;
5332 dst_param
->reg
.idx
[0].rel_addr
= rel_addr
;
5334 rec
->ins
.dst
= dst_param
;
5336 if (!(src_param
= heap_calloc(ins
->src_count
, sizeof(*src_param
))))
5338 for (i
= 0; i
< ins
->src_count
; ++i
)
5340 src_param
[i
] = ins
->src
[i
];
5341 if (ins
->src
[i
].reg
.idx
[0].rel_addr
)
5343 if (!(rel_addr
= heap_alloc(sizeof(*rel_addr
))))
5345 *rel_addr
= *ins
->src
[i
].reg
.idx
[0].rel_addr
;
5346 src_param
[i
].reg
.idx
[0].rel_addr
= rel_addr
;
5349 rec
->ins
.src
= src_param
;
5350 list_add_tail(list
, &rec
->entry
);
5354 ERR("Out of memory\n");
5357 heap_free((void *)dst_param
->reg
.idx
[0].rel_addr
);
5358 heap_free(dst_param
);
5362 for (i
= 0; i
< ins
->src_count
; ++i
)
5364 heap_free((void *)src_param
[i
].reg
.idx
[0].rel_addr
);
5366 heap_free(src_param
);
5371 static void free_recorded_instruction(struct list
*list
)
5373 struct recorded_instruction
*rec_ins
, *entry2
;
5376 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5378 list_remove(&rec_ins
->entry
);
5379 if (rec_ins
->ins
.dst
)
5381 heap_free((void *)rec_ins
->ins
.dst
->reg
.idx
[0].rel_addr
);
5382 heap_free((void *)rec_ins
->ins
.dst
);
5384 if (rec_ins
->ins
.src
)
5386 for (i
= 0; i
< rec_ins
->ins
.src_count
; ++i
)
5388 heap_free((void *)rec_ins
->ins
.src
[i
].reg
.idx
[0].rel_addr
);
5390 heap_free((void *)rec_ins
->ins
.src
);
5396 static void pop_control_frame(const struct wined3d_shader_instruction
*ins
)
5398 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5399 struct control_frame
*control_frame
;
5401 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5403 struct list
*e
= list_head(&priv
->control_frames
);
5404 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5405 list_remove(&control_frame
->entry
);
5406 heap_free(control_frame
);
5409 else if (ins
->handler_idx
== WINED3DSIH_ENDIF
)
5411 /* Non-ifc ENDIFs were already handled previously. */
5412 struct list
*e
= list_head(&priv
->control_frames
);
5413 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5414 list_remove(&control_frame
->entry
);
5415 heap_free(control_frame
);
5419 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5420 SHADER_HANDLER hw_fct
;
5421 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5422 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5423 struct control_frame
*control_frame
;
5424 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5427 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5429 control_frame
= heap_alloc_zero(sizeof(*control_frame
));
5430 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5432 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5433 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5435 if(priv
->target_version
>= NV2
)
5437 control_frame
->no
.loop
= priv
->num_loops
++;
5442 /* Don't bother recording when we're in a not used if branch */
5448 if(!priv
->recording
)
5450 list_init(&priv
->record
);
5451 priv
->recording
= TRUE
;
5452 control_frame
->outer_loop
= TRUE
;
5453 get_loop_control_const(ins
, shader
, ins
->src
[0].reg
.idx
[0].offset
, &control_frame
->loop_control
);
5454 return; /* Instruction is handled */
5456 /* Record this loop in the outer loop's recording */
5459 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5461 if(priv
->target_version
>= NV2
)
5463 /* Nothing to do. The control frame is popped after the HW instr handler */
5467 struct list
*e
= list_head(&priv
->control_frames
);
5468 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5469 list_remove(&control_frame
->entry
);
5471 if(control_frame
->outer_loop
)
5473 unsigned int iteration
;
5477 /* Turn off recording before playback */
5478 priv
->recording
= FALSE
;
5480 /* Move the recorded instructions to a separate list and get them out of the private data
5481 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5482 * be recorded again, thus priv->record might be overwritten
5485 list_move_tail(©
, &priv
->record
);
5486 list_init(&priv
->record
);
5488 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5490 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5491 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5492 control_frame
->loop_control
.step
);
5493 aL
= control_frame
->loop_control
.start
;
5497 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5500 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5502 struct recorded_instruction
*rec_ins
;
5503 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5506 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5510 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5513 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5515 shader_arb_handle_instruction(&rec_ins
->ins
);
5518 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5520 aL
+= control_frame
->loop_control
.step
;
5523 shader_addline(buffer
, "#end loop/rep\n");
5525 free_recorded_instruction(©
);
5526 heap_free(control_frame
);
5527 return; /* Instruction is handled */
5531 /* This is a nested loop. Proceed to the normal recording function */
5532 heap_free(control_frame
);
5539 record_instruction(&priv
->record
, ins
);
5544 if(ins
->handler_idx
== WINED3DSIH_IF
)
5546 control_frame
= heap_alloc_zero(sizeof(*control_frame
));
5547 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5548 control_frame
->type
= IF
;
5550 bool_const
= get_bool_const(ins
, shader
, ins
->src
[0].reg
.idx
[0].offset
);
5551 if (ins
->src
[0].modifiers
== WINED3DSPSM_NOT
)
5552 bool_const
= !bool_const
;
5553 if (!priv
->muted
&& !bool_const
)
5555 shader_addline(buffer
, "#if(FALSE){\n");
5557 control_frame
->muting
= TRUE
;
5559 else shader_addline(buffer
, "#if(TRUE) {\n");
5561 return; /* Instruction is handled */
5563 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5565 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5566 control_frame
= heap_alloc_zero(sizeof(*control_frame
));
5567 control_frame
->type
= IFC
;
5568 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5569 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5571 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5573 struct list
*e
= list_head(&priv
->control_frames
);
5574 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5576 if(control_frame
->type
== IF
)
5578 shader_addline(buffer
, "#} else {\n");
5579 if(!priv
->muted
&& !control_frame
->muting
)
5582 control_frame
->muting
= TRUE
;
5584 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5585 return; /* Instruction is handled. */
5587 /* In case of an ifc, generate a HW shader instruction */
5588 if (control_frame
->type
!= IFC
)
5589 ERR("Control frame does not match.\n");
5591 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5593 struct list
*e
= list_head(&priv
->control_frames
);
5594 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5596 if(control_frame
->type
== IF
)
5598 shader_addline(buffer
, "#} endif\n");
5599 if(control_frame
->muting
) priv
->muted
= FALSE
;
5600 list_remove(&control_frame
->entry
);
5601 heap_free(control_frame
);
5602 return; /* Instruction is handled */
5604 /* In case of an ifc, generate a HW shader instruction */
5605 if (control_frame
->type
!= IFC
)
5606 ERR("Control frame does not match.\n");
5611 pop_control_frame(ins
);
5615 /* Select handler */
5616 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5618 /* Unhandled opcode */
5621 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5626 pop_control_frame(ins
);
5628 shader_arb_add_instruction_modifiers(ins
);
5631 static BOOL
shader_arb_has_ffp_proj_control(void *shader_priv
)
5633 struct shader_arb_priv
*priv
= shader_priv
;
5635 return priv
->ffp_proj_control
;
5638 static void shader_arb_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
5640 const struct wined3d_shader_backend_ops arb_program_shader_backend
=
5642 shader_arb_handle_instruction
,
5643 shader_arb_precompile
,
5645 shader_arb_select_compute
,
5647 shader_arb_update_float_vertex_constants
,
5648 shader_arb_update_float_pixel_constants
,
5649 shader_arb_load_constants
,
5653 shader_arb_allocate_context_data
,
5654 shader_arb_free_context_data
,
5655 shader_arb_init_context_state
,
5656 shader_arb_get_caps
,
5657 shader_arb_color_fixup_supported
,
5658 shader_arb_has_ffp_proj_control
,
5661 /* ARB_fragment_program fixed function pipeline replacement definitions */
5662 #define ARB_FFP_CONST_TFACTOR 0
5663 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5664 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5665 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5666 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5667 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5668 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5670 struct arbfp_ffp_desc
5672 struct ffp_frag_desc parent
;
5676 /* Context activation is done by the caller. */
5677 static void arbfp_enable(const struct wined3d_context
*context
, BOOL enable
)
5679 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl_const(context
)->gl_info
;
5683 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5684 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5688 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5689 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5693 static void *arbfp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5695 struct shader_arb_priv
*priv
;
5697 /* Share private data between the shader backend and the pipeline
5698 * replacement, if both are the arb implementation. This is needed to
5699 * figure out whether ARBfp should be disabled if no pixel shader is bound
5701 if (shader_backend
== &arb_program_shader_backend
)
5703 else if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
5706 wine_rb_init(&priv
->fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
5707 priv
->use_arbfp_fixed_func
= TRUE
;
5712 /* Context activation is done by the caller. */
5713 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *param
)
5715 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5716 struct wined3d_context_gl
*context_gl
= param
;
5717 const struct wined3d_gl_info
*gl_info
;
5719 gl_info
= context_gl
->gl_info
;
5720 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5721 checkGLcall("delete ffp program");
5722 heap_free(entry_arb
);
5725 /* Context activation is done by the caller. */
5726 static void arbfp_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
5728 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
5729 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5731 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, context_gl
);
5732 priv
->use_arbfp_fixed_func
= FALSE
;
5734 if (device
->shader_backend
!= &arb_program_shader_backend
)
5735 heap_free(device
->fragment_priv
);
5738 static void arbfp_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5740 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5742 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5743 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5744 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
5745 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5746 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5747 WINED3DTEXOPCAPS_SELECTARG1
|
5748 WINED3DTEXOPCAPS_SELECTARG2
|
5749 WINED3DTEXOPCAPS_MODULATE4X
|
5750 WINED3DTEXOPCAPS_MODULATE2X
|
5751 WINED3DTEXOPCAPS_MODULATE
|
5752 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5753 WINED3DTEXOPCAPS_ADDSIGNED
|
5754 WINED3DTEXOPCAPS_ADD
|
5755 WINED3DTEXOPCAPS_SUBTRACT
|
5756 WINED3DTEXOPCAPS_ADDSMOOTH
|
5757 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5758 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5759 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5760 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5761 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5762 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5763 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5764 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5765 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5766 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5767 WINED3DTEXOPCAPS_MULTIPLYADD
|
5768 WINED3DTEXOPCAPS_LERP
|
5769 WINED3DTEXOPCAPS_BUMPENVMAP
|
5770 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5772 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5774 caps
->MaxTextureBlendStages
= WINED3D_MAX_TEXTURES
;
5775 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_TEXTURES
);
5778 static DWORD
arbfp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5780 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5783 static void state_texfactor_arbfp(struct wined3d_context
*context
,
5784 const struct wined3d_state
*state
, DWORD state_id
)
5786 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
5787 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5788 struct wined3d_device
*device
= context
->device
;
5789 struct wined3d_color color
;
5791 if (device
->shader_backend
== &arb_program_shader_backend
)
5793 struct shader_arb_priv
*priv
;
5795 /* Don't load the parameter if we're using an arbfp pixel shader,
5796 * otherwise we'll overwrite application provided constants. */
5800 priv
= device
->shader_priv
;
5801 priv
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5802 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5805 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
5806 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, &color
.r
));
5807 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5810 static void state_tss_constant_arbfp(struct wined3d_context
*context
,
5811 const struct wined3d_state
*state
, DWORD state_id
)
5813 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5814 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
5815 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5816 struct wined3d_device
*device
= context
->device
;
5817 struct wined3d_color color
;
5819 if (device
->shader_backend
== &arb_program_shader_backend
)
5821 struct shader_arb_priv
*priv
;
5823 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5824 * application provided constants.
5829 priv
= device
->shader_priv
;
5830 priv
->pshader_const_dirty
[ARB_FFP_CONST_CONSTANT(stage
)] = 1;
5831 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_CONSTANT(stage
) + 1);
5834 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[stage
][WINED3D_TSS_CONSTANT
]);
5835 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_CONSTANT(stage
), &color
.r
));
5836 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5839 static void state_arb_specularenable(struct wined3d_context
*context
,
5840 const struct wined3d_state
*state
, DWORD state_id
)
5842 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
5843 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5844 struct wined3d_device
*device
= context
->device
;
5847 if (device
->shader_backend
== &arb_program_shader_backend
)
5849 struct shader_arb_priv
*priv
;
5851 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5852 * application provided constants.
5857 priv
= device
->shader_priv
;
5858 priv
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5859 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5862 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
5864 /* The specular color has no alpha */
5865 col
[0] = 1.0f
; col
[1] = 1.0f
;
5866 col
[2] = 1.0f
; col
[3] = 0.0f
;
5868 col
[0] = 0.0f
; col
[1] = 0.0f
;
5869 col
[2] = 0.0f
; col
[3] = 0.0f
;
5871 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5872 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5875 static void set_bumpmat_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5877 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5878 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
5879 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5880 struct wined3d_device
*device
= context
->device
;
5883 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
5885 if (device
->shader_backend
== &arb_program_shader_backend
)
5887 struct shader_arb_priv
*priv
= device
->shader_priv
;
5889 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5893 priv
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5894 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5897 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
5898 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
5899 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
5900 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
5902 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5903 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5906 static void tex_bumpenvlum_arbfp(struct wined3d_context
*context
,
5907 const struct wined3d_state
*state
, DWORD state_id
)
5909 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5910 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
5911 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5912 struct wined3d_device
*device
= context
->device
;
5915 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
5917 if (device
->shader_backend
== &arb_program_shader_backend
)
5919 struct shader_arb_priv
*priv
= device
->shader_priv
;
5921 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5925 priv
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5926 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5929 param
[0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LSCALE
]);
5930 param
[1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LOFFSET
]);
5934 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5935 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5938 static void alpha_test_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5940 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
5941 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5945 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
5947 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
5949 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
5950 checkGLcall("glEnable GL_ALPHA_TEST");
5954 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
5955 checkGLcall("glDisable GL_ALPHA_TEST");
5959 ref
= wined3d_alpha_ref(state
);
5960 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
5964 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
5965 checkGLcall("glAlphaFunc");
5969 static void color_key_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5971 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
5972 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5973 const struct wined3d_texture
*texture
= state
->textures
[0];
5974 struct wined3d_device
*device
= context
->device
;
5975 struct wined3d_color float_key
[2];
5980 if (device
->shader_backend
== &arb_program_shader_backend
)
5982 struct shader_arb_priv
*priv
;
5984 /* Don't load the parameter if we're using an arbfp pixel shader,
5985 * otherwise we'll overwrite application provided constants. */
5989 priv
= device
->shader_priv
;
5990 priv
->pshader_const_dirty
[ARB_FFP_CONST_COLOR_KEY_LOW
] = 1;
5991 priv
->pshader_const_dirty
[ARB_FFP_CONST_COLOR_KEY_HIGH
] = 1;
5992 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_COLOR_KEY_HIGH
+ 1);
5995 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
5997 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_COLOR_KEY_LOW
, &float_key
[0].r
));
5998 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
5999 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_COLOR_KEY_HIGH
, &float_key
[1].r
));
6000 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6003 static const char *get_argreg(struct wined3d_string_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
6007 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
6009 switch(arg
& WINED3DTA_SELECTMASK
) {
6010 case WINED3DTA_DIFFUSE
:
6011 ret
= "fragment.color.primary"; break;
6013 case WINED3DTA_CURRENT
:
6017 case WINED3DTA_TEXTURE
:
6019 case 0: ret
= "tex0"; break;
6020 case 1: ret
= "tex1"; break;
6021 case 2: ret
= "tex2"; break;
6022 case 3: ret
= "tex3"; break;
6023 case 4: ret
= "tex4"; break;
6024 case 5: ret
= "tex5"; break;
6025 case 6: ret
= "tex6"; break;
6026 case 7: ret
= "tex7"; break;
6027 default: ret
= "unknown texture";
6031 case WINED3DTA_TFACTOR
:
6032 ret
= "tfactor"; break;
6034 case WINED3DTA_SPECULAR
:
6035 ret
= "fragment.color.secondary"; break;
6037 case WINED3DTA_TEMP
:
6038 ret
= "tempreg"; break;
6040 case WINED3DTA_CONSTANT
:
6042 case 0: ret
= "const0"; break;
6043 case 1: ret
= "const1"; break;
6044 case 2: ret
= "const2"; break;
6045 case 3: ret
= "const3"; break;
6046 case 4: ret
= "const4"; break;
6047 case 5: ret
= "const5"; break;
6048 case 6: ret
= "const6"; break;
6049 case 7: ret
= "const7"; break;
6050 default: ret
= "unknown constant";
6058 if(arg
& WINED3DTA_COMPLEMENT
) {
6059 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
6060 if(argnum
== 0) ret
= "arg0";
6061 if(argnum
== 1) ret
= "arg1";
6062 if(argnum
== 2) ret
= "arg2";
6064 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
6065 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
6066 if(argnum
== 0) ret
= "arg0";
6067 if(argnum
== 1) ret
= "arg1";
6068 if(argnum
== 2) ret
= "arg2";
6073 static void gen_ffp_instr(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6074 BOOL alpha
, BOOL tmp_dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6076 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6077 unsigned int mul
= 1;
6086 dstreg
= tmp_dst
? "tempreg" : "ret";
6088 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
6089 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
6090 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
6094 case WINED3D_TOP_DISABLE
:
6097 case WINED3D_TOP_SELECT_ARG2
:
6100 case WINED3D_TOP_SELECT_ARG1
:
6101 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
6104 case WINED3D_TOP_MODULATE_4X
:
6107 case WINED3D_TOP_MODULATE_2X
:
6110 case WINED3D_TOP_MODULATE
:
6111 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6114 case WINED3D_TOP_ADD_SIGNED_2X
:
6117 case WINED3D_TOP_ADD_SIGNED
:
6118 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6121 case WINED3D_TOP_ADD
:
6122 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6125 case WINED3D_TOP_SUBTRACT
:
6126 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6129 case WINED3D_TOP_ADD_SMOOTH
:
6130 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
6131 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6134 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6135 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6136 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6138 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6139 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6140 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6142 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6143 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6144 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6146 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6147 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6148 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6151 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6152 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6153 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
6154 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6157 /* D3DTOP_PREMODULATE ???? */
6159 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6160 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
6161 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6163 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6164 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6166 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6167 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
6168 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
6170 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6171 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6174 case WINED3D_TOP_DOTPRODUCT3
:
6176 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
6177 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6178 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
6181 case WINED3D_TOP_MULTIPLY_ADD
:
6182 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
6185 case WINED3D_TOP_LERP
:
6186 /* The msdn is not quite right here */
6187 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6190 case WINED3D_TOP_BUMPENVMAP
:
6191 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6192 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6196 FIXME("Unhandled texture op %08x\n", op
);
6200 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", dstreg
, dstmask
, dstreg
);
6202 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", dstreg
, dstmask
, dstreg
);
6205 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type
)
6209 case WINED3D_GL_RES_TYPE_TEX_1D
:
6211 case WINED3D_GL_RES_TYPE_TEX_2D
:
6213 case WINED3D_GL_RES_TYPE_TEX_3D
:
6215 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6217 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6220 return "unexpected_resource_type";
6224 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6226 BYTE tex_read
= 0, bump_used
= 0, luminance_used
= 0, constant_used
= 0;
6227 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6228 unsigned int stage
, lowest_disabled_stage
;
6229 struct wined3d_string_buffer buffer
;
6230 struct color_fixup_masks masks
;
6231 BOOL custom_linear_fog
= FALSE
;
6232 const char *textype
, *instr
;
6233 DWORD arg0
, arg1
, arg2
;
6234 char colorcor_dst
[8];
6238 if (!string_buffer_init(&buffer
))
6240 ERR("Failed to initialize shader buffer.\n");
6244 shader_addline(&buffer
, "!!ARBfp1.0\n");
6246 if (settings
->color_key_enabled
)
6248 shader_addline(&buffer
, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW
);
6249 shader_addline(&buffer
, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH
);
6253 /* Find out which textures are read */
6254 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
6256 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6259 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6260 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6261 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6263 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6264 tex_read
|= 1u << stage
;
6265 if (settings
->op
[stage
].tmp_dst
)
6266 tempreg_used
= TRUE
;
6267 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6268 tempreg_used
= TRUE
;
6269 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6270 tfactor_used
= TRUE
;
6271 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6272 constant_used
|= 1u << stage
;
6274 switch (settings
->op
[stage
].cop
)
6276 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6277 luminance_used
|= 1u << stage
;
6279 case WINED3D_TOP_BUMPENVMAP
:
6280 bump_used
|= 1u << stage
;
6282 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6283 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6284 tex_read
|= 1u << stage
;
6287 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6288 tfactor_used
= TRUE
;
6295 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6298 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6299 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6300 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6302 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6303 tex_read
|= 1u << stage
;
6304 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6305 tempreg_used
= TRUE
;
6306 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6307 tfactor_used
= TRUE
;
6308 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6309 constant_used
|= 1u << stage
;
6311 lowest_disabled_stage
= stage
;
6313 switch (settings
->fog
)
6315 case WINED3D_FFP_PS_FOG_OFF
: break;
6316 case WINED3D_FFP_PS_FOG_LINEAR
:
6317 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_ARB_FOG
)
6319 custom_linear_fog
= TRUE
;
6322 shader_addline(&buffer
, "OPTION ARB_fog_linear;\n");
6325 case WINED3D_FFP_PS_FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
6326 case WINED3D_FFP_PS_FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
6327 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
6330 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
6331 shader_addline(&buffer
, "TEMP TMP;\n");
6332 shader_addline(&buffer
, "TEMP ret;\n");
6333 if (tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
6334 shader_addline(&buffer
, "TEMP arg0;\n");
6335 shader_addline(&buffer
, "TEMP arg1;\n");
6336 shader_addline(&buffer
, "TEMP arg2;\n");
6337 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
6339 if (constant_used
& (1u << stage
))
6340 shader_addline(&buffer
, "PARAM const%u = program.env[%u];\n", stage
, ARB_FFP_CONST_CONSTANT(stage
));
6342 if (!(tex_read
& (1u << stage
)))
6345 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6347 if (!(bump_used
& (1u << stage
)))
6349 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6351 if (!(luminance_used
& (1u << stage
)))
6353 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
6356 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
6357 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
6359 if (settings
->sRGB_write
)
6361 shader_addline(&buffer
, "PARAM srgb_consts0 = ");
6362 shader_arb_append_imm_vec4(&buffer
, &wined3d_srgb_const
[0].x
);
6363 shader_addline(&buffer
, ";\n");
6364 shader_addline(&buffer
, "PARAM srgb_consts1 = ");
6365 shader_arb_append_imm_vec4(&buffer
, &wined3d_srgb_const
[1].x
);
6366 shader_addline(&buffer
, ";\n");
6369 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6370 shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
6372 if (tempreg_used
|| settings
->sRGB_write
)
6373 shader_addline(&buffer
, "MOV tempreg, 0.0;\n");
6375 /* Generate texture sampling instructions */
6376 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6378 if (!(tex_read
& (1u << stage
)))
6381 textype
= arbfp_texture_target(settings
->op
[stage
].tex_type
);
6383 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
6387 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
6388 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
6394 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6399 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6400 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6402 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6403 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6404 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6405 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6407 /* With projective textures, texbem only divides the static
6408 * texture coordinate, not the displacement, so multiply the
6409 * displacement with the dividing parameter before passing it to
6411 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
6413 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
6415 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6416 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6421 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6422 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6428 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6431 shader_addline(&buffer
, "%s tex%u, ret, texture[%u], %s;\n",
6432 instr
, stage
, stage
, textype
);
6433 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6435 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6436 stage
- 1, stage
- 1, stage
- 1);
6437 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6440 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
6442 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6443 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6444 shader_addline(&buffer
, "%s tex%u, ret, texture[%u], %s;\n",
6445 instr
, stage
, stage
, textype
);
6449 shader_addline(&buffer
, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6450 instr
, stage
, stage
, stage
, textype
);
6453 sprintf(colorcor_dst
, "tex%u", stage
);
6454 masks
= calc_color_correction(settings
->op
[stage
].color_fixup
, WINED3DSP_WRITEMASK_ALL
);
6455 gen_color_correction(&buffer
, colorcor_dst
, colorcor_dst
, "const.x", "const.y",
6456 settings
->op
[stage
].color_fixup
, masks
);
6459 if (settings
->color_key_enabled
)
6461 shader_addline(&buffer
, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6462 shader_addline(&buffer
, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6463 shader_addline(&buffer
, "ADD TMP, TMP, ret;\n"); /* or */
6464 shader_addline(&buffer
, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6465 shader_addline(&buffer
, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6466 shader_addline(&buffer
, "KIL -TMP;\n"); /* discard if true */
6469 shader_addline(&buffer
, "MOV ret, fragment.color.primary;\n");
6471 /* Generate the main shader */
6472 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
6474 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6477 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6478 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6479 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6480 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6481 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6482 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6483 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6484 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6485 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6486 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6487 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6488 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6490 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6491 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6492 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6493 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6495 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6497 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
6498 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6499 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6503 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
6504 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6505 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6507 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
6508 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6510 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
6511 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6512 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6513 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
6514 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6515 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6519 if (settings
->sRGB_write
|| custom_linear_fog
)
6521 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6522 if (settings
->sRGB_write
)
6523 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6524 if (custom_linear_fog
)
6525 arbfp_add_linear_fog(&buffer
, "ret", "arg0");
6526 shader_addline(&buffer
, "MOV result.color, ret;\n");
6530 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6534 shader_addline(&buffer
, "END\n");
6536 /* Generate the shader */
6537 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6538 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6539 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
.buffer
);
6541 string_buffer_free(&buffer
);
6545 static void fragment_prog_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6547 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
6548 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
6549 const struct wined3d_device
*device
= context
->device
;
6550 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6551 BOOL use_pshader
= use_ps(state
);
6552 struct ffp_frag_settings settings
;
6553 const struct arbfp_ffp_desc
*desc
;
6556 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6558 if (isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
6560 if (!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6562 /* Reload fixed function constants since they collide with the
6563 * pixel shader constants. */
6564 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
6566 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6567 state_tss_constant_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_CONSTANT
));
6569 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6570 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6571 color_key_arbfp(context
, state
, STATE_COLOR_KEY
);
6573 else if (use_pshader
)
6575 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
6582 /* Find or create a shader implementing the fixed function pipeline
6583 * settings, then activate it. */
6584 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6585 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6588 struct arbfp_ffp_desc
*new_desc
;
6590 if (!(new_desc
= heap_alloc(sizeof(*new_desc
))))
6592 ERR("Out of memory\n");
6596 new_desc
->parent
.settings
= settings
;
6597 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, gl_info
);
6598 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6599 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6603 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6604 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6607 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6608 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6609 priv
->current_fprogram_id
= desc
->shader
;
6611 if (device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6613 /* Reload fixed function constants since they collide with the
6614 * pixel shader constants. */
6615 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
6617 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6618 state_tss_constant_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_CONSTANT
));
6620 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6621 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6622 color_key_arbfp(context
, state
, STATE_COLOR_KEY
);
6624 context
->last_was_pshader
= FALSE
;
6626 else if (!context
->last_was_pshader
)
6628 if (device
->shader_backend
== &arb_program_shader_backend
)
6629 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6630 context
->last_was_pshader
= TRUE
;
6633 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
6636 /* We can't link the fog states to the fragment state directly since the
6637 * vertex pipeline links them to FOGENABLE. A different linking in different
6638 * pipeline parts can't be expressed in the combined state table, so we need
6639 * to handle that with a forwarding function. The other invisible side effect
6640 * is that changing the fog start and fog end (which links to FOGENABLE in
6641 * vertex) results in the fragment_prog_arbfp function being called because
6642 * FOGENABLE is dirty, which calls this function here. */
6643 static void state_arbfp_fog(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6645 enum fogsource new_source
;
6646 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
6647 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
6649 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6651 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
6652 fragment_prog_arbfp(context
, state
, state_id
);
6654 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
6657 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6661 new_source
= FOGSOURCE_VS
;
6665 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6666 new_source
= FOGSOURCE_COORD
;
6668 new_source
= FOGSOURCE_FFP
;
6673 new_source
= FOGSOURCE_FFP
;
6676 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
6678 context
->fog_source
= new_source
;
6679 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
6683 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6685 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
6686 fragment_prog_arbfp(context
, state
, state_id
);
6689 static const struct wined3d_state_entry_template arbfp_fragmentstate_template
[] =
6691 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6692 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6693 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6694 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6695 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6696 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6697 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6698 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6699 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6700 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6701 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6702 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6703 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6704 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6707 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6708 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6709 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6710 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6711 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6712 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6713 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6714 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6715 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6716 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6717 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6718 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6719 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6722 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6723 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6724 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6725 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6726 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6727 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6728 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6729 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6730 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6731 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6732 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6733 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6734 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6737 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6738 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6739 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6740 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6741 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6742 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6743 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6744 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6745 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6746 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6747 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6748 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6752 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6753 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6754 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6755 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6756 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6757 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6758 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6759 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6760 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6761 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6762 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6764 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6767 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6768 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6769 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6770 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6771 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6772 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6773 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6774 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6775 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6776 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6777 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6778 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6779 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6782 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6783 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6784 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6785 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6786 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6787 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6788 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6789 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6790 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6791 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6792 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6793 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6794 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6797 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6798 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6799 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6800 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6801 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6802 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6803 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6804 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6805 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6806 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6807 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6808 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6812 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6813 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6814 {STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6815 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), alpha_test_arbfp
}, WINED3D_GL_EXT_NONE
},
6816 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6817 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, color_key_arbfp
}, WINED3D_GL_EXT_NONE
},
6818 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6819 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6820 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6821 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6822 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6823 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
6824 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6825 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6826 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6827 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6828 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6829 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6830 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6831 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6832 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6833 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6834 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6835 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6836 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6837 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6838 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6839 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6840 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6841 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6842 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6843 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6844 {STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
6845 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6848 static BOOL
arbfp_alloc_context_data(struct wined3d_context
*context
)
6853 static void arbfp_free_context_data(struct wined3d_context
*context
)
6857 const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline
=
6861 arbfp_get_emul_mask
,
6864 arbfp_alloc_context_data
,
6865 arbfp_free_context_data
,
6866 shader_arb_color_fixup_supported
,
6867 arbfp_fragmentstate_template
,
6870 struct arbfp_blit_type
6872 enum complex_fixup fixup
: 4;
6873 enum wined3d_gl_resource_type res_type
: 3;
6874 DWORD use_color_key
: 1;
6878 struct arbfp_blit_desc
6881 struct arbfp_blit_type type
;
6882 struct wine_rb_entry entry
;
6885 #define ARBFP_BLIT_PARAM_SIZE 0
6886 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6887 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6889 struct wined3d_arbfp_blitter
6891 struct wined3d_blitter blitter
;
6892 struct wine_rb_tree shaders
;
6893 GLuint palette_texture
;
6896 static int arbfp_blit_type_compare(const void *key
, const struct wine_rb_entry
*entry
)
6898 const struct arbfp_blit_type
*ka
= key
;
6899 const struct arbfp_blit_type
*kb
= &WINE_RB_ENTRY_VALUE(entry
, const struct arbfp_blit_desc
, entry
)->type
;
6901 return memcmp(ka
, kb
, sizeof(*ka
));
6904 /* Context activation is done by the caller. */
6905 static void arbfp_free_blit_shader(struct wine_rb_entry
*entry
, void *ctx
)
6907 struct arbfp_blit_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_blit_desc
, entry
);
6908 const struct wined3d_gl_info
*gl_info
;
6909 struct wined3d_context_gl
*context_gl
;
6912 gl_info
= context_gl
->gl_info
;
6914 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
6915 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6916 heap_free(entry_arb
);
6919 /* Context activation is done by the caller. */
6920 static void arbfp_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
6922 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
6923 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
6924 struct wined3d_arbfp_blitter
*arbfp_blitter
;
6925 struct wined3d_blitter
*next
;
6927 if ((next
= blitter
->next
))
6928 next
->ops
->blitter_destroy(next
, &context_gl
->c
);
6930 arbfp_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_arbfp_blitter
, blitter
);
6932 wine_rb_destroy(&arbfp_blitter
->shaders
, arbfp_free_blit_shader
, context_gl
);
6933 checkGLcall("Delete blit programs");
6935 if (arbfp_blitter
->palette_texture
)
6936 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &arbfp_blitter
->palette_texture
);
6938 heap_free(arbfp_blitter
);
6941 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
6942 const struct arbfp_blit_type
*type
, char *luminance
)
6945 const char *tex
, *texinstr
= "TXP";
6947 if (type
->fixup
== COMPLEX_FIXUP_UYVY
)
6958 tex
= arbfp_texture_target(type
->res_type
);
6959 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_RECT
)
6962 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6963 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6964 * filtering when we sample the texture.
6966 * These are the rules for reading the chroma:
6972 * So we have to get the sampling x position in non-normalized coordinates in integers
6974 if (type
->res_type
!= WINED3D_GL_RES_TYPE_TEX_RECT
)
6976 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6977 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6981 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6983 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6984 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6987 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6988 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6990 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
6991 * and 0.75 for the even and odd pixels respectively. */
6992 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6993 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6995 /* Sample Pixel 1. */
6996 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6998 /* Put the value into either of the chroma values */
6999 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
7000 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
7001 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
7002 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
7004 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7005 * the pixel right to the current one. Otherwise, sample the left pixel.
7006 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7008 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7009 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
7010 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
7012 /* Put the value into the other chroma */
7013 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
7014 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
7015 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
7016 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
7018 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7019 * the current one and lerp the two U and V values
7022 /* This gives the correctly filtered luminance value */
7023 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
7026 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
7027 const struct arbfp_blit_type
*type
, char *luminance
)
7030 static const float yv12_coef
[]
7031 = {2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
};
7033 tex
= arbfp_texture_target(type
->res_type
);
7035 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7036 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7037 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7038 * pitch of the luminance plane, the packing into the gl texture is a bit
7039 * unfortunate. If the whole texture is interpreted as luminance data it looks
7040 * approximately like this:
7042 * +----------------------------------+----
7054 * +----------------+-----------------+----
7056 * | V even rows | V odd rows |
7058 * +----------------+------------------ -
7060 * | U even rows | U odd rows |
7062 * +----------------+-----------------+----
7066 * So it appears as if there are 4 chroma images, but in fact the odd rows
7067 * in the chroma images are in the same row as the even ones. So it is
7068 * kinda tricky to read
7070 * When reading from rectangle textures, keep in mind that the input y coordinates
7071 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7073 shader_addline(buffer
, "PARAM yv12_coef = ");
7074 shader_arb_append_imm_vec4(buffer
, yv12_coef
);
7075 shader_addline(buffer
, ";\n");
7077 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7078 /* the chroma planes have only half the width */
7079 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
7081 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7082 * the coordinate. Also read the right side of the image when reading odd lines
7084 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7087 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7089 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
7091 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
7093 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
7094 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7096 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7097 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7098 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
7099 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7100 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7102 /* clamp, keep the half pixel origin in mind */
7103 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7104 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7105 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7106 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7110 /* The y coordinate for V is in the range [size, size + size / 4). */
7111 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
7112 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7114 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7115 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7116 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
7117 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7118 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7119 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7121 /* Make sure to read exactly from the pixel center */
7122 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
7123 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
7126 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
7127 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
7128 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7129 shader_addline(buffer
, "ADD temp.y, size.y, coef.y;\n");
7130 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7132 /* Read the texture, put the result into the output register */
7133 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7134 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
7136 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7137 * No need to clamp because we're just reusing the already clamped value from above
7139 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7140 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7142 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7143 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7144 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
7146 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7147 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7148 * values due to filtering
7150 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7151 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7153 /* Multiply the y coordinate by 2/3 and clamp it */
7154 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7155 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7156 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7157 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7161 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7162 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7165 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
7166 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
7167 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7172 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
7173 const struct arbfp_blit_type
*type
, char *luminance
)
7176 static const float nv12_coef
[]
7177 = {2.0f
/ 3.0f
, 1.0f
/ 3.0f
, 1.0f
, 1.0f
};
7179 tex
= arbfp_texture_target(type
->res_type
);
7181 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7182 * sized plane where each component is an UV pair. So the effective
7183 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7184 * data it looks approximately like this:
7186 * +----------------------------------+----
7198 * +----------------------------------+----
7199 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7200 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7206 * +----------------------------------+----
7208 * When reading from rectangle textures, keep in mind that the input y coordinates
7209 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7211 shader_addline(buffer
, "PARAM nv12_coef = ");
7212 shader_arb_append_imm_vec4(buffer
, nv12_coef
);
7213 shader_addline(buffer
, ";\n");
7215 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7216 /* We only have half the number of chroma pixels. */
7217 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
7219 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7221 shader_addline(buffer
, "RCP chroma.w, size.x;\n");
7222 shader_addline(buffer
, "RCP chroma.z, size.y;\n");
7224 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7226 /* We must not allow filtering horizontally, this would mix U and V.
7227 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7228 * 0.5, so add 0.5. */
7230 /* Convert to non-normalized coordinates so we can find the
7231 * individual pixel. */
7232 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, size.x;\n");
7233 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
7234 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7235 * add 0.5 to hit the center of the pixel. */
7236 shader_addline(buffer
, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7238 /* Convert back to normalized coordinates. */
7239 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7241 /* Clamp, keep the half pixel origin in mind. */
7242 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7243 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7244 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7245 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7249 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7250 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7252 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
7253 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7254 * add 0.5 to hit the center of the pixel. */
7255 shader_addline(buffer
, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7258 shader_addline(buffer
, "MAD temp.y, size.y, coef.y, size.y;\n");
7259 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
7260 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7261 shader_addline(buffer
, "ADD temp.y, size.y, coef.y;\n");
7262 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7264 /* Read the texture, put the result into the output register. */
7265 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7266 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
7268 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7271 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7276 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.x;\n");
7278 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7279 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
7281 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7282 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7283 * values due to filtering. */
7284 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7285 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7287 /* Multiply the y coordinate by 2/3 and clamp it */
7288 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7289 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7290 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7291 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7295 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7296 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7299 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
7300 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
7301 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7306 /* Context activation is done by the caller. */
7307 static GLuint
gen_p8_shader(const struct wined3d_gl_info
*gl_info
, const struct arbfp_blit_type
*type
)
7310 struct wined3d_string_buffer buffer
;
7311 const char *tex_target
= arbfp_texture_target(type
->res_type
);
7313 /* This should not happen because we only use this conversion for
7314 * present blits which don't use color keying. */
7315 if (type
->use_color_key
)
7316 FIXME("Implement P8 color keying.\n");
7319 if (!string_buffer_init(&buffer
))
7321 ERR("Failed to initialize shader buffer.\n");
7325 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7326 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7329 string_buffer_free(&buffer
);
7333 shader_addline(&buffer
, "!!ARBfp1.0\n");
7334 shader_addline(&buffer
, "TEMP index;\n");
7336 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7337 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7339 /* The alpha-component contains the palette index */
7340 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target
);
7342 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7343 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
7345 /* Use the alpha-component as an index in the palette to get the final color */
7346 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
7347 shader_addline(&buffer
, "END\n");
7349 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
.buffer
);
7351 string_buffer_free(&buffer
);
7356 /* Context activation is done by the caller. */
7357 static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter
*blitter
,
7358 const struct wined3d_texture_gl
*texture_gl
, struct wined3d_context_gl
*context_gl
)
7360 const struct wined3d_palette
*palette
= texture_gl
->t
.swapchain
? texture_gl
->t
.swapchain
->palette
: NULL
;
7361 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7363 if (!blitter
->palette_texture
)
7364 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
7366 GL_EXTCALL(glActiveTexture(GL_TEXTURE1
));
7367 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
7369 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
7371 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
7372 /* Make sure we have discrete color levels. */
7373 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
7374 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
7375 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7378 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
7379 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
7383 static const DWORD black
;
7384 FIXME("P8 surface loaded without a palette.\n");
7385 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
7386 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
7389 /* Switch back to unit 0 in which the 2D texture will be stored. */
7390 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
7393 /* Context activation is done by the caller. */
7394 static GLuint
gen_yuv_shader(const struct wined3d_gl_info
*gl_info
, const struct arbfp_blit_type
*type
)
7397 struct wined3d_string_buffer buffer
;
7398 char luminance_component
;
7400 if (type
->use_color_key
)
7401 FIXME("Implement YUV color keying.\n");
7404 if (!string_buffer_init(&buffer
))
7406 ERR("Failed to initialize shader buffer.\n");
7410 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7411 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7412 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7413 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7416 string_buffer_free(&buffer
);
7420 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7421 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7422 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7423 * each single pixel it contains, and one U and one V value shared between both
7426 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7427 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7428 * take the format into account when generating the read swizzles
7430 * Reading the Y value is straightforward - just sample the texture. The hardware
7431 * takes care of filtering in the horizontal and vertical direction.
7433 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7434 * because that would mix the U and V values of one pixel or two adjacent pixels.
7435 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7436 * regardless of the filtering setting. Vertical filtering works automatically
7437 * though - the U and V values of two rows are mixed nicely.
7439 * Apart of avoiding filtering issues, the code has to know which value it just
7440 * read, and where it can find the other one. To determine this, it checks if
7441 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7443 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7444 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7446 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7447 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7448 * in an unfiltered situation. Finding the luminance on the other hand requires
7449 * finding out if it is an odd or even pixel. The real drawback of this approach
7450 * is filtering. This would have to be emulated completely in the shader, reading
7451 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7452 * vertically. Beyond that it would require adjustments to the texture handling
7453 * code to deal with the width scaling
7455 shader_addline(&buffer
, "!!ARBfp1.0\n");
7456 shader_addline(&buffer
, "TEMP luminance;\n");
7457 shader_addline(&buffer
, "TEMP temp;\n");
7458 shader_addline(&buffer
, "TEMP chroma;\n");
7459 shader_addline(&buffer
, "TEMP texcrd;\n");
7460 shader_addline(&buffer
, "TEMP texcrd2;\n");
7461 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7462 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7463 shader_addline(&buffer
, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE
);
7465 switch (type
->fixup
)
7467 case COMPLEX_FIXUP_UYVY
:
7468 case COMPLEX_FIXUP_YUY2
:
7469 gen_packed_yuv_read(&buffer
, type
, &luminance_component
);
7472 case COMPLEX_FIXUP_YV12
:
7473 gen_yv12_read(&buffer
, type
, &luminance_component
);
7476 case COMPLEX_FIXUP_NV12
:
7477 gen_nv12_read(&buffer
, type
, &luminance_component
);
7481 FIXME("Unsupported YUV fixup %#x\n", type
->fixup
);
7482 string_buffer_free(&buffer
);
7486 /* Calculate the final result. Formula is taken from
7487 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7488 * ranges from -0.5 to 0.5
7490 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
7492 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
7493 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
7494 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7495 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
7496 shader_addline(&buffer
, "END\n");
7498 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
.buffer
);
7500 string_buffer_free(&buffer
);
7505 /* Context activation is done by the caller. */
7506 static GLuint
arbfp_gen_plain_shader(const struct wined3d_gl_info
*gl_info
, const struct arbfp_blit_type
*type
)
7509 struct wined3d_string_buffer buffer
;
7510 const char *tex_target
= arbfp_texture_target(type
->res_type
);
7513 if (!string_buffer_init(&buffer
))
7515 ERR("Failed to initialize shader buffer.\n");
7519 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7522 string_buffer_free(&buffer
);
7525 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7527 shader_addline(&buffer
, "!!ARBfp1.0\n");
7529 if (type
->use_color_key
)
7531 shader_addline(&buffer
, "TEMP color;\n");
7532 shader_addline(&buffer
, "TEMP less, greater;\n");
7533 shader_addline(&buffer
, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW
);
7534 shader_addline(&buffer
, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH
);
7535 shader_addline(&buffer
, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target
);
7536 shader_addline(&buffer
, "SLT less, color, color_key_low;\n"); /* below low key */
7537 shader_addline(&buffer
, "SGE greater, color, color_key_high;\n"); /* above high key */
7538 shader_addline(&buffer
, "ADD less, less, greater;\n"); /* or */
7539 shader_addline(&buffer
, "DP4 less.b, less, less;\n"); /* on any channel */
7540 shader_addline(&buffer
, "SGE less, -less.b, 0.0;\n"); /* logical not */
7541 shader_addline(&buffer
, "KIL -less;\n"); /* discard if true */
7542 shader_addline(&buffer
, "MOV result.color, color;\n");
7546 shader_addline(&buffer
, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target
);
7549 shader_addline(&buffer
, "END\n");
7551 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
.buffer
);
7553 string_buffer_free(&buffer
);
7558 /* Context activation is done by the caller. */
7559 static HRESULT
arbfp_blit_set(struct wined3d_arbfp_blitter
*blitter
, struct wined3d_context_gl
*context_gl
,
7560 const struct wined3d_texture_gl
*texture_gl
, unsigned int sub_resource_idx
,
7561 const struct wined3d_color_key
*color_key
)
7563 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7564 enum complex_fixup fixup
;
7565 struct wine_rb_entry
*entry
;
7566 struct arbfp_blit_type type
;
7567 struct arbfp_blit_desc
*desc
;
7568 struct wined3d_color float_color_key
[2];
7569 struct wined3d_vec4 size
;
7573 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
7574 size
.x
= wined3d_texture_get_level_pow2_width(&texture_gl
->t
, level
);
7575 size
.y
= wined3d_texture_get_level_pow2_height(&texture_gl
->t
, level
);
7579 if (is_complex_fixup(texture_gl
->t
.resource
.format
->color_fixup
))
7580 fixup
= get_complex_fixup(texture_gl
->t
.resource
.format
->color_fixup
);
7582 fixup
= COMPLEX_FIXUP_NONE
;
7584 switch (texture_gl
->target
)
7587 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
7591 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
7595 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
7598 case GL_TEXTURE_CUBE_MAP_ARB
:
7599 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
7602 case GL_TEXTURE_RECTANGLE_ARB
:
7603 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
7607 ERR("Unexpected GL texture type %#x.\n", texture_gl
->target
);
7608 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
7611 type
.use_color_key
= !!color_key
;
7614 if ((entry
= wine_rb_get(&blitter
->shaders
, &type
)))
7616 desc
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_blit_desc
, entry
);
7617 shader
= desc
->shader
;
7623 case COMPLEX_FIXUP_NONE
:
7624 if (!is_identity_fixup(texture_gl
->t
.resource
.format
->color_fixup
))
7625 FIXME("Implement support for sign or swizzle fixups.\n");
7626 shader
= arbfp_gen_plain_shader(gl_info
, &type
);
7629 case COMPLEX_FIXUP_P8
:
7630 shader
= gen_p8_shader(gl_info
, &type
);
7633 case COMPLEX_FIXUP_YUY2
:
7634 case COMPLEX_FIXUP_UYVY
:
7635 case COMPLEX_FIXUP_YV12
:
7636 case COMPLEX_FIXUP_NV12
:
7637 shader
= gen_yuv_shader(gl_info
, &type
);
7641 FIXME("Unsupported fixup %#x.\n", fixup
);
7647 ERR("Failed to get shader for fixup %#x.\n", fixup
);
7651 if (!(desc
= heap_alloc(sizeof(*desc
))))
7655 desc
->shader
= shader
;
7656 if (wine_rb_put(&blitter
->shaders
, &desc
->type
, &desc
->entry
) == -1)
7659 ERR("Out of memory\n");
7660 GL_EXTCALL(glDeleteProgramsARB(1, &shader
));
7661 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7662 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, 0));
7663 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7665 return E_OUTOFMEMORY
;
7669 if (fixup
== COMPLEX_FIXUP_P8
)
7670 arbfp_blitter_upload_palette(blitter
, texture_gl
, context_gl
);
7672 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7673 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7674 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7675 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7676 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARBFP_BLIT_PARAM_SIZE
, &size
.x
));
7677 checkGLcall("glProgramLocalParameter4fvARB");
7678 if (type
.use_color_key
)
7680 wined3d_format_get_float_color_key(texture_gl
->t
.resource
.format
, color_key
, float_color_key
);
7681 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
7682 ARBFP_BLIT_PARAM_COLOR_KEY_LOW
, &float_color_key
[0].r
));
7683 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
7684 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH
, &float_color_key
[1].r
));
7685 checkGLcall("glProgramLocalParameter4fvARB");
7691 /* Context activation is done by the caller. */
7692 static void arbfp_blit_unset(const struct wined3d_gl_info
*gl_info
)
7694 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7695 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7698 static BOOL
arbfp_blit_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
7699 const struct wined3d_resource
*src_resource
, DWORD src_location
,
7700 const struct wined3d_resource
*dst_resource
, DWORD dst_location
)
7702 const struct wined3d_format
*src_format
= src_resource
->format
;
7703 const struct wined3d_format
*dst_format
= dst_resource
->format
;
7704 enum complex_fixup src_fixup
;
7707 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
7710 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
7712 if (dst_format
->depth_size
|| dst_format
->stencil_size
)
7713 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
7715 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
7720 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY
:
7721 if (!context
->d3d_info
->shader_color_key
)
7723 /* The conversion modifies the alpha channel so the color key might no longer match. */
7724 TRACE("Color keying not supported with converted textures.\n");
7727 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
:
7728 case WINED3D_BLIT_OP_COLOR_BLIT
:
7732 TRACE("Unsupported blit_op=%d\n", blit_op
);
7736 decompress
= (src_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
7737 && !(dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
);
7738 if (!decompress
&& !(src_resource
->access
& dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
7741 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7742 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7744 TRACE("Checking support for fixup:\n");
7745 dump_color_fixup_desc(src_format
->color_fixup
);
7748 if (!is_identity_fixup(dst_format
->color_fixup
)
7749 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
7751 TRACE("Destination fixups are not supported\n");
7755 if (is_identity_fixup(src_format
->color_fixup
))
7761 /* We only support YUV conversions. */
7762 if (!is_complex_fixup(src_format
->color_fixup
))
7764 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
7766 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7770 TRACE("[FAILED]\n");
7776 case COMPLEX_FIXUP_YUY2
:
7777 case COMPLEX_FIXUP_UYVY
:
7778 case COMPLEX_FIXUP_YV12
:
7779 case COMPLEX_FIXUP_NV12
:
7780 case COMPLEX_FIXUP_P8
:
7785 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7786 TRACE("[FAILED]\n");
7791 static DWORD
arbfp_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
7792 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
7793 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
7794 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
7795 const struct wined3d_color_key
*color_key
, enum wined3d_texture_filter_type filter
,
7796 const struct wined3d_format
*resolve_format
)
7798 struct wined3d_texture_gl
*src_texture_gl
= wined3d_texture_gl(src_texture
);
7799 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
7800 struct wined3d_device
*device
= dst_texture
->resource
.device
;
7801 struct wined3d_texture
*staging_texture
= NULL
;
7802 struct wined3d_arbfp_blitter
*arbfp_blitter
;
7803 struct wined3d_color_key alpha_test_key
;
7804 struct wined3d_blitter
*next
;
7805 unsigned int src_level
;
7808 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
7809 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
7810 "colour_key %p, filter %s, resolve format %p.\n",
7811 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
7812 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
7813 wine_dbgstr_rect(dst_rect
), color_key
, debug_d3dtexturefiltertype(filter
), resolve_format
);
7815 if (!arbfp_blit_supported(op
, context
, &src_texture
->resource
, src_location
,
7816 &dst_texture
->resource
, dst_location
))
7818 if (!(next
= blitter
->next
))
7820 ERR("No blitter to handle blit op %#x.\n", op
);
7821 return dst_location
;
7824 TRACE("Forwarding to blitter %p.\n", next
);
7825 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
7826 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, color_key
, filter
, resolve_format
);
7829 arbfp_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_arbfp_blitter
, blitter
);
7831 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
7833 struct wined3d_resource_desc desc
;
7834 struct wined3d_box upload_box
;
7837 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7839 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
7840 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
7841 desc
.format
= src_texture
->resource
.format
->id
;
7842 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
7843 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
7844 desc
.usage
= WINED3DUSAGE_PRIVATE
;
7845 desc
.bind_flags
= 0;
7846 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
7847 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
7848 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
7852 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
7853 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
7855 ERR("Failed to create staging texture, hr %#x.\n", hr
);
7856 return dst_location
;
7859 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
7860 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
7861 src_texture
, src_sub_resource_idx
, &upload_box
);
7863 src_texture
= staging_texture
;
7864 src_texture_gl
= wined3d_texture_gl(src_texture
);
7865 src_sub_resource_idx
= 0;
7867 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
7868 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
7869 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
7870 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
7873 /* Without FBO blits transferring from the drawable to the texture is
7874 * expensive, because we have to flip the data in sysmem. Since we can
7875 * flip in the blitter, we don't actually need that flip anyway. So we
7876 * use the surface's texture as scratch texture, and flip the source
7877 * rectangle instead. */
7878 texture2d_load_fb_texture(src_texture_gl
, src_sub_resource_idx
, FALSE
, context
);
7881 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
7882 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
7883 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
7888 wined3d_texture_load(src_texture
, context
, FALSE
);
7891 wined3d_context_gl_apply_ffp_blit_state(context_gl
, device
);
7893 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
7896 wined3d_texture_translate_drawable_coords(dst_texture
, context_gl
->window
, &d
);
7900 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
7904 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
7906 TRACE("Destination texture %p is onscreen.\n", dst_texture
);
7907 buffer
= wined3d_texture_get_gl_buffer(dst_texture
);
7911 TRACE("Destination texture %p is offscreen.\n", dst_texture
);
7912 buffer
= GL_COLOR_ATTACHMENT0
;
7914 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_DRAW_FRAMEBUFFER
,
7915 &dst_texture
->resource
, dst_sub_resource_idx
, NULL
, 0, dst_location
);
7916 wined3d_context_gl_set_draw_buffer(context_gl
, buffer
);
7917 wined3d_context_gl_check_fbo_status(context_gl
, GL_DRAW_FRAMEBUFFER
);
7918 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
7921 if (op
== WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
7923 const struct wined3d_format
*fmt
= src_texture
->resource
.format
;
7924 alpha_test_key
.color_space_low_value
= 0;
7925 alpha_test_key
.color_space_high_value
= ~(((1u << fmt
->alpha_size
) - 1) << fmt
->alpha_offset
);
7926 color_key
= &alpha_test_key
;
7929 arbfp_blit_set(arbfp_blitter
, context_gl
, src_texture_gl
, src_sub_resource_idx
, color_key
);
7931 /* Draw a textured quad */
7932 wined3d_context_gl_draw_textured_quad(context_gl
, src_texture_gl
,
7933 src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
7935 /* Leave the opengl state valid for blitting */
7936 arbfp_blit_unset(context_gl
->gl_info
);
7938 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
7939 context_gl
->gl_info
->gl_ops
.gl
.p_glFlush();
7941 if (staging_texture
)
7942 wined3d_texture_decref(staging_texture
);
7944 return dst_location
;
7947 static void arbfp_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
7948 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
7949 const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*colour
, float depth
, DWORD stencil
)
7951 struct wined3d_blitter
*next
;
7953 if ((next
= blitter
->next
))
7954 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
7955 clear_rects
, draw_rect
, flags
, colour
, depth
, stencil
);
7958 static const struct wined3d_blitter_ops arbfp_blitter_ops
=
7960 arbfp_blitter_destroy
,
7961 arbfp_blitter_clear
,
7965 void wined3d_arbfp_blitter_create(struct wined3d_blitter
**next
, const struct wined3d_device
*device
)
7967 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7968 struct wined3d_arbfp_blitter
*blitter
;
7970 if (device
->shader_backend
!= &arb_program_shader_backend
7971 && device
->shader_backend
!= &glsl_shader_backend
)
7974 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
7977 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7980 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
7982 ERR("Failed to allocate blitter.\n");
7986 TRACE("Created blitter %p.\n", blitter
);
7988 blitter
->blitter
.ops
= &arbfp_blitter_ops
;
7989 blitter
->blitter
.next
= *next
;
7990 wine_rb_init(&blitter
->shaders
, arbfp_blit_type_compare
);
7991 blitter
->palette_texture
= 0;
7992 *next
= &blitter
->blitter
;