mf/tests: Test input type for WMA decoder DMO.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob592216051c2354333aa09fb613186ed442b24baf
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
39 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
41 return type == WINED3D_SHADER_TYPE_PIXEL;
44 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
46 return type == WINED3D_SHADER_TYPE_VERTEX;
49 enum arb_helper_value
51 ARB_ZERO,
52 ARB_ONE,
53 ARB_TWO,
54 ARB_0001,
55 ARB_EPS,
57 ARB_VS_REL_OFFSET
60 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
62 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
64 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
65 return "bad";
68 if (shader == WINED3D_SHADER_TYPE_PIXEL)
70 switch (value)
72 case ARB_ZERO: return "ps_helper_const.x";
73 case ARB_ONE: return "ps_helper_const.y";
74 case ARB_TWO: return "coefmul.x";
75 case ARB_0001: return "ps_helper_const.xxxy";
76 case ARB_EPS: return "ps_helper_const.z";
77 default: break;
80 else
82 switch (value)
84 case ARB_ZERO: return "helper_const.x";
85 case ARB_ONE: return "helper_const.y";
86 case ARB_TWO: return "helper_const.z";
87 case ARB_EPS: return "helper_const.w";
88 case ARB_0001: return "helper_const.xxxy";
89 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
92 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
93 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
94 switch (value)
96 case ARB_ZERO: return "0.0";
97 case ARB_ONE: return "1.0";
98 case ARB_TWO: return "2.0";
99 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
100 case ARB_EPS: return "1e-8";
101 default: return "bad";
105 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
107 return context->lowest_disabled_stage < 7;
110 /* ARB_program_shader private data */
112 struct control_frame
114 struct list entry;
115 enum
118 IFC,
119 LOOP,
121 } type;
122 BOOL muting;
123 BOOL outer_loop;
124 union
126 unsigned int loop;
127 unsigned int ifc;
128 } no;
129 struct wined3d_shader_loop_control loop_control;
130 BOOL had_else;
133 struct arb_ps_np2fixup_info
135 struct ps_np2fixup_info super;
136 /* For ARB we need an offset value:
137 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
138 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
139 * array we need an offset to the index inside the program local parameter array. */
140 UINT offset;
143 struct arb_ps_compile_args
145 struct ps_compile_args super;
146 WORD bools;
147 WORD clip; /* only a boolean, use a WORD for alignment */
148 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
151 struct stb_const_desc
153 unsigned char texunit;
154 UINT const_num;
157 struct arb_ps_compiled_shader
159 struct arb_ps_compile_args args;
160 struct arb_ps_np2fixup_info np2fixup_info;
161 struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES];
162 struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES];
163 UINT int_consts[WINED3D_MAX_CONSTS_I];
164 GLuint prgId;
165 UINT ycorrection;
166 unsigned char numbumpenvmatconsts;
167 char num_int_consts;
170 struct arb_vs_compile_args
172 struct vs_compile_args super;
173 union
175 struct
177 WORD bools;
178 unsigned char clip_texcoord;
179 unsigned char clipplane_mask;
180 } boolclip;
181 DWORD boolclip_compare;
182 } clip;
183 unsigned int ps_signature;
184 union
186 unsigned char samplers[4];
187 DWORD samplers_compare;
188 } vertex;
189 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
192 struct arb_vs_compiled_shader
194 struct arb_vs_compile_args args;
195 GLuint prgId;
196 UINT int_consts[WINED3D_MAX_CONSTS_I];
197 char num_int_consts;
198 char need_color_unclamp;
199 UINT pos_fixup;
202 struct recorded_instruction
204 struct wined3d_shader_instruction ins;
205 struct list entry;
208 struct shader_arb_ctx_priv
210 char addr_reg[50];
211 enum
213 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
214 ARB,
215 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
216 NV2,
217 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
219 } target_version;
221 const struct wined3d_gl_info *gl_info;
222 const struct arb_vs_compile_args *cur_vs_args;
223 const struct arb_ps_compile_args *cur_ps_args;
224 const struct arb_ps_compiled_shader *compiled_fprog;
225 const struct arb_vs_compiled_shader *compiled_vprog;
226 struct arb_ps_np2fixup_info *cur_np2fixup_info;
227 struct list control_frames;
228 struct list record;
229 BOOL recording;
230 BOOL muted;
231 unsigned int num_loops, loop_depth, num_ifcs;
232 int aL;
233 BOOL ps_post_process;
235 unsigned int vs_clipplanes;
236 BOOL footer_written;
237 BOOL in_main_func;
239 /* For 3.0 vertex shaders */
240 const char *vs_output[MAX_REG_OUTPUT];
241 /* For 2.x and earlier vertex shaders */
242 const char *texcrd_output[8], *color_output[2], *fog_output;
244 /* 3.0 pshader input for compatibility with fixed function */
245 const char *ps_input[MAX_REG_INPUT];
248 struct ps_signature
250 struct wined3d_shader_signature sig;
251 unsigned int idx;
252 struct wine_rb_entry entry;
255 struct arb_pshader_private {
256 struct arb_ps_compiled_shader *gl_shaders;
257 UINT num_gl_shaders, shader_array_size;
258 unsigned int input_signature_idx;
259 unsigned int clipplane_emulation;
260 BOOL clamp_consts;
263 struct arb_vshader_private {
264 struct arb_vs_compiled_shader *gl_shaders;
265 UINT num_gl_shaders, shader_array_size;
266 UINT rel_offset;
269 struct shader_arb_priv
271 GLuint current_vprogram_id;
272 GLuint current_fprogram_id;
273 const struct arb_ps_compiled_shader *compiled_fprog;
274 const struct arb_vs_compiled_shader *compiled_vprog;
275 BOOL use_arbfp_fixed_func;
276 struct wine_rb_tree fragment_shaders;
277 BOOL last_ps_const_clamped;
278 BOOL last_vs_color_unclamp;
280 struct wine_rb_tree signature_tree;
281 DWORD ps_sig_number;
283 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
284 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
285 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
286 const struct wined3d_context *last_context;
288 const struct wined3d_vertex_pipe_ops *vertex_pipe;
289 const struct wined3d_fragment_pipe_ops *fragment_pipe;
290 BOOL ffp_proj_control;
293 /* Context activation for state handlers is done by the caller. */
295 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
296 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
298 if (shader_data->rel_offset) return TRUE;
299 if (!reg_maps->usesmova) return FALSE;
300 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
303 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
304 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
306 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
307 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
310 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
311 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
313 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
314 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
315 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
316 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
317 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
318 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
319 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
320 return FALSE;
323 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
324 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
326 unsigned int ret = 1;
327 /* We use one PARAM for the pos fixup, and in some cases one to load
328 * some immediate values into the shader. */
329 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
330 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
331 return ret;
334 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
335 * When constant_list == NULL, it will load all the constants.
337 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
338 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
340 /* Context activation is done by the caller. */
341 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
342 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
343 const struct wined3d_vec4 *constants, char *dirty_consts)
345 struct wined3d_shader_lconst *lconst;
346 unsigned int ret, i, j;
348 if (TRACE_ON(d3d_constants))
350 for (i = 0; i < max_constants; ++i)
352 if (!dirty_consts[i])
353 continue;
354 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
358 i = 0;
360 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
361 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
363 float lcl_const[4];
364 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
365 * shaders, the first 8 constants are marked dirty for reload
367 for (; i < min(8, max_constants); ++i)
369 if (!dirty_consts[i])
370 continue;
371 dirty_consts[i] = 0;
373 if (constants[i].x > 1.0f)
374 lcl_const[0] = 1.0f;
375 else if (constants[i].x < -1.0f)
376 lcl_const[0] = -1.0f;
377 else
378 lcl_const[0] = constants[i].x;
380 if (constants[i].y > 1.0f)
381 lcl_const[1] = 1.0f;
382 else if (constants[i].y < -1.0f)
383 lcl_const[1] = -1.0f;
384 else
385 lcl_const[1] = constants[i].y;
387 if (constants[i].z > 1.0f)
388 lcl_const[2] = 1.0f;
389 else if (constants[i].z < -1.0f)
390 lcl_const[2] = -1.0f;
391 else
392 lcl_const[2] = constants[i].z;
394 if (constants[i].w > 1.0f)
395 lcl_const[3] = 1.0f;
396 else if (constants[i].w < -1.0f)
397 lcl_const[3] = -1.0f;
398 else
399 lcl_const[3] = constants[i].w;
401 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
404 /* If further constants are dirty, reload them without clamping.
406 * The alternative is not to touch them, but then we cannot reset the dirty constant count
407 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
408 * above would always re-check the first 8 constants since max_constant remains at the init
409 * value
413 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
415 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
416 * or just reloading *all* constants at once
418 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
420 for (; i < max_constants; ++i)
422 if (!dirty_consts[i])
423 continue;
425 /* Find the next block of dirty constants */
426 dirty_consts[i] = 0;
427 j = i;
428 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
430 dirty_consts[i] = 0;
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
436 else
438 for (; i < max_constants; ++i)
440 if (dirty_consts[i])
442 dirty_consts[i] = 0;
443 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
447 checkGLcall("glProgramEnvParameter4fvARB()");
449 /* Load immediate constants */
450 if (shader->load_local_constsF)
452 if (TRACE_ON(d3d_shader))
454 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
456 GLfloat* values = (GLfloat*)lconst->value;
457 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
458 values[0], values[1], values[2], values[3]);
461 /* Immediate constants are clamped for 1.X shaders at loading times */
462 ret = 0;
463 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
465 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
466 ret = max(ret, lconst->idx + 1);
467 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
469 checkGLcall("glProgramEnvParameter4fvARB()");
470 return ret; /* The loaded immediate constants need reloading for the next shader */
471 } else {
472 return 0; /* No constants are dirty now */
476 /* Loads the texture dimensions for NP2 fixup into the currently set
477 * ARB_[vertex/fragment]_programs. */
478 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
479 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
481 GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS];
482 uint32_t active = fixup->super.active;
483 const struct wined3d_texture *tex;
484 unsigned char idx;
485 GLfloat *tex_dim;
486 unsigned int i;
488 if (!active)
489 return;
491 while (active)
493 i = wined3d_bit_scan(&active);
494 if (!(tex = state->textures[i]))
496 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
497 continue;
500 idx = fixup->super.idx[i];
501 tex_dim = &np2fixup_constants[(idx >> 1) * 4];
502 if (idx % 2)
504 tex_dim[2] = tex->pow2_matrix[0];
505 tex_dim[3] = tex->pow2_matrix[5];
507 else
509 tex_dim[0] = tex->pow2_matrix[0];
510 tex_dim[1] = tex->pow2_matrix[5];
514 for (i = 0; i < fixup->super.num_consts; ++i)
516 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
517 fixup->offset + i, &np2fixup_constants[i * 4]));
521 /* Context activation is done by the caller. */
522 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
523 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int rt_height)
525 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
526 unsigned char i;
528 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
530 int texunit = gl_shader->bumpenvmatconst[i].texunit;
532 /* The state manager takes care that this function is always called if the bump env matrix changes */
533 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
534 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
535 gl_shader->bumpenvmatconst[i].const_num, data));
537 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
539 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
540 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
541 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
542 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
544 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
545 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
546 gl_shader->luminanceconst[i].const_num, scale));
549 checkGLcall("Load bumpmap consts");
551 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
553 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
554 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
555 * ycorrection.z: 1.0
556 * ycorrection.w: 0.0
558 float val[4];
559 val[0] = context_gl->c.render_offscreen ? 0.0f : (float)rt_height;
560 val[1] = context_gl->c.render_offscreen ? 1.0f : -1.0f;
561 val[2] = 1.0f;
562 val[3] = 0.0f;
563 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
564 checkGLcall("y correction loading");
567 if (!gl_shader->num_int_consts) return;
569 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
571 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
573 float val[4];
574 val[0] = (float)state->ps_consts_i[i].x;
575 val[1] = (float)state->ps_consts_i[i].y;
576 val[2] = (float)state->ps_consts_i[i].z;
577 val[3] = -1.0f;
579 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
582 checkGLcall("Load ps int consts");
585 /* Context activation is done by the caller. */
586 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
587 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
589 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
590 float position_fixup[4];
591 unsigned char i;
593 /* Upload the position fixup */
594 shader_get_position_fixup(&context_gl->c, state, 1, position_fixup);
595 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
597 if (!gl_shader->num_int_consts) return;
599 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
601 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
603 float val[4];
604 val[0] = (float)state->vs_consts_i[i].x;
605 val[1] = (float)state->vs_consts_i[i].y;
606 val[2] = (float)state->vs_consts_i[i].z;
607 val[3] = -1.0f;
609 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
612 checkGLcall("Load vs int consts");
615 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
616 const struct wined3d_state *state);
619 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
621 * We only support float constants in ARB at the moment, so don't
622 * worry about the Integers or Booleans
624 /* Context activation is done by the caller (state handler). */
625 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
626 const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
628 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
629 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
631 if (!from_shader_select)
633 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
634 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
636 if (vshader
637 && (vshader->reg_maps.boolean_constants
638 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
639 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
641 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
642 shader_arb_select(priv, &context_gl->c, state);
644 else if (pshader
645 && (pshader->reg_maps.boolean_constants
646 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
647 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
649 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
650 shader_arb_select(priv, &context_gl->c, state);
654 if (&context_gl->c != priv->last_context)
656 memset(priv->vshader_const_dirty, 1,
657 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
658 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
660 memset(priv->pshader_const_dirty, 1,
661 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
662 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
664 priv->last_context = &context_gl->c;
667 if (use_vs)
669 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
670 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
672 /* Load DirectX 9 float constants for vertex shader */
673 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
674 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
675 shader_arb_vs_local_constants(gl_shader, context_gl, state);
678 if (use_ps)
680 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
681 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
682 UINT rt_height = state->fb.render_targets[0]->height;
684 /* Load DirectX 9 float constants for pixel shader */
685 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
686 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
687 shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
689 if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
690 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
694 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
695 const struct wined3d_state *state)
697 shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
698 state, use_ps(state), use_vs(state), FALSE);
701 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
703 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
704 struct shader_arb_priv *priv = device->shader_priv;
706 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
707 * context. On a context switch the old context will be fully dirtified */
708 if (!context_gl || context_gl->c.device != device)
709 return;
711 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
712 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
715 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
717 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
718 struct shader_arb_priv *priv = device->shader_priv;
720 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
721 * context. On a context switch the old context will be fully dirtified */
722 if (!context_gl || context_gl->c.device != device)
723 return;
725 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
726 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
729 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
731 char str[4][17];
733 wined3d_ftoa(values[0], str[0]);
734 wined3d_ftoa(values[1], str[1]);
735 wined3d_ftoa(values[2], str[2]);
736 wined3d_ftoa(values[3], str[3]);
737 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
740 /* Generate the variable & register declarations for the ARB_vertex_program output target */
741 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
742 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
743 const struct wined3d_gl_info *gl_info, unsigned int *num_clipplanes,
744 const struct shader_arb_ctx_priv *ctx)
746 unsigned int i;
747 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
748 const struct wined3d_shader_lconst *lconst;
749 unsigned max_constantsF;
750 uint32_t map;
752 /* In pixel shaders, all private constants are program local, we don't need anything
753 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
754 * If we need a private constant the GL implementation will squeeze it in somewhere
756 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
757 * immediate values. The posFixup is loaded using program.env for now, so always
758 * subtract one from the number of constants. If the shader uses indirect addressing,
759 * account for the helper const too because we have to declare all available d3d constants
760 * and don't know which are actually used.
762 if (pshader)
764 max_constantsF = gl_info->limits.arb_ps_native_constants;
765 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
766 if (max_constantsF < 24)
767 max_constantsF = gl_info->limits.arb_ps_float_constants;
769 else
771 const struct arb_vshader_private *shader_data = shader->backend_data;
772 max_constantsF = gl_info->limits.arb_vs_native_constants;
773 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
774 * Also prevents max_constantsF from becoming less than 0 and
775 * wrapping . */
776 if (max_constantsF < 96)
777 max_constantsF = gl_info->limits.arb_vs_float_constants;
779 if (reg_maps->usesrelconstF)
781 DWORD highest_constf = 0, clip_limit;
783 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
784 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
785 max_constantsF -= gl_info->reserved_arb_constants;
787 for (i = 0; i < shader->limits->constant_float; ++i)
789 if (wined3d_bitmap_is_set(reg_maps->constf, i))
790 highest_constf = i;
793 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
795 if(ctx->cur_vs_args->super.clip_enabled)
796 clip_limit = gl_info->limits.user_clip_distances;
797 else
798 clip_limit = 0;
800 else
802 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
803 clip_limit = min(wined3d_popcount(mask), 4);
805 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
806 max_constantsF -= *num_clipplanes;
807 if(*num_clipplanes < clip_limit)
809 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
810 gl_info->limits.user_clip_distances);
813 else
815 if (ctx->target_version >= NV2)
816 *num_clipplanes = gl_info->limits.user_clip_distances;
817 else
818 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
822 map = reg_maps->temporary;
823 while (map)
825 i = wined3d_bit_scan(&map);
826 shader_addline(buffer, "TEMP R%u;\n", i);
829 map = reg_maps->address;
830 while (map)
832 i = wined3d_bit_scan(&map);
833 shader_addline(buffer, "ADDRESS A%u;\n", i);
836 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
838 map = reg_maps->texcoord;
839 while (map)
841 i = wined3d_bit_scan(&map);
842 shader_addline(buffer, "TEMP T%u;\n", i);
846 if (!shader->load_local_constsF)
848 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
850 const float *value;
851 value = (const float *)lconst->value;
852 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
853 shader_arb_append_imm_vec4(buffer, value);
854 shader_addline(buffer, ";\n");
858 /* After subtracting privately used constants from the hardware limit(they are loaded as
859 * local constants), make sure the shader doesn't violate the env constant limit
861 if (pshader)
863 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
865 else
867 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
870 /* Avoid declaring more constants than needed */
871 max_constantsF = min(max_constantsF, shader->limits->constant_float);
873 /* we use the array-based constants array if the local constants are marked for loading,
874 * because then we use indirect addressing, or when the local constant list is empty,
875 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
876 * local constants do not declare the loaded constants as an array because ARB compilers usually
877 * do not optimize unused constants away
879 if (reg_maps->usesrelconstF)
881 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
882 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
883 max_constantsF, max_constantsF - 1);
885 else
887 for (i = 0; i < max_constantsF; ++i)
889 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
891 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
897 static const char * const shift_tab[] = {
898 "dummy", /* 0 (none) */
899 "coefmul.x", /* 1 (x2) */
900 "coefmul.y", /* 2 (x4) */
901 "coefmul.z", /* 3 (x8) */
902 "coefmul.w", /* 4 (x16) */
903 "dummy", /* 5 (x32) */
904 "dummy", /* 6 (x64) */
905 "dummy", /* 7 (x128) */
906 "dummy", /* 8 (d256) */
907 "dummy", /* 9 (d128) */
908 "dummy", /* 10 (d64) */
909 "dummy", /* 11 (d32) */
910 "coefdiv.w", /* 12 (d16) */
911 "coefdiv.z", /* 13 (d8) */
912 "coefdiv.y", /* 14 (d4) */
913 "coefdiv.x" /* 15 (d2) */
916 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
917 const struct wined3d_shader_dst_param *dst, char *write_mask)
919 char *ptr = write_mask;
921 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
923 *ptr++ = '.';
924 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
925 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
926 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
927 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
930 *ptr = '\0';
933 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
935 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
936 * but addressed as "rgba". To fix this we need to swap the register's x
937 * and z components. */
938 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
939 char *ptr = swizzle_str;
941 /* swizzle bits fields: wwzzyyxx */
942 DWORD swizzle = param->swizzle;
943 DWORD swizzle_x = swizzle & 0x03;
944 DWORD swizzle_y = (swizzle >> 2) & 0x03;
945 DWORD swizzle_z = (swizzle >> 4) & 0x03;
946 DWORD swizzle_w = (swizzle >> 6) & 0x03;
948 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
949 * generate a swizzle string. Unless we need to our own swizzling. */
950 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
952 *ptr++ = '.';
953 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
954 *ptr++ = swizzle_chars[swizzle_x];
955 } else {
956 *ptr++ = swizzle_chars[swizzle_x];
957 *ptr++ = swizzle_chars[swizzle_y];
958 *ptr++ = swizzle_chars[swizzle_z];
959 *ptr++ = swizzle_chars[swizzle_w];
963 *ptr = '\0';
966 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
968 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
969 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
971 if (!strcmp(priv->addr_reg, src))
972 return;
974 snprintf(priv->addr_reg, sizeof(priv->addr_reg), "%s", src);
975 shader_addline(buffer, "ARL A0.x, %s;\n", src);
978 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
979 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
981 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
982 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
984 /* oPos, oFog and oPts in D3D */
985 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
986 const struct wined3d_shader *shader = ins->ctx->shader;
987 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
988 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
989 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
991 *is_color = FALSE;
993 switch (reg->type)
995 case WINED3DSPR_TEMP:
996 sprintf(register_name, "R%u", reg->idx[0].offset);
997 break;
999 case WINED3DSPR_INPUT:
1000 if (pshader)
1002 if (reg_maps->shader_version.major < 3)
1004 if (!reg->idx[0].offset)
1005 strcpy(register_name, "fragment.color.primary");
1006 else
1007 strcpy(register_name, "fragment.color.secondary");
1009 else
1011 if (reg->idx[0].rel_addr)
1013 char rel_reg[50];
1014 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1016 if (!strcmp(rel_reg, "**aL_emul**"))
1018 unsigned int idx = ctx->aL + reg->idx[0].offset;
1019 if(idx < MAX_REG_INPUT)
1021 strcpy(register_name, ctx->ps_input[idx]);
1023 else
1025 ERR("Pixel shader input register out of bounds: %u\n", idx);
1026 sprintf(register_name, "out_of_bounds_%u", idx);
1029 else if (reg_maps->input_registers & 0x0300)
1031 /* There are two ways basically:
1033 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1034 * That means trouble if the loop also contains a breakc or if the control values
1035 * aren't local constants.
1036 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1037 * source dynamically. The trouble is that we cannot simply read aL.y because it
1038 * is an ADDRESS register. We could however push it, load .zw with a value and use
1039 * ADAC to load the condition code register and pop it again afterwards
1041 FIXME("Relative input register addressing with more than 8 registers\n");
1043 /* This is better than nothing for now */
1044 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1046 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1048 /* This is problematic because we'd have to consult the ctx->ps_input strings
1049 * for where to find the varying. Some may be "0.0", others can be texcoords or
1050 * colors. This needs either a pipeline replacement to make the vertex shader feed
1051 * proper varyings, or loop unrolling
1053 * For now use the texcoords and hope for the best
1055 FIXME("Non-vertex shader varying input with indirect addressing\n");
1056 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1058 else
1060 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1061 * pulls GL_NV_fragment_program2 in
1063 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1066 else
1068 if (reg->idx[0].offset < MAX_REG_INPUT)
1070 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1072 else
1074 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1075 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1080 else
1082 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1083 *is_color = TRUE;
1084 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1086 break;
1088 case WINED3DSPR_CONST:
1089 if (!pshader && reg->idx[0].rel_addr)
1091 const struct arb_vshader_private *shader_data = shader->backend_data;
1092 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1093 BOOL aL = FALSE;
1094 char rel_reg[50];
1095 if (reg_maps->shader_version.major < 2)
1097 sprintf(rel_reg, "A0.x");
1099 else
1101 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1102 if (ctx->target_version == ARB)
1104 if (!strcmp(rel_reg, "**aL_emul**"))
1106 aL = TRUE;
1107 } else {
1108 shader_arb_request_a0(ins, rel_reg);
1109 sprintf(rel_reg, "A0.x");
1113 if (aL)
1114 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1115 else if (reg->idx[0].offset >= rel_offset)
1116 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1117 else
1118 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1120 else
1122 if (reg_maps->usesrelconstF)
1123 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1124 else
1125 sprintf(register_name, "C%u", reg->idx[0].offset);
1127 break;
1129 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1130 if (pshader)
1132 if (reg_maps->shader_version.major == 1
1133 && reg_maps->shader_version.minor <= 3)
1134 /* In ps <= 1.3, Tx is a temporary register as destination
1135 * to all instructions, and as source to most instructions.
1136 * For some instructions it is the texcoord input. Those
1137 * instructions know about the special use. */
1138 sprintf(register_name, "T%u", reg->idx[0].offset);
1139 else
1140 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1141 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1143 else
1145 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1146 sprintf(register_name, "A%u", reg->idx[0].offset);
1147 else
1148 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1150 break;
1152 case WINED3DSPR_COLOROUT:
1153 if (ctx->ps_post_process && !reg->idx[0].offset)
1155 strcpy(register_name, "TMP_COLOR");
1157 else
1159 if (ctx->cur_ps_args->super.srgb_correction)
1160 FIXME("sRGB correction on higher render targets.\n");
1161 if (reg_maps->rt_mask > 1)
1162 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1163 else
1164 strcpy(register_name, "result.color");
1166 break;
1168 case WINED3DSPR_RASTOUT:
1169 if (reg->idx[0].offset == 1)
1170 sprintf(register_name, "%s", ctx->fog_output);
1171 else
1172 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1173 break;
1175 case WINED3DSPR_DEPTHOUT:
1176 strcpy(register_name, "result.depth");
1177 break;
1179 case WINED3DSPR_ATTROUT:
1180 /* case WINED3DSPR_OUTPUT: */
1181 if (pshader)
1182 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1183 else
1184 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1185 break;
1187 case WINED3DSPR_TEXCRDOUT:
1188 if (pshader)
1189 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1190 else if (reg_maps->shader_version.major < 3)
1191 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1192 else
1193 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1194 break;
1196 case WINED3DSPR_LOOP:
1197 if(ctx->target_version >= NV2)
1199 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1200 if(pshader) sprintf(register_name, "A0.x");
1201 else sprintf(register_name, "aL.y");
1203 else
1205 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1206 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1207 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1208 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1209 * indexing
1211 sprintf(register_name, "**aL_emul**");
1214 break;
1216 case WINED3DSPR_CONSTINT:
1217 sprintf(register_name, "I%u", reg->idx[0].offset);
1218 break;
1220 case WINED3DSPR_MISCTYPE:
1221 if (!reg->idx[0].offset)
1222 sprintf(register_name, "vpos");
1223 else if (reg->idx[0].offset == 1)
1224 sprintf(register_name, "fragment.facing.x");
1225 else
1226 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1227 break;
1229 default:
1230 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1231 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1232 break;
1236 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1237 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1239 char register_name[255];
1240 char write_mask[6];
1241 BOOL is_color;
1243 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1244 strcpy(str, register_name);
1246 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1247 strcat(str, write_mask);
1250 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1252 switch(channel_source)
1254 case CHANNEL_SOURCE_ZERO: return "0";
1255 case CHANNEL_SOURCE_ONE: return "1";
1256 case CHANNEL_SOURCE_X: return "x";
1257 case CHANNEL_SOURCE_Y: return "y";
1258 case CHANNEL_SOURCE_Z: return "z";
1259 case CHANNEL_SOURCE_W: return "w";
1260 default:
1261 FIXME("Unhandled channel source %#x\n", channel_source);
1262 return "undefined";
1266 struct color_fixup_masks
1268 DWORD source;
1269 DWORD sign;
1272 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1274 struct color_fixup_masks masks = {0, 0};
1276 if (is_complex_fixup(fixup))
1278 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1279 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1280 return masks;
1283 if (fixup.x_source != CHANNEL_SOURCE_X)
1284 masks.source |= WINED3DSP_WRITEMASK_0;
1285 if (fixup.y_source != CHANNEL_SOURCE_Y)
1286 masks.source |= WINED3DSP_WRITEMASK_1;
1287 if (fixup.z_source != CHANNEL_SOURCE_Z)
1288 masks.source |= WINED3DSP_WRITEMASK_2;
1289 if (fixup.w_source != CHANNEL_SOURCE_W)
1290 masks.source |= WINED3DSP_WRITEMASK_3;
1291 masks.source &= dst_mask;
1293 if (fixup.x_sign_fixup)
1294 masks.sign |= WINED3DSP_WRITEMASK_0;
1295 if (fixup.y_sign_fixup)
1296 masks.sign |= WINED3DSP_WRITEMASK_1;
1297 if (fixup.z_sign_fixup)
1298 masks.sign |= WINED3DSP_WRITEMASK_2;
1299 if (fixup.w_sign_fixup)
1300 masks.sign |= WINED3DSP_WRITEMASK_3;
1301 masks.sign &= dst_mask;
1303 return masks;
1306 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1307 const char *src, const char *one, const char *two,
1308 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1310 const char *sign_fixup_src = dst;
1312 if (masks.source)
1314 if (masks.sign)
1315 sign_fixup_src = "TA";
1317 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1318 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1319 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1321 else if (masks.sign)
1323 sign_fixup_src = src;
1326 if (masks.sign)
1328 char reg_mask[6];
1329 char *ptr = reg_mask;
1331 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1333 *ptr++ = '.';
1334 if (masks.sign & WINED3DSP_WRITEMASK_0)
1335 *ptr++ = 'x';
1336 if (masks.sign & WINED3DSP_WRITEMASK_1)
1337 *ptr++ = 'y';
1338 if (masks.sign & WINED3DSP_WRITEMASK_2)
1339 *ptr++ = 'z';
1340 if (masks.sign & WINED3DSP_WRITEMASK_3)
1341 *ptr++ = 'w';
1343 *ptr = '\0';
1345 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1349 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1351 uint32_t mod;
1352 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1353 if (!ins->dst_count) return "";
1355 mod = ins->dst[0].modifiers;
1357 /* Silently ignore PARTIALPRECISION if it's not supported */
1358 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1360 if(mod & WINED3DSPDM_MSAMPCENTROID)
1362 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1363 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1366 switch(mod)
1368 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1369 return "H_SAT";
1371 case WINED3DSPDM_SATURATE:
1372 return "_SAT";
1374 case WINED3DSPDM_PARTIALPRECISION:
1375 return "H";
1377 case 0:
1378 return "";
1380 default:
1381 FIXME("Unknown modifiers 0x%08x\n", mod);
1382 return "";
1386 #define TEX_PROJ 0x1
1387 #define TEX_BIAS 0x2
1388 #define TEX_LOD 0x4
1389 #define TEX_DERIV 0x10
1391 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, unsigned int sampler_idx,
1392 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1394 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1395 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1396 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1397 enum wined3d_shader_resource_type resource_type;
1398 struct color_fixup_masks masks;
1399 const char *tex_dst = dst_str;
1400 BOOL np2_fixup = FALSE;
1401 const char *tex_type;
1402 const char *mod;
1404 if (pshader)
1406 resource_type = pixelshader_get_resource_type(ins->ctx->reg_maps, sampler_idx,
1407 priv->cur_ps_args->super.tex_types);
1409 else
1411 resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1413 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1414 sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
1417 switch (resource_type)
1419 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1420 tex_type = "1D";
1421 break;
1423 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1424 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1425 && priv->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1426 tex_type = "RECT";
1427 else
1428 tex_type = "2D";
1430 if (pshader)
1432 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1434 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1435 else np2_fixup = TRUE;
1438 break;
1440 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1441 tex_type = "3D";
1442 break;
1444 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1445 tex_type = "CUBE";
1446 break;
1448 default:
1449 ERR("Unexpected resource type %#x.\n", resource_type);
1450 tex_type = "";
1453 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1454 * so don't use shader_arb_get_modifier
1456 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1457 else mod = "";
1459 /* Fragment samplers always have identity mapping */
1460 if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS)
1462 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS];
1465 if (pshader)
1467 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1468 ins->dst[0].write_mask);
1470 if (masks.source || masks.sign)
1471 tex_dst = "TA";
1474 if (flags & TEX_DERIV)
1476 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1477 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1478 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1479 dsx, dsy, sampler_idx, tex_type);
1481 else if(flags & TEX_LOD)
1483 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1484 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1485 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1486 sampler_idx, tex_type);
1488 else if (flags & TEX_BIAS)
1490 /* Shouldn't be possible, but let's check for it */
1491 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1492 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1493 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1495 else if (flags & TEX_PROJ)
1497 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1499 else
1501 if (np2_fixup)
1503 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1504 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1505 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1507 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1509 else
1510 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1513 if (pshader)
1515 gen_color_correction(buffer, dst_str, tex_dst,
1516 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1517 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1518 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1522 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1523 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1525 /* Generate a line that does the input modifier computation and return the input register to use */
1526 BOOL is_color = FALSE, insert_line;
1527 char regstr[256];
1528 char swzstr[20];
1529 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1530 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1531 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1532 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1534 /* Assume a new line will be added */
1535 insert_line = TRUE;
1537 /* Get register name */
1538 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1539 shader_arb_get_swizzle(src, is_color, swzstr);
1541 switch (src->modifiers)
1543 case WINED3DSPSM_NONE:
1544 sprintf(outregstr, "%s%s", regstr, swzstr);
1545 insert_line = FALSE;
1546 break;
1547 case WINED3DSPSM_NEG:
1548 sprintf(outregstr, "-%s%s", regstr, swzstr);
1549 insert_line = FALSE;
1550 break;
1551 case WINED3DSPSM_BIAS:
1552 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1553 break;
1554 case WINED3DSPSM_BIASNEG:
1555 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1556 break;
1557 case WINED3DSPSM_SIGN:
1558 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1559 break;
1560 case WINED3DSPSM_SIGNNEG:
1561 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1562 break;
1563 case WINED3DSPSM_COMP:
1564 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1565 break;
1566 case WINED3DSPSM_X2:
1567 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1568 break;
1569 case WINED3DSPSM_X2NEG:
1570 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1571 break;
1572 case WINED3DSPSM_DZ:
1573 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1574 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1575 break;
1576 case WINED3DSPSM_DW:
1577 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1578 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1579 break;
1580 case WINED3DSPSM_ABS:
1581 if(ctx->target_version >= NV2) {
1582 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1583 insert_line = FALSE;
1584 } else {
1585 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1587 break;
1588 case WINED3DSPSM_ABSNEG:
1589 if(ctx->target_version >= NV2) {
1590 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1591 } else {
1592 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1593 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1595 insert_line = FALSE;
1596 break;
1597 default:
1598 sprintf(outregstr, "%s%s", regstr, swzstr);
1599 insert_line = FALSE;
1602 /* Return modified or original register, with swizzle */
1603 if (insert_line)
1604 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1607 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1609 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1610 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1611 unsigned int sampler_code = dst->reg.idx[0].offset;
1612 char dst_name[50];
1613 char src_name[2][50];
1615 shader_arb_get_dst_param(ins, dst, dst_name);
1617 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1619 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1620 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1621 * temps is done.
1623 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1624 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1625 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1626 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1627 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1629 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1630 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1633 static enum wined3d_shader_src_modifier negate_modifiers(enum wined3d_shader_src_modifier mod, char *extra_char)
1635 *extra_char = ' ';
1636 switch(mod)
1638 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1639 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1640 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1641 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1642 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1643 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1644 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1645 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1646 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1647 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1648 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1649 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1650 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1651 case WINED3DSPSM_NOT: FIXME("Unknown modifier %u\n", mod);
1653 return mod;
1656 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1658 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1659 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1660 char dst_name[50];
1661 char src_name[3][50];
1662 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1663 ins->ctx->reg_maps->shader_version.minor);
1665 shader_arb_get_dst_param(ins, dst, dst_name);
1666 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1668 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1669 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1671 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1673 else
1675 struct wined3d_shader_src_param src0_copy = ins->src[0];
1676 char extra_neg;
1678 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1679 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1681 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1682 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1683 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1684 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1685 dst_name, src_name[1], src_name[2]);
1689 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1691 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1692 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1693 char dst_name[50];
1694 char src_name[3][50];
1696 shader_arb_get_dst_param(ins, dst, dst_name);
1698 /* Generate input register names (with modifiers) */
1699 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1700 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1701 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1703 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1704 dst_name, src_name[0], src_name[2], src_name[1]);
1707 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1708 * dst = dot2(src0, src1) + src2 */
1709 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1711 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1712 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1713 char dst_name[50];
1714 char src_name[3][50];
1715 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1717 shader_arb_get_dst_param(ins, dst, dst_name);
1718 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1719 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1721 if(ctx->target_version >= NV3)
1723 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1724 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1725 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1726 dst_name, src_name[0], src_name[1], src_name[2]);
1728 else if(ctx->target_version >= NV2)
1730 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1731 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1732 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1733 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1735 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1737 * .xyxy and other swizzles that we could get with this are not valid in
1738 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1740 struct wined3d_shader_src_param tmp_param = ins->src[1];
1741 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1742 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1744 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1746 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1747 dst_name, src_name[2], src_name[0], src_name[1]);
1749 else
1751 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1752 /* 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]
1753 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1755 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1756 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1757 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1758 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1762 /* Map the opcode 1-to-1 to the GL code */
1763 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1765 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1766 const char *instruction;
1767 char arguments[256], dst_str[50];
1768 unsigned int i;
1769 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1771 switch (ins->handler_idx)
1773 case WINED3DSIH_ABS: instruction = "ABS"; break;
1774 case WINED3DSIH_ADD: instruction = "ADD"; break;
1775 case WINED3DSIH_CRS: instruction = "XPD"; break;
1776 case WINED3DSIH_DP3: instruction = "DP3"; break;
1777 case WINED3DSIH_DP4: instruction = "DP4"; break;
1778 case WINED3DSIH_DST: instruction = "DST"; break;
1779 case WINED3DSIH_FRC: instruction = "FRC"; break;
1780 case WINED3DSIH_LIT: instruction = "LIT"; break;
1781 case WINED3DSIH_LRP: instruction = "LRP"; break;
1782 case WINED3DSIH_MAD: instruction = "MAD"; break;
1783 case WINED3DSIH_MAX: instruction = "MAX"; break;
1784 case WINED3DSIH_MIN: instruction = "MIN"; break;
1785 case WINED3DSIH_MOV: instruction = "MOV"; break;
1786 case WINED3DSIH_MUL: instruction = "MUL"; break;
1787 case WINED3DSIH_SGE: instruction = "SGE"; break;
1788 case WINED3DSIH_SLT: instruction = "SLT"; break;
1789 case WINED3DSIH_SUB: instruction = "SUB"; break;
1790 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1791 case WINED3DSIH_DSX: instruction = "DDX"; break;
1792 default: instruction = "";
1793 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1794 break;
1797 /* Note that shader_arb_add_dst_param() adds spaces. */
1798 arguments[0] = '\0';
1799 shader_arb_get_dst_param(ins, dst, dst_str);
1800 for (i = 0; i < ins->src_count; ++i)
1802 char operand[100];
1803 strcat(arguments, ", ");
1804 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1805 strcat(arguments, operand);
1807 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1810 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1812 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1814 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1817 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1819 const struct wined3d_shader *shader = ins->ctx->shader;
1820 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1821 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1822 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1823 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1824 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1825 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1827 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1828 char src0_param[256];
1830 if (ins->handler_idx == WINED3DSIH_MOVA)
1832 const struct arb_vshader_private *shader_data = shader->backend_data;
1833 char write_mask[6];
1834 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1836 if(ctx->target_version >= NV2) {
1837 shader_hw_map2gl(ins);
1838 return;
1840 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1841 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1843 /* This implements the mova formula used in GLSL. The first two instructions
1844 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1845 * in this case:
1846 * mova A0.x, 0.0
1848 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1850 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1851 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1853 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1854 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1856 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1857 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1858 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1859 if (shader_data->rel_offset)
1861 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1863 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1865 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1867 else if (reg_maps->shader_version.major == 1
1868 && !shader_is_pshader_version(reg_maps->shader_version.type)
1869 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1871 const struct arb_vshader_private *shader_data = shader->backend_data;
1872 src0_param[0] = '\0';
1874 if (shader_data->rel_offset && ctx->target_version == ARB)
1876 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1877 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1878 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1879 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1881 else
1883 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1884 * with more than one component. Thus replicate the first source argument over all
1885 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1886 struct wined3d_shader_src_param tmp_src = ins->src[0];
1887 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1888 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1889 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1892 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1894 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1896 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1897 return;
1899 shader_hw_map2gl(ins);
1901 else
1903 shader_hw_map2gl(ins);
1907 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1909 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1910 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1911 char reg_dest[40];
1913 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1914 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1916 shader_arb_get_dst_param(ins, dst, reg_dest);
1918 if (ins->ctx->reg_maps->shader_version.major >= 2)
1920 const char *kilsrc = "TA";
1921 BOOL is_color;
1923 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1924 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1926 kilsrc = reg_dest;
1928 else
1930 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1931 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1932 * masked out components to 0(won't kill)
1934 char x = '0', y = '0', z = '0', w = '0';
1935 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1936 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1937 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1938 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1939 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1941 shader_addline(buffer, "KIL %s;\n", kilsrc);
1943 else
1945 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1946 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1948 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1949 * or pass in any temporary register(in shader phase 2)
1951 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1952 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1953 else
1954 shader_arb_get_dst_param(ins, dst, reg_dest);
1955 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1956 shader_addline(buffer, "KIL TA;\n");
1960 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1962 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1963 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1964 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1965 ins->ctx->reg_maps->shader_version.minor);
1966 struct wined3d_shader_src_param src;
1968 char reg_dest[40];
1969 char reg_coord[40];
1970 unsigned int reg_sampler_code;
1971 WORD myflags = 0;
1972 BOOL swizzle_coord = FALSE;
1974 /* All versions have a destination register */
1975 shader_arb_get_dst_param(ins, dst, reg_dest);
1977 /* 1.0-1.4: Use destination register number as texture code.
1978 2.0+: Use provided sampler number as texture code. */
1979 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1980 reg_sampler_code = dst->reg.idx[0].offset;
1981 else
1982 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1984 /* 1.0-1.3: Use the texcoord varying.
1985 1.4+: Use provided coordinate source register. */
1986 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1987 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1988 else {
1989 /* TEX is the only instruction that can handle DW and DZ natively */
1990 src = ins->src[0];
1991 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1992 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1993 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1996 /* projection flag:
1997 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1998 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1999 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2001 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2003 DWORD flags = 0;
2004 if (reg_sampler_code < WINED3D_MAX_TEXTURES)
2005 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2006 if (flags & WINED3D_PSARGS_PROJECTED)
2008 myflags |= TEX_PROJ;
2009 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2010 swizzle_coord = TRUE;
2013 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2015 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2016 if (src_mod == WINED3DSPSM_DZ)
2018 swizzle_coord = TRUE;
2019 myflags |= TEX_PROJ;
2020 } else if(src_mod == WINED3DSPSM_DW) {
2021 myflags |= TEX_PROJ;
2023 } else {
2024 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2025 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2028 if (swizzle_coord)
2030 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2031 * reg_coord is a read-only varying register, so we need a temp reg */
2032 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2033 strcpy(reg_coord, "TA");
2036 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2039 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2041 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2042 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2043 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2044 ins->ctx->reg_maps->shader_version.minor);
2045 char dst_str[50];
2047 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2049 unsigned int reg = dst->reg.idx[0].offset;
2051 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2052 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2053 } else {
2054 char reg_src[40];
2056 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2057 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2058 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2062 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2064 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2065 DWORD flags = 0;
2067 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2068 char dst_str[50];
2069 char src_str[50];
2071 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2072 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2073 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2074 /* Move .x first in case src_str is "TA" */
2075 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2076 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2077 if (reg1 < WINED3D_MAX_TEXTURES)
2079 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2080 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2082 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2085 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2087 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2089 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2090 char dst_str[50];
2091 char src_str[50];
2093 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2094 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2095 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2096 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2097 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2098 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2101 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2103 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2104 char dst_str[50];
2105 char src_str[50];
2107 /* Note that texreg2rg 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_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2113 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2115 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2116 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2117 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2118 char reg_coord[40], dst_reg[50], src_reg[50];
2119 unsigned int reg_dest_code;
2121 /* All versions have a destination register. The Tx where the texture coordinates come
2122 * from is the varying incarnation of the texture register
2124 reg_dest_code = dst->reg.idx[0].offset;
2125 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2126 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2127 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2129 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2130 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2132 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2133 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2135 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2136 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2137 * extension.
2139 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2140 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2141 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2142 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2144 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2145 * so we can't let the GL handle this.
2147 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2148 & WINED3D_PSARGS_PROJECTED)
2150 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2151 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2152 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2153 } else {
2154 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2157 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2159 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2161 /* No src swizzles are allowed, so this is ok */
2162 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2163 src_reg, reg_dest_code, reg_dest_code);
2164 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2168 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2170 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2171 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2172 char src0_name[50], dst_name[50];
2173 BOOL is_color;
2174 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2176 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2177 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2178 * T<reg+1> register. Use this register to store the calculated vector
2180 tmp_reg.idx[0].offset = reg + 1;
2181 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2182 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2185 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2187 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2188 DWORD flags;
2189 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2190 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2191 char dst_str[50];
2192 char src0_name[50];
2193 char dst_reg[50];
2194 BOOL is_color;
2196 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2197 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2199 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2200 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2201 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2202 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2203 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2206 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2208 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2209 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2210 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2211 char src0_name[50], dst_name[50];
2212 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2213 BOOL is_color;
2215 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2216 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2217 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2219 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2220 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2222 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2223 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2224 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2225 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2228 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2230 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2231 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2232 DWORD flags;
2233 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2234 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2235 char dst_str[50];
2236 char src0_name[50], dst_name[50];
2237 BOOL is_color;
2239 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2240 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2241 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2243 /* Sample the texture using the calculated coordinates */
2244 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2245 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2246 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2247 tex_mx->current_row = 0;
2250 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2252 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2253 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2254 DWORD flags;
2255 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2256 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2257 char dst_str[50];
2258 char src0_name[50];
2259 char dst_reg[50];
2260 BOOL is_color;
2262 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2263 * components for temporary data storage
2265 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2266 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2267 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2269 /* Construct the eye-ray vector from w coordinates */
2270 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2271 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2272 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2274 /* Calculate reflection vector
2276 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2277 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2278 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2279 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2280 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2281 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2282 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2284 /* Sample the texture using the calculated coordinates */
2285 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2286 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2287 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2288 tex_mx->current_row = 0;
2291 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2293 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2294 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2295 DWORD flags;
2296 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2297 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2298 char dst_str[50];
2299 char src0_name[50];
2300 char src1_name[50];
2301 char dst_reg[50];
2302 BOOL is_color;
2304 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2305 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2306 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2307 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2308 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2310 /* Calculate reflection vector.
2312 * dot(N, E)
2313 * dst_reg.xyz = 2 * --------- * N - E
2314 * dot(N, N)
2316 * Which normalizes the normal vector
2318 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2319 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2320 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2321 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2322 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2323 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2325 /* Sample the texture using the calculated coordinates */
2326 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2327 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2328 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2329 tex_mx->current_row = 0;
2332 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2334 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2335 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2336 char dst_name[50];
2337 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2338 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2340 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2341 * which is essentially an input, is the destination register because it is the first
2342 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2343 * here(writemasks/swizzles are not valid on texdepth)
2345 shader_arb_get_dst_param(ins, dst, dst_name);
2347 /* According to the msdn, the source register(must be r5) is unusable after
2348 * the texdepth instruction, so we're free to modify it
2350 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2352 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2353 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2354 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2356 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2357 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2358 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2359 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2362 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2363 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2364 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2365 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2367 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2368 unsigned int sampler_idx = ins->dst[0].reg.idx[0].offset;
2369 char src0[50];
2370 char dst_str[50];
2372 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2373 shader_addline(buffer, "MOV TB, 0.0;\n");
2374 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2376 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2377 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2380 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2381 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2382 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2384 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2385 char src0[50];
2386 char dst_str[50];
2387 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2389 /* Handle output register */
2390 shader_arb_get_dst_param(ins, dst, dst_str);
2391 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2392 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2395 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2396 * Perform the 3rd row of a 3x3 matrix multiply */
2397 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2399 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2400 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2401 char dst_str[50], dst_name[50];
2402 char src0[50];
2403 BOOL is_color;
2405 shader_arb_get_dst_param(ins, dst, dst_str);
2406 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2407 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2408 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2409 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2412 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2413 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2414 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2415 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2417 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2419 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2420 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2421 char src0[50], dst_name[50];
2422 BOOL is_color;
2423 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2424 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2426 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2427 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2428 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2430 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2431 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2432 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2434 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2435 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2436 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2437 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2440 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2441 Vertex/Pixel shaders to ARB_vertex_program codes */
2442 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2444 int i;
2445 int nComponents = 0;
2446 struct wined3d_shader_dst_param tmp_dst = {{0}};
2447 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2448 struct wined3d_shader_instruction tmp_ins;
2450 memset(&tmp_ins, 0, sizeof(tmp_ins));
2452 /* Set constants for the temporary argument */
2453 tmp_ins.ctx = ins->ctx;
2454 tmp_ins.dst_count = 1;
2455 tmp_ins.dst = &tmp_dst;
2456 tmp_ins.src_count = 2;
2457 tmp_ins.src = tmp_src;
2459 switch(ins->handler_idx)
2461 case WINED3DSIH_M4x4:
2462 nComponents = 4;
2463 tmp_ins.handler_idx = WINED3DSIH_DP4;
2464 break;
2465 case WINED3DSIH_M4x3:
2466 nComponents = 3;
2467 tmp_ins.handler_idx = WINED3DSIH_DP4;
2468 break;
2469 case WINED3DSIH_M3x4:
2470 nComponents = 4;
2471 tmp_ins.handler_idx = WINED3DSIH_DP3;
2472 break;
2473 case WINED3DSIH_M3x3:
2474 nComponents = 3;
2475 tmp_ins.handler_idx = WINED3DSIH_DP3;
2476 break;
2477 case WINED3DSIH_M3x2:
2478 nComponents = 2;
2479 tmp_ins.handler_idx = WINED3DSIH_DP3;
2480 break;
2481 default:
2482 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2483 break;
2486 tmp_dst = ins->dst[0];
2487 tmp_src[0] = ins->src[0];
2488 tmp_src[1] = ins->src[1];
2489 for (i = 0; i < nComponents; ++i)
2491 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2492 shader_hw_map2gl(&tmp_ins);
2493 ++tmp_src[1].reg.idx[0].offset;
2497 static enum wined3d_shader_src_modifier abs_modifier(enum wined3d_shader_src_modifier mod, BOOL *need_abs)
2499 *need_abs = FALSE;
2501 switch(mod)
2503 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2504 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2505 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2506 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2507 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2508 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2509 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2510 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2511 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2512 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2513 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2514 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2515 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2516 case WINED3DSPSM_NOT: FIXME("Unknown modifier %u\n", mod);
2518 return mod;
2521 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2523 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2524 const char *instruction;
2525 struct wined3d_shader_src_param src0_copy = ins->src[0];
2526 BOOL need_abs = FALSE;
2528 char dst[50];
2529 char src[50];
2531 switch(ins->handler_idx)
2533 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2534 case WINED3DSIH_RCP: instruction = "RCP"; break;
2535 case WINED3DSIH_EXPP:
2536 if (ins->ctx->reg_maps->shader_version.major < 2)
2538 instruction = "EXP";
2539 break;
2541 /* Drop through. */
2542 case WINED3DSIH_EXP:
2543 instruction = "EX2";
2544 break;
2545 case WINED3DSIH_LOG:
2546 case WINED3DSIH_LOGP:
2547 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2548 * instruction, but notice that the output of those instructions is
2549 * different. */
2550 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2551 instruction = "LG2";
2552 break;
2553 default: instruction = "";
2554 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2555 break;
2558 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2559 * .w is used. */
2560 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2562 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2563 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2565 if(need_abs)
2567 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2568 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2570 else
2572 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2577 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2579 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2580 char dst_name[50];
2581 char src_name[50];
2582 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2583 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2584 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2586 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2587 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2589 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2590 * otherwise NRM or RSQ would return NaN */
2591 if(pshader && priv->target_version >= NV3)
2593 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2595 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2597 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2598 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2599 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2601 else if(priv->target_version >= NV2)
2603 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2604 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2605 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2606 src_name);
2608 else
2610 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2612 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2613 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2614 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2616 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2617 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2619 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2620 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2621 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2622 src_name);
2626 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2628 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2629 char dst_name[50];
2630 char src_name[3][50];
2632 /* ARB_fragment_program has a convenient LRP instruction */
2633 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2634 shader_hw_map2gl(ins);
2635 return;
2638 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2639 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2640 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2641 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2643 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2644 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2645 dst_name, src_name[0], src_name[2]);
2648 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2650 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2651 * must contain fixed constants. So we need a separate function to filter those constants and
2652 * can't use map2gl
2654 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2655 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2656 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2657 char dst_name[50];
2658 char src_name0[50], src_name1[50], src_name2[50];
2659 BOOL is_color;
2661 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2662 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2663 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2664 /* No modifiers are supported on SCS */
2665 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2667 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2669 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2670 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2672 } else if(priv->target_version >= NV2) {
2673 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2675 /* Sincos writemask must be .x, .y or .xy */
2676 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2677 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2678 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2679 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2680 } else {
2681 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2682 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2684 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2685 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2687 * The constants we get are:
2689 * +1 +1, -1 -1 +1 +1 -1 -1
2690 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2691 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2693 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2695 * (x/2)^2 = x^2 / 4
2696 * (x/2)^3 = x^3 / 8
2697 * (x/2)^4 = x^4 / 16
2698 * (x/2)^5 = x^5 / 32
2699 * etc
2701 * To get the final result:
2702 * sin(x) = 2 * sin(x/2) * cos(x/2)
2703 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2704 * (from sin(x+y) and cos(x+y) rules)
2706 * As per MSDN, dst.z is undefined after the operation, and so is
2707 * dst.x and dst.y if they're masked out by the writemask. Ie
2708 * sincos dst.y, src1, c0, c1
2709 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2710 * vsa.exe also stops with an error if the dest register is the same register as the source
2711 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2712 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2714 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2715 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2716 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2718 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2719 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2720 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2721 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2722 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2723 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2725 /* sin(x/2)
2727 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2728 * properly merge that with MULs in the code above?
2729 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2730 * we can merge the sine and cosine MAD rows to calculate them together.
2732 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2733 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2734 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2735 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2737 /* cos(x/2) */
2738 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2739 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2740 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2742 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2743 /* cos x */
2744 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2745 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2747 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2748 /* sin x */
2749 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2750 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2755 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2757 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2758 char dst_name[50];
2759 char src_name[50];
2760 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2762 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2763 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2765 /* SGN is only valid in vertex shaders */
2766 if(ctx->target_version >= NV2) {
2767 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2768 return;
2771 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2772 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2774 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2775 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2776 } else {
2777 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2778 * Then use TA, and calculate the final result
2780 * Not reading from TA? Store the first result in TA to avoid overwriting the
2781 * destination if src reg = dst reg
2783 if(strstr(src_name, "TA"))
2785 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2786 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2787 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2789 else
2791 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2792 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2793 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2798 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2800 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2801 char src[50];
2802 char dst[50];
2803 char dst_name[50];
2804 BOOL is_color;
2806 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2807 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2808 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2810 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2811 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2814 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2816 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2817 char src0[50], src1[50], dst[50];
2818 struct wined3d_shader_src_param src0_copy = ins->src[0];
2819 BOOL need_abs = FALSE;
2820 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2821 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2823 /* POW operates on the absolute value of the input */
2824 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2826 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2827 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2828 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2830 if (need_abs)
2831 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2832 else
2833 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2835 if (priv->target_version >= NV2)
2837 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2838 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2839 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2841 else
2843 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2844 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2846 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2847 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2848 /* Possibly add flt_eps to avoid getting float special values */
2849 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2850 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2851 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2852 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2856 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2858 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2859 char src_name[50];
2860 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2862 /* src0 is aL */
2863 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2865 if(vshader)
2867 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2868 struct list *e = list_head(&priv->control_frames);
2869 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2871 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2872 /* The constant loader makes sure to load -1 into iX.w */
2873 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2874 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2875 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2877 else
2879 shader_addline(buffer, "LOOP %s;\n", src_name);
2883 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2885 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2886 char src_name[50];
2887 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2889 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2891 /* The constant loader makes sure to load -1 into iX.w */
2892 if(vshader)
2894 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2895 struct list *e = list_head(&priv->control_frames);
2896 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2898 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2900 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2901 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2902 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2904 else
2906 shader_addline(buffer, "REP %s;\n", src_name);
2910 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2912 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2913 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2915 if(vshader)
2917 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2918 struct list *e = list_head(&priv->control_frames);
2919 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2921 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2922 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2923 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2925 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2927 else
2929 shader_addline(buffer, "ENDLOOP;\n");
2933 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2935 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2936 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2938 if(vshader)
2940 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2941 struct list *e = list_head(&priv->control_frames);
2942 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2944 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2945 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2946 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2948 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2950 else
2952 shader_addline(buffer, "ENDREP;\n");
2956 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2958 struct control_frame *control_frame;
2960 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2962 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2964 ERR("Could not find loop for break\n");
2965 return NULL;
2968 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2970 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2971 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2972 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2974 if(vshader)
2976 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2978 else
2980 shader_addline(buffer, "BRK;\n");
2984 static const char *get_compare(enum wined3d_shader_rel_op op)
2986 switch (op)
2988 case WINED3D_SHADER_REL_OP_GT: return "GT";
2989 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2990 case WINED3D_SHADER_REL_OP_GE: return "GE";
2991 case WINED3D_SHADER_REL_OP_LT: return "LT";
2992 case WINED3D_SHADER_REL_OP_NE: return "NE";
2993 case WINED3D_SHADER_REL_OP_LE: return "LE";
2994 default:
2995 FIXME("Unrecognized operator %#x.\n", op);
2996 return "(\?\?)";
3000 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3002 switch (op)
3004 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3005 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3006 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3007 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3008 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3009 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3010 default:
3011 FIXME("Unrecognized operator %#x.\n", op);
3012 return -1;
3016 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3018 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3019 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3020 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3021 char src_name0[50];
3022 char src_name1[50];
3023 const char *comp = get_compare(ins->flags);
3025 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3026 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3028 if(vshader)
3030 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3031 * away the subtraction result
3033 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3034 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3036 else
3038 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3039 shader_addline(buffer, "BRK (%s.x);\n", comp);
3043 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3045 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3046 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3047 struct list *e = list_head(&priv->control_frames);
3048 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3049 const char *comp;
3050 char src_name0[50];
3051 char src_name1[50];
3052 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3054 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3055 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3057 if(vshader)
3059 /* Invert the flag. We jump to the else label if the condition is NOT true */
3060 comp = get_compare(invert_compare(ins->flags));
3061 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3062 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3064 else
3066 comp = get_compare(ins->flags);
3067 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3068 shader_addline(buffer, "IF %s.x;\n", comp);
3072 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3074 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3075 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3076 struct list *e = list_head(&priv->control_frames);
3077 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3078 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3080 if(vshader)
3082 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3083 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3084 control_frame->had_else = TRUE;
3086 else
3088 shader_addline(buffer, "ELSE;\n");
3092 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3094 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3095 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3096 struct list *e = list_head(&priv->control_frames);
3097 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3098 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3100 if(vshader)
3102 if(control_frame->had_else)
3104 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3106 else
3108 shader_addline(buffer, "#No else branch. else is endif\n");
3109 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3112 else
3114 shader_addline(buffer, "ENDIF;\n");
3118 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3120 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3121 char reg_dest[40];
3122 char reg_src[3][40];
3123 WORD flags = TEX_DERIV;
3125 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3126 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3127 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3128 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3130 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3131 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3133 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3136 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3138 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3139 char reg_dest[40];
3140 char reg_coord[40];
3141 WORD flags = TEX_LOD;
3143 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3144 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3146 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3147 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3149 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3152 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3154 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3155 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3157 priv->in_main_func = FALSE;
3158 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3159 * subroutine, don't generate a label that will make GL complain
3161 if(priv->target_version == ARB) return;
3163 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3166 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3167 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3168 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3169 struct wined3d_string_buffer *buffer)
3171 unsigned int i;
3173 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3174 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3175 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3176 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3178 if (args->super.fog_src == VS_FOG_Z)
3180 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3182 else
3184 if (!reg_maps->fog)
3186 /* posFixup.x is always 1.0, so we can safely use it */
3187 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3189 else
3191 /* Clamp fogcoord */
3192 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3193 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3195 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3196 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3200 /* Clipplanes are always stored without y inversion */
3201 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3203 if (args->super.clip_enabled)
3205 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3207 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3211 else if (args->clip.boolclip.clip_texcoord)
3213 static const char component[4] = {'x', 'y', 'z', 'w'};
3214 unsigned int cur_clip = 0;
3215 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3217 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3219 if (args->clip.boolclip.clipplane_mask & (1u << i))
3221 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3222 component[cur_clip++], i);
3225 switch (cur_clip)
3227 case 0:
3228 shader_addline(buffer, "MOV TA, %s;\n", zero);
3229 break;
3230 case 1:
3231 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3232 break;
3233 case 2:
3234 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3235 break;
3236 case 3:
3237 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3238 break;
3240 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3241 args->clip.boolclip.clip_texcoord - 1);
3244 /* Write the final position.
3246 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3247 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3248 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3249 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3251 if (!gl_info->supported[ARB_CLIP_CONTROL])
3253 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3254 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3255 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3257 /* Z coord [0;1]->[-1;1] mapping, see comment in
3258 * get_projection_matrix() in utils.c. */
3259 if (need_helper_const(shader_data, reg_maps, gl_info))
3261 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3262 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3264 else
3266 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3267 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3271 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3273 priv_ctx->footer_written = TRUE;
3276 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3278 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3279 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3280 const struct wined3d_shader *shader = ins->ctx->shader;
3281 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3283 if(priv->target_version == ARB) return;
3285 if(vshader)
3287 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3288 priv->cur_vs_args, ins->ctx->reg_maps, priv->gl_info, buffer);
3291 shader_addline(buffer, "RET;\n");
3294 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3296 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3297 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3300 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3302 const char *ptr, *end, *line;
3303 GLint native, pos;
3305 if (TRACE_ON(d3d_shader))
3307 ptr = src;
3308 end = ptr + strlen(ptr);
3309 while ((line = wined3d_get_line(&ptr, end)))
3311 TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3315 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3316 checkGLcall("glProgramStringARB()");
3318 if (FIXME_ON(d3d_shader))
3320 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3321 if (pos != -1)
3323 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3324 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3325 ptr = src;
3326 end = ptr + strlen(ptr);
3327 while ((line = wined3d_get_line(&ptr, end)))
3329 FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3331 FIXME_(d3d_shader)("\n");
3333 return FALSE;
3337 if (WARN_ON(d3d_perf))
3339 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3340 checkGLcall("glGetProgramivARB()");
3341 if (!native)
3342 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3345 return TRUE;
3348 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3349 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3351 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3353 if(condcode)
3355 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3356 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3357 /* Calculate the > 0.0031308 case */
3358 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3359 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3360 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3361 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3362 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3363 /* Calculate the < case */
3364 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3366 else
3368 /* Calculate the > 0.0031308 case */
3369 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3370 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3371 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3372 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3373 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3374 /* Calculate the < case */
3375 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3376 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3377 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3378 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3379 /* Store the components > 0.0031308 in the destination */
3380 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3381 /* Add the components that are < 0.0031308 */
3382 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3383 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3384 * result.color writes(.rgb first, then .a), or handle overwriting already written
3385 * components. The assembler uses a temporary register in this case, which is usually
3386 * not allocated from one of our registers that were used earlier.
3389 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3392 static const unsigned int *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3394 const struct wined3d_shader_lconst *constant;
3396 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3398 if (constant->idx == idx)
3400 return constant->value;
3403 return NULL;
3406 static void init_ps_input(const struct wined3d_shader *shader,
3407 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3409 static const char * const texcoords[8] =
3411 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3412 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3414 unsigned int i;
3415 const struct wined3d_shader_signature_element *input;
3416 const char *semantic_name;
3417 unsigned int semantic_idx;
3419 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3421 /* That one is easy. The vertex shaders provide v0-v7 in
3422 * fragment.texcoord and v8 and v9 in fragment.color. */
3423 for (i = 0; i < 8; ++i)
3425 priv->ps_input[i] = texcoords[i];
3427 priv->ps_input[8] = "fragment.color.primary";
3428 priv->ps_input[9] = "fragment.color.secondary";
3429 return;
3432 /* The fragment shader has to collect the varyings on its own. In any case
3433 * properly load color0 and color1. In the case of pre-transformed
3434 * vertices also load texture coordinates. Set other attributes to 0.0.
3436 * For fixed-function this behavior is correct, according to the tests.
3437 * For pre-transformed we'd either need a replacement shader that can load
3438 * other attributes like BINORMAL, or load the texture coordinate
3439 * attribute pointers to match the fragment shader signature. */
3440 for (i = 0; i < shader->input_signature.element_count; ++i)
3442 input = &shader->input_signature.elements[i];
3443 if (!(semantic_name = input->semantic_name))
3444 continue;
3445 semantic_idx = input->semantic_idx;
3447 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3449 if (!semantic_idx)
3450 priv->ps_input[input->register_idx] = "fragment.color.primary";
3451 else if (semantic_idx == 1)
3452 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3453 else
3454 priv->ps_input[input->register_idx] = "0.0";
3456 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3458 priv->ps_input[input->register_idx] = "0.0";
3460 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3462 if (semantic_idx < 8)
3463 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3464 else
3465 priv->ps_input[input->register_idx] = "0.0";
3467 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3469 if (!semantic_idx)
3470 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3471 else
3472 priv->ps_input[input->register_idx] = "0.0";
3474 else
3476 priv->ps_input[input->register_idx] = "0.0";
3479 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3480 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3484 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3485 const char *fragcolor, const char *tmp)
3487 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3488 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3489 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3492 /* Context activation is done by the caller. */
3493 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3494 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3495 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3497 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3498 GLuint retval;
3499 char fragcolor[16];
3500 unsigned int next_local = 0;
3501 struct shader_arb_ctx_priv priv_ctx;
3502 BOOL dcl_td = FALSE;
3503 BOOL want_nv_prog = FALSE;
3504 struct arb_pshader_private *shader_priv = shader->backend_data;
3505 BOOL custom_linear_fog = FALSE;
3506 uint32_t map;
3508 char srgbtmp[4][4];
3509 char ftoa_tmp[17];
3510 unsigned int i, found = 0;
3512 map = reg_maps->temporary;
3513 while (map)
3515 i = wined3d_bit_scan(&map);
3516 if ((shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3517 || (reg_maps->shader_version.major < 2 && !i))
3518 continue;
3520 sprintf(srgbtmp[found], "R%u", i);
3521 ++found;
3522 if (found == 4) break;
3525 switch(found) {
3526 case 0:
3527 sprintf(srgbtmp[0], "TA");
3528 sprintf(srgbtmp[1], "TB");
3529 sprintf(srgbtmp[2], "TC");
3530 sprintf(srgbtmp[3], "TD");
3531 dcl_td = TRUE;
3532 break;
3533 case 1:
3534 sprintf(srgbtmp[1], "TA");
3535 sprintf(srgbtmp[2], "TB");
3536 sprintf(srgbtmp[3], "TC");
3537 break;
3538 case 2:
3539 sprintf(srgbtmp[2], "TA");
3540 sprintf(srgbtmp[3], "TB");
3541 break;
3542 case 3:
3543 sprintf(srgbtmp[3], "TA");
3544 break;
3545 case 4:
3546 break;
3549 /* Create the hw ARB shader */
3550 memset(&priv_ctx, 0, sizeof(priv_ctx));
3551 priv_ctx.gl_info = gl_info;
3552 priv_ctx.cur_ps_args = args;
3553 priv_ctx.compiled_fprog = compiled;
3554 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3555 init_ps_input(shader, args, &priv_ctx);
3556 list_init(&priv_ctx.control_frames);
3557 priv_ctx.ps_post_process = args->super.srgb_correction;
3559 /* Avoid enabling NV_fragment_program* if we do not need it.
3561 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3562 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3563 * is faster than what we gain from using higher native instructions. There are some things though
3564 * that cannot be emulated. In that case enable the extensions.
3565 * If the extension is enabled, instruction handlers that support both ways will use it.
3567 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3568 * So enable the best we can get.
3570 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3571 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3573 want_nv_prog = TRUE;
3576 shader_addline(buffer, "!!ARBfp1.0\n");
3577 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3579 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3580 priv_ctx.target_version = NV3;
3582 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3584 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3585 priv_ctx.target_version = NV2;
3586 } else {
3587 if(want_nv_prog)
3589 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3590 * limits properly
3592 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3593 ERR("Try GLSL\n");
3595 priv_ctx.target_version = ARB;
3598 if (reg_maps->rt_mask > 1)
3600 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3603 if (reg_maps->shader_version.major < 3)
3605 switch (args->super.fog)
3607 case WINED3D_FFP_PS_FOG_OFF:
3608 break;
3609 case WINED3D_FFP_PS_FOG_LINEAR:
3610 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3612 custom_linear_fog = TRUE;
3613 priv_ctx.ps_post_process = TRUE;
3614 break;
3616 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3617 break;
3618 case WINED3D_FFP_PS_FOG_EXP:
3619 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3620 break;
3621 case WINED3D_FFP_PS_FOG_EXP2:
3622 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3623 break;
3627 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3628 * unused temps away(but occupies them for the whole shader if they're used once). Always
3629 * declaring them avoids tricky bookkeeping work
3631 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3632 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3633 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3634 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3635 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3636 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3637 wined3d_ftoa(eps, ftoa_tmp);
3638 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3640 if (reg_maps->shader_version.major < 2)
3642 strcpy(fragcolor, "R0");
3644 else
3646 if (priv_ctx.ps_post_process)
3648 if (shader->u.ps.color0_mov)
3650 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3652 else
3654 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3655 strcpy(fragcolor, "TMP_COLOR");
3657 } else {
3658 strcpy(fragcolor, "result.color");
3662 if (args->super.srgb_correction)
3664 shader_addline(buffer, "PARAM srgb_consts0 = ");
3665 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[0].x);
3666 shader_addline(buffer, ";\n");
3667 shader_addline(buffer, "PARAM srgb_consts1 = ");
3668 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[1].x);
3669 shader_addline(buffer, ";\n");
3672 /* Base Declarations */
3673 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3675 map = reg_maps->bumpmat;
3676 while (map)
3678 unsigned char bump_const;
3680 i = wined3d_bit_scan(&map);
3681 bump_const = compiled->numbumpenvmatconsts;
3682 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3683 compiled->bumpenvmatconst[bump_const].texunit = i;
3684 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3685 compiled->luminanceconst[bump_const].texunit = i;
3687 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3688 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3689 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3690 * textures due to conditional NP2 restrictions)
3692 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3693 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3694 * their location is shader dependent anyway and they cannot be loaded globally.
3696 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3697 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3698 i, compiled->bumpenvmatconst[bump_const].const_num);
3699 compiled->numbumpenvmatconsts = bump_const + 1;
3701 if (!(reg_maps->luminanceparams & (1u << i)))
3702 continue;
3704 compiled->luminanceconst[bump_const].const_num = next_local++;
3705 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3706 i, compiled->luminanceconst[bump_const].const_num);
3709 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3711 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3712 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3714 const unsigned int *control_values = find_loop_control_values(shader, i);
3716 if(control_values)
3718 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3719 control_values[0], control_values[1], control_values[2]);
3721 else
3723 compiled->int_consts[i] = next_local;
3724 compiled->num_int_consts++;
3725 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3730 if(reg_maps->vpos || reg_maps->usesdsy)
3732 compiled->ycorrection = next_local;
3733 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3735 if(reg_maps->vpos)
3737 shader_addline(buffer, "TEMP vpos;\n");
3738 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3739 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3740 * ycorrection.z: 1.0
3741 * ycorrection.w: 0.0
3743 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3744 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3747 else
3749 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3752 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3753 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3754 * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3755 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3756 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3757 * shader compilation errors and the subsequent errors when drawing with this shader. */
3758 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3759 unsigned char cur_fixup_sampler = 0;
3761 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3762 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3763 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3765 fixup->offset = next_local;
3766 fixup->super.active = 0;
3768 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3770 if (!(map & (1u << i)))
3771 continue;
3773 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3775 fixup->super.active |= (1u << i);
3776 fixup->super.idx[i] = cur_fixup_sampler++;
3778 else
3780 FIXME("No free constant found to load NP2 fixup data into shader. "
3781 "Sampling from this texture will probably look wrong.\n");
3782 break;
3786 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3787 if (fixup->super.num_consts) {
3788 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3789 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3793 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3795 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3798 /* Base Shader Body */
3799 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3800 return 0;
3802 if(args->super.srgb_correction) {
3803 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3804 priv_ctx.target_version >= NV2);
3807 if (custom_linear_fog)
3808 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3810 if(strcmp(fragcolor, "result.color")) {
3811 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3813 shader_addline(buffer, "END\n");
3815 /* TODO: change to resource.glObjectHandle or something like that */
3816 GL_EXTCALL(glGenProgramsARB(1, &retval));
3818 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3819 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3821 TRACE("Created hw pixel shader, prg=%d\n", retval);
3822 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3823 return 0;
3825 return retval;
3828 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3830 unsigned int i;
3831 int ret;
3833 if (sig1->element_count != sig2->element_count)
3834 return sig1->element_count < sig2->element_count ? -1 : 1;
3836 for (i = 0; i < sig1->element_count; ++i)
3838 const struct wined3d_shader_signature_element *e1, *e2;
3840 e1 = &sig1->elements[i];
3841 e2 = &sig2->elements[i];
3843 if (!e1->semantic_name || !e2->semantic_name)
3845 /* Compare pointers, not contents. One string is NULL (element
3846 * does not exist), the other one is not NULL. */
3847 if (e1->semantic_name != e2->semantic_name)
3848 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3849 continue;
3852 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3853 return ret;
3854 if ((ret = wined3d_uint32_compare(e1->semantic_idx, e2->semantic_idx)))
3855 return ret;
3856 if ((ret = wined3d_uint32_compare(e1->sysval_semantic, e2->sysval_semantic)))
3857 return ret;
3858 if ((ret = wined3d_uint32_compare(e1->component_type, e2->component_type)))
3859 return ret;
3860 if ((ret = wined3d_uint32_compare(e1->register_idx, e2->register_idx)))
3861 return ret;
3862 if ((ret = wined3d_uint32_compare(e1->mask, e2->mask)))
3863 return ret;
3865 return 0;
3868 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3870 unsigned int i;
3871 char *name;
3873 new->element_count = sig->element_count;
3874 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3875 for (i = 0; i < sig->element_count; ++i)
3877 new->elements[i] = sig->elements[i];
3879 if (!new->elements[i].semantic_name)
3880 continue;
3882 /* Clone the semantic string */
3883 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3884 strcpy(name, sig->elements[i].semantic_name);
3885 new->elements[i].semantic_name = name;
3889 static unsigned int find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3891 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3892 struct ps_signature *found_sig;
3894 if (entry)
3896 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3897 TRACE("Found existing signature %u\n", found_sig->idx);
3898 return found_sig->idx;
3900 found_sig = heap_alloc_zero(sizeof(*found_sig));
3901 clone_sig(&found_sig->sig, sig);
3902 found_sig->idx = priv->ps_sig_number++;
3903 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3904 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3906 ERR("Failed to insert program entry.\n");
3908 return found_sig->idx;
3911 static void init_output_registers(const struct wined3d_shader *shader,
3912 const struct wined3d_shader_signature *ps_input_sig,
3913 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3915 unsigned int i, j;
3916 static const char * const texcoords[8] =
3918 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3919 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3921 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3922 * and varying 9 to result.color.secondary
3924 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3926 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3927 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3928 "result.color.primary", "result.color.secondary"
3931 if (!ps_input_sig)
3933 TRACE("Pixel shader uses builtin varyings\n");
3934 /* Map builtins to builtins */
3935 for(i = 0; i < 8; i++)
3937 priv_ctx->texcrd_output[i] = texcoords[i];
3939 priv_ctx->color_output[0] = "result.color.primary";
3940 priv_ctx->color_output[1] = "result.color.secondary";
3941 priv_ctx->fog_output = "TMP_FOGCOORD";
3943 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3944 for (i = 0; i < shader->output_signature.element_count; ++i)
3946 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3948 if (!output->semantic_name)
3949 continue;
3951 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3953 TRACE("o%u is TMP_OUT\n", output->register_idx);
3954 if (!output->semantic_idx)
3955 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3956 else
3957 priv_ctx->vs_output[output->register_idx] = "TA";
3959 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3961 TRACE("o%u is result.pointsize\n", output->register_idx);
3962 if (!output->semantic_idx)
3963 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3964 else
3965 priv_ctx->vs_output[output->register_idx] = "TA";
3967 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3969 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3970 if (!output->semantic_idx)
3971 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3972 else if (output->semantic_idx == 1)
3973 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3974 else priv_ctx->vs_output[output->register_idx] = "TA";
3976 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3978 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3979 if (output->semantic_idx >= 8)
3980 priv_ctx->vs_output[output->register_idx] = "TA";
3981 else
3982 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3984 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3986 TRACE("o%u is result.fogcoord\n", output->register_idx);
3987 if (output->semantic_idx > 0)
3988 priv_ctx->vs_output[output->register_idx] = "TA";
3989 else
3990 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
3992 else
3994 priv_ctx->vs_output[output->register_idx] = "TA";
3997 return;
4000 TRACE("Pixel shader uses declared varyings\n");
4002 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4003 for(i = 0; i < 8; i++)
4005 priv_ctx->texcrd_output[i] = "TA";
4007 priv_ctx->color_output[0] = "TA";
4008 priv_ctx->color_output[1] = "TA";
4009 priv_ctx->fog_output = "TA";
4011 for (i = 0; i < ps_input_sig->element_count; ++i)
4013 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4015 if (!input->semantic_name)
4016 continue;
4018 /* If a declared input register is not written by builtin arguments, don't write to it.
4019 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4021 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4022 * to TMP_OUT in any case
4024 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4026 if (input->semantic_idx < 8)
4027 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4029 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4031 if (input->semantic_idx < 2)
4032 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4034 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4036 if (!input->semantic_idx)
4037 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4039 else
4041 continue;
4044 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4045 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4047 compiled->need_color_unclamp = TRUE;
4051 /* Map declared to declared */
4052 for (i = 0; i < shader->output_signature.element_count; ++i)
4054 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4056 /* Write unread output to TA to throw them away */
4057 priv_ctx->vs_output[output->register_idx] = "TA";
4059 if (!output->semantic_name)
4060 continue;
4062 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4064 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4065 continue;
4067 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4069 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4070 continue;
4073 for (j = 0; j < ps_input_sig->element_count; ++j)
4075 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4077 if (!input->semantic_name)
4078 continue;
4080 if (!strcmp(input->semantic_name, output->semantic_name)
4081 && input->semantic_idx == output->semantic_idx)
4083 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4085 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4086 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4088 compiled->need_color_unclamp = TRUE;
4095 /* Context activation is done by the caller. */
4096 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4097 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4098 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4099 const struct wined3d_shader_signature *ps_input_sig)
4101 const struct arb_vshader_private *shader_data = shader->backend_data;
4102 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4103 GLuint ret;
4104 unsigned int next_local = 0;
4105 struct shader_arb_ctx_priv priv_ctx;
4106 unsigned int i;
4108 memset(&priv_ctx, 0, sizeof(priv_ctx));
4109 priv_ctx.gl_info = gl_info;
4110 priv_ctx.cur_vs_args = args;
4111 list_init(&priv_ctx.control_frames);
4112 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4114 /* Create the hw ARB shader */
4115 shader_addline(buffer, "!!ARBvp1.0\n");
4117 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4118 * mesurable performance penalty, and we can always make use of it for clipplanes.
4120 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4122 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4123 priv_ctx.target_version = NV3;
4124 shader_addline(buffer, "ADDRESS aL;\n");
4126 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4128 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4129 priv_ctx.target_version = NV2;
4130 shader_addline(buffer, "ADDRESS aL;\n");
4131 } else {
4132 priv_ctx.target_version = ARB;
4135 shader_addline(buffer, "TEMP TMP_OUT;\n");
4136 if (reg_maps->fog)
4137 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4138 if (need_helper_const(shader_data, reg_maps, gl_info))
4140 char ftoa_tmp[17];
4141 wined3d_ftoa(eps, ftoa_tmp);
4142 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4144 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4146 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4147 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4150 shader_addline(buffer, "TEMP TA;\n");
4151 shader_addline(buffer, "TEMP TB;\n");
4153 /* Base Declarations */
4154 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4155 &priv_ctx.vs_clipplanes, &priv_ctx);
4157 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4159 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4160 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4162 const unsigned int *control_values = find_loop_control_values(shader, i);
4164 if(control_values)
4166 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4167 control_values[0], control_values[1], control_values[2]);
4169 else
4171 compiled->int_consts[i] = next_local;
4172 compiled->num_int_consts++;
4173 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4178 /* We need a constant to fixup the final position */
4179 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4180 compiled->pos_fixup = next_local++;
4182 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4183 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4184 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4185 * a replacement shader depend on the texcoord.w being set properly.
4187 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4188 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4189 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4190 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4191 * this can eat a number of instructions, so skip it unless this cap is set as well
4193 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4195 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4196 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4199 /* The shader starts with the main function */
4200 priv_ctx.in_main_func = TRUE;
4201 /* Base Shader Body */
4202 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4203 return -1;
4205 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4206 shader_data, args, reg_maps, gl_info, buffer);
4208 shader_addline(buffer, "END\n");
4210 /* TODO: change to resource.glObjectHandle or something like that */
4211 GL_EXTCALL(glGenProgramsARB(1, &ret));
4213 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4214 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4216 TRACE("Created hw vertex shader, prg=%d\n", ret);
4217 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4218 return -1;
4220 return ret;
4223 /* Context activation is done by the caller. */
4224 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl *context_gl,
4225 struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
4227 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4228 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4229 struct wined3d_device *device = shader->device;
4230 UINT i;
4231 DWORD new_size;
4232 struct arb_ps_compiled_shader *new_array;
4233 struct wined3d_string_buffer buffer;
4234 struct arb_pshader_private *shader_data;
4235 GLuint ret;
4237 if (!shader->backend_data)
4239 struct shader_arb_priv *priv = device->shader_priv;
4241 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4242 shader_data = shader->backend_data;
4243 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4245 if (shader->reg_maps.shader_version.major < 3)
4246 shader_data->input_signature_idx = ~0U;
4247 else
4248 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4250 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4252 if (!d3d_info->vs_clipping)
4253 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4254 d3d_info->limits.ffp_blend_stages - 1);
4255 else
4256 shader_data->clipplane_emulation = ~0U;
4258 shader_data = shader->backend_data;
4260 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4261 * so a linear search is more performant than a hashmap or a binary search
4262 * (cache coherency etc)
4264 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4266 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4267 return &shader_data->gl_shaders[i];
4270 TRACE("No matching GL shader found, compiling a new shader\n");
4271 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4272 if (shader_data->num_gl_shaders)
4274 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4275 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4276 new_size * sizeof(*shader_data->gl_shaders));
4278 else
4280 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4281 new_size = 1;
4284 if(!new_array) {
4285 ERR("Out of memory\n");
4286 return 0;
4288 shader_data->gl_shaders = new_array;
4289 shader_data->shader_array_size = new_size;
4292 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4294 if (!string_buffer_init(&buffer))
4296 ERR("Failed to initialize shader buffer.\n");
4297 return 0;
4300 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4301 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4302 string_buffer_free(&buffer);
4303 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4305 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4308 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4309 const DWORD use_map, BOOL skip_int) {
4310 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4311 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4312 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4313 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4314 if(stored->ps_signature != new->ps_signature) return FALSE;
4315 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4316 if(skip_int) return TRUE;
4318 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4321 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4322 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4323 const struct wined3d_shader_signature *ps_input_sig)
4325 UINT i;
4326 DWORD new_size;
4327 struct arb_vs_compiled_shader *new_array;
4328 struct wined3d_string_buffer buffer;
4329 struct arb_vshader_private *shader_data;
4330 GLuint ret;
4332 if (!shader->backend_data)
4334 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4336 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4337 shader_data = shader->backend_data;
4339 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4340 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4342 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4344 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4345 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4346 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4348 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4349 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4350 else if (reg_maps->max_rel_offset > 63)
4351 shader_data->rel_offset = reg_maps->min_rel_offset;
4354 shader_data = shader->backend_data;
4356 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4357 * so a linear search is more performant than a hashmap or a binary search
4358 * (cache coherency etc)
4360 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4361 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4362 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4364 return &shader_data->gl_shaders[i];
4368 TRACE("No matching GL shader found, compiling a new shader\n");
4370 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4371 if (shader_data->num_gl_shaders)
4373 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4374 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4375 new_size * sizeof(*shader_data->gl_shaders));
4377 else
4379 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4380 new_size = 1;
4383 if(!new_array) {
4384 ERR("Out of memory\n");
4385 return 0;
4387 shader_data->gl_shaders = new_array;
4388 shader_data->shader_array_size = new_size;
4391 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4393 if (!string_buffer_init(&buffer))
4395 ERR("Failed to initialize shader buffer.\n");
4396 return 0;
4399 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4400 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4401 ps_input_sig);
4402 string_buffer_free(&buffer);
4403 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4405 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4408 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4409 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4410 struct arb_ps_compile_args *args)
4412 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4413 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4414 int i;
4415 WORD int_skip;
4417 find_ps_compile_args(state, shader, context_gl->c.stream_info.position_transformed, &args->super, &context_gl->c);
4419 /* This forces all local boolean constants to 1 to make them stateblock independent */
4420 args->bools = shader->reg_maps.local_bool_consts;
4422 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4424 if (state->ps_consts_b[i])
4425 args->bools |= ( 1u << i);
4428 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4429 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4430 * duplicate the shader than have a no-op KIL instruction in every shader
4432 if (!d3d_info->vs_clipping && use_vs(state)
4433 && state->render_states[WINED3D_RS_CLIPPING]
4434 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4435 args->clip = 1;
4436 else
4437 args->clip = 0;
4439 /* Skip if unused or local, or supported natively */
4440 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4441 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4443 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4444 return;
4447 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4449 if (int_skip & (1u << i))
4451 args->loop_ctrl[i][0] = 0;
4452 args->loop_ctrl[i][1] = 0;
4453 args->loop_ctrl[i][2] = 0;
4455 else
4457 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4458 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4459 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4464 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4465 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4466 struct arb_vs_compile_args *args)
4468 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4469 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4470 const struct wined3d_device *device = shader->device;
4471 const struct wined3d_adapter *adapter = device->adapter;
4472 int i;
4473 WORD int_skip;
4475 find_vs_compile_args(state, shader, &args->super, &context_gl->c);
4477 args->clip.boolclip_compare = 0;
4478 if (use_ps(state))
4480 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4481 const struct arb_pshader_private *shader_priv = ps->backend_data;
4482 args->ps_signature = shader_priv->input_signature_idx;
4484 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4486 else
4488 args->ps_signature = ~0;
4489 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4490 args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0;
4491 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4494 if (args->clip.boolclip.clip_texcoord)
4496 if (state->render_states[WINED3D_RS_CLIPPING])
4497 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4498 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4501 /* This forces all local boolean constants to 1 to make them stateblock independent */
4502 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4503 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4504 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4506 if (state->vs_consts_b[i])
4507 args->clip.boolclip.bools |= (1u << i);
4510 args->vertex.samplers[0] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0];
4511 args->vertex.samplers[1] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1];
4512 args->vertex.samplers[2] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2];
4513 args->vertex.samplers[3] = 0;
4515 /* Skip if unused or local */
4516 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4517 /* This is about flow control, not clipping. */
4518 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4520 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4521 return;
4524 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4526 if (int_skip & (1u << i))
4528 args->loop_ctrl[i][0] = 0;
4529 args->loop_ctrl[i][1] = 0;
4530 args->loop_ctrl[i][2] = 0;
4532 else
4534 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4535 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4536 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4541 /* Context activation is done by the caller. */
4542 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4543 const struct wined3d_state *state)
4545 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4546 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4547 struct shader_arb_priv *priv = shader_priv;
4548 int i;
4550 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4551 if (use_ps(state))
4553 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4554 struct arb_ps_compile_args compile_args;
4555 struct arb_ps_compiled_shader *compiled;
4557 TRACE("Using pixel shader %p.\n", ps);
4558 find_arb_ps_compile_args(state, context_gl, ps, &compile_args);
4559 compiled = find_arb_pshader(context_gl, ps, &compile_args);
4560 priv->current_fprogram_id = compiled->prgId;
4561 priv->compiled_fprog = compiled;
4563 /* Bind the fragment program */
4564 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4565 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4567 if (!priv->use_arbfp_fixed_func)
4568 priv->fragment_pipe->fp_enable(context, FALSE);
4570 /* Enable OpenGL fragment programs. */
4571 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4572 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4574 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4576 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4577 * a 1.x and newer shader, reload the first 8 constants
4579 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4581 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4582 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4583 for(i = 0; i < 8; i++)
4585 priv->pshader_const_dirty[i] = 1;
4587 /* Also takes care of loading local constants */
4588 shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
4590 else
4592 UINT rt_height = state->fb.render_targets[0]->height;
4593 shader_arb_ps_local_constants(compiled, context_gl, state, rt_height);
4596 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4597 if (compiled->np2fixup_info.super.active)
4598 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4600 if (ps->load_local_constsF)
4601 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4603 else
4605 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4607 /* Disable only if we're not using arbfp fixed function fragment
4608 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4609 * enabled, and the fixed function pipeline will bind the fixed
4610 * function replacement shader. */
4611 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4612 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4613 priv->current_fprogram_id = 0;
4615 priv->fragment_pipe->fp_enable(context, TRUE);
4618 if (use_vs(state))
4620 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4621 struct arb_vs_compile_args compile_args;
4622 struct arb_vs_compiled_shader *compiled;
4623 const struct wined3d_shader_signature *ps_input_sig;
4625 TRACE("Using vertex shader %p\n", vs);
4626 find_arb_vs_compile_args(state, context_gl, vs, &compile_args);
4628 /* Instead of searching for the signature in the signature list, read the one from the
4629 * current pixel shader. It's maybe not the shader where the signature came from, but it
4630 * is the same signature and faster to find. */
4631 if (compile_args.ps_signature == ~0U)
4632 ps_input_sig = NULL;
4633 else
4634 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4636 compiled = find_arb_vshader(vs, gl_info, context->stream_info.use_map,
4637 &compile_args, ps_input_sig);
4638 priv->current_vprogram_id = compiled->prgId;
4639 priv->compiled_vprog = compiled;
4641 /* Bind the vertex program */
4642 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4643 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4645 priv->vertex_pipe->vp_enable(context, FALSE);
4647 /* Enable OpenGL vertex programs */
4648 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4649 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4650 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4651 shader_arb_vs_local_constants(compiled, context_gl, state);
4653 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4654 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4656 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4658 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4659 checkGLcall("glClampColorARB");
4660 } else {
4661 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4665 if (vs->load_local_constsF)
4666 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4668 else
4670 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4672 priv->current_vprogram_id = 0;
4673 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4674 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4676 priv->vertex_pipe->vp_enable(context, TRUE);
4680 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4681 const struct wined3d_state *state)
4683 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4686 /* Context activation is done by the caller. */
4687 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4689 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4690 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4691 struct shader_arb_priv *priv = shader_priv;
4693 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4695 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4696 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4697 priv->current_fprogram_id = 0;
4699 priv->fragment_pipe->fp_enable(context, FALSE);
4701 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4703 priv->current_vprogram_id = 0;
4704 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4705 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4707 priv->vertex_pipe->vp_enable(context, FALSE);
4709 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4711 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4712 checkGLcall("glClampColorARB");
4713 priv->last_vs_color_unclamp = FALSE;
4716 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4717 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4718 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4719 | (1u << WINED3D_SHADER_TYPE_HULL)
4720 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4721 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4724 static void shader_arb_destroy(struct wined3d_shader *shader)
4726 struct wined3d_device *device = shader->device;
4727 const struct wined3d_gl_info *gl_info;
4728 struct wined3d_context *context;
4729 unsigned int i;
4731 /* This can happen if a shader was never compiled */
4732 if (!shader->backend_data)
4733 return;
4735 context = context_acquire(device, NULL, 0);
4736 gl_info = wined3d_context_gl(context)->gl_info;
4738 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4740 struct arb_pshader_private *shader_data = shader->backend_data;
4742 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4743 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4745 heap_free(shader_data->gl_shaders);
4747 else
4749 struct arb_vshader_private *shader_data = shader->backend_data;
4751 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4752 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4754 heap_free(shader_data->gl_shaders);
4757 checkGLcall("delete programs");
4759 context_release(context);
4761 heap_free(shader->backend_data);
4762 shader->backend_data = NULL;
4765 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4767 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4768 return compare_sig(key, &e->sig);
4771 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4772 const struct wined3d_fragment_pipe_ops *fragment_pipe)
4774 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4775 struct fragment_caps fragment_caps;
4776 void *vertex_priv, *fragment_priv;
4777 struct shader_arb_priv *priv;
4779 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4780 return E_OUTOFMEMORY;
4782 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4784 ERR("Failed to initialize vertex pipe.\n");
4785 heap_free(priv);
4786 return E_FAIL;
4789 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4791 ERR("Failed to initialize fragment pipe.\n");
4792 vertex_pipe->vp_free(device, NULL);
4793 heap_free(priv);
4794 return E_FAIL;
4797 memset(priv->vshader_const_dirty, 1,
4798 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4799 memset(priv->pshader_const_dirty, 1,
4800 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4802 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4804 priv->vertex_pipe = vertex_pipe;
4805 priv->fragment_pipe = fragment_pipe;
4806 fragment_pipe->get_caps(device->adapter, &fragment_caps);
4807 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4809 device->vertex_priv = vertex_priv;
4810 device->fragment_priv = fragment_priv;
4811 device->shader_priv = priv;
4813 return WINED3D_OK;
4816 static void release_signature(struct wine_rb_entry *entry, void *context)
4818 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4819 unsigned int i;
4821 for (i = 0; i < sig->sig.element_count; ++i)
4823 heap_free((char *)sig->sig.elements[i].semantic_name);
4825 heap_free(sig->sig.elements);
4826 heap_free(sig);
4829 /* Context activation is done by the caller. */
4830 static void shader_arb_free(struct wined3d_device *device, struct wined3d_context *context)
4832 struct shader_arb_priv *priv = device->shader_priv;
4834 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4835 priv->fragment_pipe->free_private(device, context);
4836 priv->vertex_pipe->vp_free(device, context);
4837 heap_free(device->shader_priv);
4840 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4842 return TRUE;
4845 static void shader_arb_free_context_data(struct wined3d_context *context)
4847 struct shader_arb_priv *priv;
4849 priv = context->device->shader_priv;
4850 if (priv->last_context == context)
4851 priv->last_context = NULL;
4854 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4856 static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
4858 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4860 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4862 DWORD vs_consts;
4863 UINT vs_version;
4865 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4866 * for vertex programs. If the native limit is less than that it's
4867 * not very useful, and e.g. Mesa swrast returns 0, probably to
4868 * indicate it's a software implementation. */
4869 if (gl_info->limits.arb_vs_native_constants < 96)
4870 vs_consts = gl_info->limits.arb_vs_float_constants;
4871 else
4872 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4874 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4876 vs_version = 3;
4877 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4879 else if (vs_consts >= 256)
4881 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4882 vs_version = 2;
4883 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4885 else
4887 vs_version = 1;
4888 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4890 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4891 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4893 else
4895 caps->vs_version = 0;
4896 caps->vs_uniform_count = 0;
4899 caps->hs_version = 0;
4900 caps->ds_version = 0;
4901 caps->gs_version = 0;
4902 caps->cs_version = 0;
4904 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4906 DWORD ps_consts;
4907 UINT ps_version;
4909 /* Similar as above for vertex programs, but the minimum for fragment
4910 * programs is 24. */
4911 if (gl_info->limits.arb_ps_native_constants < 24)
4912 ps_consts = gl_info->limits.arb_ps_float_constants;
4913 else
4914 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4916 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4918 ps_version = 3;
4919 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4921 else if (ps_consts >= 32)
4923 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4924 ps_version = 2;
4925 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4927 else
4929 ps_version = 1;
4930 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4932 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4933 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4934 caps->ps_1x_max_value = 8.0f;
4936 else
4938 caps->ps_version = 0;
4939 caps->ps_uniform_count = 0;
4940 caps->ps_1x_max_value = 0.0f;
4943 caps->varying_count = 0;
4944 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4945 if (use_nv_clip(gl_info))
4946 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4949 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4951 /* We support everything except complex conversions. */
4952 return !is_complex_fixup(fixup);
4955 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4956 DWORD shift;
4957 char write_mask[20], regstr[50];
4958 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4959 BOOL is_color = FALSE;
4960 const struct wined3d_shader_dst_param *dst;
4962 if (!ins->dst_count) return;
4964 dst = &ins->dst[0];
4965 shift = dst->shift;
4966 if (!shift) return; /* Saturate alone is handled by the instructions */
4968 shader_arb_get_write_mask(ins, dst, write_mask);
4969 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4971 /* Generate a line that does the output modifier computation
4972 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4973 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4975 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4976 regstr, write_mask, regstr, shift_tab[shift]);
4979 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4981 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4982 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4983 /* WINED3DSIH_AND */ NULL,
4984 /* WINED3DSIH_ATOMIC_AND */ NULL,
4985 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
4986 /* WINED3DSIH_ATOMIC_IADD */ NULL,
4987 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
4988 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
4989 /* WINED3DSIH_ATOMIC_OR */ NULL,
4990 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
4991 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
4992 /* WINED3DSIH_ATOMIC_XOR */ NULL,
4993 /* WINED3DSIH_BEM */ pshader_hw_bem,
4994 /* WINED3DSIH_BFI */ NULL,
4995 /* WINED3DSIH_BFREV */ NULL,
4996 /* WINED3DSIH_BREAK */ shader_hw_break,
4997 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4998 /* WINED3DSIH_BREAKP */ NULL,
4999 /* WINED3DSIH_BUFINFO */ NULL,
5000 /* WINED3DSIH_CALL */ shader_hw_call,
5001 /* WINED3DSIH_CALLNZ */ NULL,
5002 /* WINED3DSIH_CASE */ NULL,
5003 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5004 /* WINED3DSIH_CND */ pshader_hw_cnd,
5005 /* WINED3DSIH_CONTINUE */ NULL,
5006 /* WINED3DSIH_CONTINUEP */ NULL,
5007 /* WINED3DSIH_COUNTBITS */ NULL,
5008 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5009 /* WINED3DSIH_CUT */ NULL,
5010 /* WINED3DSIH_CUT_STREAM */ NULL,
5011 /* WINED3DSIH_DCL */ shader_hw_nop,
5012 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5013 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5014 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5015 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5016 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5017 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5018 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5019 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5020 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5021 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5022 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5023 /* WINED3DSIH_DCL_INPUT */ NULL,
5024 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5025 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5026 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5027 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5028 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5029 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5030 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5031 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5032 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5033 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5034 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5035 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5036 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5037 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5038 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5039 /* WINED3DSIH_DCL_STREAM */ NULL,
5040 /* WINED3DSIH_DCL_TEMPS */ NULL,
5041 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5042 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5043 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5044 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5045 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5046 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5047 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5048 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5049 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5050 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5051 /* WINED3DSIH_DEF */ shader_hw_nop,
5052 /* WINED3DSIH_DEFAULT */ NULL,
5053 /* WINED3DSIH_DEFB */ shader_hw_nop,
5054 /* WINED3DSIH_DEFI */ shader_hw_nop,
5055 /* WINED3DSIH_DIV */ NULL,
5056 /* WINED3DSIH_DP2 */ NULL,
5057 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5058 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5059 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5060 /* WINED3DSIH_DST */ shader_hw_map2gl,
5061 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5062 /* WINED3DSIH_DSX_COARSE */ NULL,
5063 /* WINED3DSIH_DSX_FINE */ NULL,
5064 /* WINED3DSIH_DSY */ shader_hw_dsy,
5065 /* WINED3DSIH_DSY_COARSE */ NULL,
5066 /* WINED3DSIH_DSY_FINE */ NULL,
5067 /* WINED3DSIH_ELSE */ shader_hw_else,
5068 /* WINED3DSIH_EMIT */ NULL,
5069 /* WINED3DSIH_EMIT_STREAM */ NULL,
5070 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5071 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5072 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5073 /* WINED3DSIH_ENDSWITCH */ NULL,
5074 /* WINED3DSIH_EQ */ NULL,
5075 /* WINED3DSIH_EVAL_CENTROID */ NULL,
5076 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5077 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5078 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5079 /* WINED3DSIH_F16TOF32 */ NULL,
5080 /* WINED3DSIH_F32TOF16 */ NULL,
5081 /* WINED3DSIH_FCALL */ NULL,
5082 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5083 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5084 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5085 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5086 /* WINED3DSIH_FTOI */ NULL,
5087 /* WINED3DSIH_FTOU */ NULL,
5088 /* WINED3DSIH_GATHER4 */ NULL,
5089 /* WINED3DSIH_GATHER4_C */ NULL,
5090 /* WINED3DSIH_GATHER4_PO */ NULL,
5091 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5092 /* WINED3DSIH_GE */ NULL,
5093 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5094 /* WINED3DSIH_HS_DECLS */ NULL,
5095 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5096 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5097 /* WINED3DSIH_IADD */ NULL,
5098 /* WINED3DSIH_IBFE */ NULL,
5099 /* WINED3DSIH_IEQ */ NULL,
5100 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5101 /* WINED3DSIH_IFC */ shader_hw_ifc,
5102 /* WINED3DSIH_IGE */ NULL,
5103 /* WINED3DSIH_ILT */ NULL,
5104 /* WINED3DSIH_IMAD */ NULL,
5105 /* WINED3DSIH_IMAX */ NULL,
5106 /* WINED3DSIH_IMIN */ NULL,
5107 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5108 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5109 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5110 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5111 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5112 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5113 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5114 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5115 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5116 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5117 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5118 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5119 /* WINED3DSIH_IMUL */ NULL,
5120 /* WINED3DSIH_INE */ NULL,
5121 /* WINED3DSIH_INEG */ NULL,
5122 /* WINED3DSIH_ISHL */ NULL,
5123 /* WINED3DSIH_ISHR */ NULL,
5124 /* WINED3DSIH_ITOF */ NULL,
5125 /* WINED3DSIH_LABEL */ shader_hw_label,
5126 /* WINED3DSIH_LD */ NULL,
5127 /* WINED3DSIH_LD2DMS */ NULL,
5128 /* WINED3DSIH_LD_RAW */ NULL,
5129 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5130 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5131 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5132 /* WINED3DSIH_LOD */ NULL,
5133 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5134 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5135 /* WINED3DSIH_LOOP */ shader_hw_loop,
5136 /* WINED3DSIH_LRP */ shader_hw_lrp,
5137 /* WINED3DSIH_LT */ NULL,
5138 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5139 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5140 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5141 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5142 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5143 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5144 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5145 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5146 /* WINED3DSIH_MOV */ shader_hw_mov,
5147 /* WINED3DSIH_MOVA */ shader_hw_mov,
5148 /* WINED3DSIH_MOVC */ NULL,
5149 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5150 /* WINED3DSIH_NE */ NULL,
5151 /* WINED3DSIH_NOP */ shader_hw_nop,
5152 /* WINED3DSIH_NOT */ NULL,
5153 /* WINED3DSIH_NRM */ shader_hw_nrm,
5154 /* WINED3DSIH_OR */ NULL,
5155 /* WINED3DSIH_PHASE */ shader_hw_nop,
5156 /* WINED3DSIH_POW */ shader_hw_pow,
5157 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5158 /* WINED3DSIH_REP */ shader_hw_rep,
5159 /* WINED3DSIH_RESINFO */ NULL,
5160 /* WINED3DSIH_RET */ shader_hw_ret,
5161 /* WINED3DSIH_RETP */ NULL,
5162 /* WINED3DSIH_ROUND_NE */ NULL,
5163 /* WINED3DSIH_ROUND_NI */ NULL,
5164 /* WINED3DSIH_ROUND_PI */ NULL,
5165 /* WINED3DSIH_ROUND_Z */ NULL,
5166 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5167 /* WINED3DSIH_SAMPLE */ NULL,
5168 /* WINED3DSIH_SAMPLE_B */ NULL,
5169 /* WINED3DSIH_SAMPLE_C */ NULL,
5170 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5171 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5172 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5173 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5174 /* WINED3DSIH_SAMPLE_POS */ NULL,
5175 /* WINED3DSIH_SETP */ NULL,
5176 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5177 /* WINED3DSIH_SGN */ shader_hw_sgn,
5178 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5179 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5180 /* WINED3DSIH_SQRT */ NULL,
5181 /* WINED3DSIH_STORE_RAW */ NULL,
5182 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5183 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5184 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5185 /* WINED3DSIH_SWAPC */ NULL,
5186 /* WINED3DSIH_SWITCH */ NULL,
5187 /* WINED3DSIH_SYNC */ NULL,
5188 /* WINED3DSIH_TEX */ pshader_hw_tex,
5189 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5190 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5191 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5192 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5193 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5194 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5195 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5196 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5197 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5198 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5199 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5200 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5201 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5202 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5203 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5204 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5205 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5206 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5207 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5208 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5209 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5210 /* WINED3DSIH_UBFE */ NULL,
5211 /* WINED3DSIH_UDIV */ NULL,
5212 /* WINED3DSIH_UGE */ NULL,
5213 /* WINED3DSIH_ULT */ NULL,
5214 /* WINED3DSIH_UMAX */ NULL,
5215 /* WINED3DSIH_UMIN */ NULL,
5216 /* WINED3DSIH_UMUL */ NULL,
5217 /* WINED3DSIH_USHR */ NULL,
5218 /* WINED3DSIH_UTOF */ NULL,
5219 /* WINED3DSIH_XOR */ NULL,
5222 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5223 const struct wined3d_shader *shader, DWORD idx)
5225 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5226 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5227 const struct wined3d_shader_lconst *constant;
5228 WORD bools = 0;
5229 WORD flag = (1u << idx);
5230 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5232 if (reg_maps->local_bool_consts & flag)
5234 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5235 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5237 if (constant->idx == idx)
5239 return constant->value[0];
5242 ERR("Local constant not found\n");
5243 return FALSE;
5245 else
5247 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5248 else bools = priv->cur_ps_args->bools;
5249 return bools & flag;
5253 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5254 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5256 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5257 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5259 /* Integer constants can either be a local constant, or they can be stored in the shader
5260 * type specific compile args. */
5261 if (reg_maps->local_int_consts & (1u << idx))
5263 const struct wined3d_shader_lconst *constant;
5265 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5267 if (constant->idx == idx)
5269 loop_control->count = constant->value[0];
5270 loop_control->start = constant->value[1];
5271 /* Step is signed. */
5272 loop_control->step = (int)constant->value[2];
5273 return;
5276 /* If this happens the flag was set incorrectly */
5277 ERR("Local constant not found\n");
5278 loop_control->count = 0;
5279 loop_control->start = 0;
5280 loop_control->step = 0;
5281 return;
5284 switch (reg_maps->shader_version.type)
5286 case WINED3D_SHADER_TYPE_VERTEX:
5287 /* Count and aL start value are unsigned */
5288 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5289 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5290 /* Step is signed. */
5291 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5292 break;
5294 case WINED3D_SHADER_TYPE_PIXEL:
5295 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5296 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5297 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5298 break;
5300 default:
5301 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5302 break;
5306 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5308 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5309 struct wined3d_shader_dst_param *dst_param;
5310 struct recorded_instruction *rec;
5311 unsigned int i;
5313 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5315 ERR("Out of memory\n");
5316 return;
5319 rec->ins = *ins;
5320 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5321 goto free;
5322 *dst_param = *ins->dst;
5323 if (ins->dst->reg.idx[0].rel_addr)
5325 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5326 goto free;
5327 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5328 dst_param->reg.idx[0].rel_addr = rel_addr;
5330 rec->ins.dst = dst_param;
5332 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5333 goto free;
5334 for (i = 0; i < ins->src_count; ++i)
5336 src_param[i] = ins->src[i];
5337 if (ins->src[i].reg.idx[0].rel_addr)
5339 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5340 goto free;
5341 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5342 src_param[i].reg.idx[0].rel_addr = rel_addr;
5345 rec->ins.src = src_param;
5346 list_add_tail(list, &rec->entry);
5347 return;
5349 free:
5350 ERR("Out of memory\n");
5351 if (dst_param)
5353 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5354 heap_free(dst_param);
5356 if (src_param)
5358 for (i = 0; i < ins->src_count; ++i)
5360 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5362 heap_free(src_param);
5364 heap_free(rec);
5367 static void free_recorded_instruction(struct list *list)
5369 struct recorded_instruction *rec_ins, *entry2;
5370 unsigned int i;
5372 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5374 list_remove(&rec_ins->entry);
5375 if (rec_ins->ins.dst)
5377 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5378 heap_free((void *)rec_ins->ins.dst);
5380 if (rec_ins->ins.src)
5382 for (i = 0; i < rec_ins->ins.src_count; ++i)
5384 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5386 heap_free((void *)rec_ins->ins.src);
5388 heap_free(rec_ins);
5392 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5394 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5395 struct control_frame *control_frame;
5397 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5399 struct list *e = list_head(&priv->control_frames);
5400 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5401 list_remove(&control_frame->entry);
5402 heap_free(control_frame);
5403 priv->loop_depth--;
5405 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5407 /* Non-ifc ENDIFs were already handled previously. */
5408 struct list *e = list_head(&priv->control_frames);
5409 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5410 list_remove(&control_frame->entry);
5411 heap_free(control_frame);
5415 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5416 SHADER_HANDLER hw_fct;
5417 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5418 const struct wined3d_shader *shader = ins->ctx->shader;
5419 struct control_frame *control_frame;
5420 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5421 BOOL bool_const;
5423 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5425 control_frame = heap_alloc_zero(sizeof(*control_frame));
5426 list_add_head(&priv->control_frames, &control_frame->entry);
5428 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5429 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5431 if(priv->target_version >= NV2)
5433 control_frame->no.loop = priv->num_loops++;
5434 priv->loop_depth++;
5436 else
5438 /* Don't bother recording when we're in a not used if branch */
5439 if(priv->muted)
5441 return;
5444 if(!priv->recording)
5446 list_init(&priv->record);
5447 priv->recording = TRUE;
5448 control_frame->outer_loop = TRUE;
5449 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5450 return; /* Instruction is handled */
5452 /* Record this loop in the outer loop's recording */
5455 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5457 if(priv->target_version >= NV2)
5459 /* Nothing to do. The control frame is popped after the HW instr handler */
5461 else
5463 struct list *e = list_head(&priv->control_frames);
5464 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5465 list_remove(&control_frame->entry);
5467 if(control_frame->outer_loop)
5469 unsigned int iteration;
5470 int aL = 0;
5471 struct list copy;
5473 /* Turn off recording before playback */
5474 priv->recording = FALSE;
5476 /* Move the recorded instructions to a separate list and get them out of the private data
5477 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5478 * be recorded again, thus priv->record might be overwritten
5480 list_init(&copy);
5481 list_move_tail(&copy, &priv->record);
5482 list_init(&priv->record);
5484 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5486 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5487 control_frame->loop_control.count, control_frame->loop_control.start,
5488 control_frame->loop_control.step);
5489 aL = control_frame->loop_control.start;
5491 else
5493 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5496 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5498 struct recorded_instruction *rec_ins;
5499 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5501 priv->aL = aL;
5502 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5504 else
5506 shader_addline(buffer, "#Iteration %u\n", iteration);
5509 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5511 shader_arb_handle_instruction(&rec_ins->ins);
5514 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5516 aL += control_frame->loop_control.step;
5519 shader_addline(buffer, "#end loop/rep\n");
5521 free_recorded_instruction(&copy);
5522 heap_free(control_frame);
5523 return; /* Instruction is handled */
5525 else
5527 /* This is a nested loop. Proceed to the normal recording function */
5528 heap_free(control_frame);
5533 if(priv->recording)
5535 record_instruction(&priv->record, ins);
5536 return;
5539 /* boolean if */
5540 if(ins->handler_idx == WINED3DSIH_IF)
5542 control_frame = heap_alloc_zero(sizeof(*control_frame));
5543 list_add_head(&priv->control_frames, &control_frame->entry);
5544 control_frame->type = IF;
5546 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5547 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5548 bool_const = !bool_const;
5549 if (!priv->muted && !bool_const)
5551 shader_addline(buffer, "#if(FALSE){\n");
5552 priv->muted = TRUE;
5553 control_frame->muting = TRUE;
5555 else shader_addline(buffer, "#if(TRUE) {\n");
5557 return; /* Instruction is handled */
5559 else if(ins->handler_idx == WINED3DSIH_IFC)
5561 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5562 control_frame = heap_alloc_zero(sizeof(*control_frame));
5563 control_frame->type = IFC;
5564 control_frame->no.ifc = priv->num_ifcs++;
5565 list_add_head(&priv->control_frames, &control_frame->entry);
5567 else if(ins->handler_idx == WINED3DSIH_ELSE)
5569 struct list *e = list_head(&priv->control_frames);
5570 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5572 if(control_frame->type == IF)
5574 shader_addline(buffer, "#} else {\n");
5575 if(!priv->muted && !control_frame->muting)
5577 priv->muted = TRUE;
5578 control_frame->muting = TRUE;
5580 else if(control_frame->muting) priv->muted = FALSE;
5581 return; /* Instruction is handled. */
5583 /* In case of an ifc, generate a HW shader instruction */
5584 if (control_frame->type != IFC)
5585 ERR("Control frame does not match.\n");
5587 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5589 struct list *e = list_head(&priv->control_frames);
5590 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5592 if(control_frame->type == IF)
5594 shader_addline(buffer, "#} endif\n");
5595 if(control_frame->muting) priv->muted = FALSE;
5596 list_remove(&control_frame->entry);
5597 heap_free(control_frame);
5598 return; /* Instruction is handled */
5600 /* In case of an ifc, generate a HW shader instruction */
5601 if (control_frame->type != IFC)
5602 ERR("Control frame does not match.\n");
5605 if(priv->muted)
5607 pop_control_frame(ins);
5608 return;
5611 /* Select handler */
5612 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5614 /* Unhandled opcode */
5615 if (!hw_fct)
5617 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5618 return;
5620 hw_fct(ins);
5622 pop_control_frame(ins);
5624 shader_arb_add_instruction_modifiers(ins);
5627 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5629 struct shader_arb_priv *priv = shader_priv;
5631 return priv->ffp_proj_control;
5634 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5636 static uint64_t shader_arb_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
5637 enum wined3d_shader_type shader_type)
5639 ERR("Not implemented.\n");
5640 return 0;
5643 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5645 shader_arb_handle_instruction,
5646 shader_arb_precompile,
5647 shader_arb_select,
5648 shader_arb_select_compute,
5649 shader_arb_disable,
5650 shader_arb_update_float_vertex_constants,
5651 shader_arb_update_float_pixel_constants,
5652 shader_arb_load_constants,
5653 shader_arb_destroy,
5654 shader_arb_alloc,
5655 shader_arb_free,
5656 shader_arb_allocate_context_data,
5657 shader_arb_free_context_data,
5658 shader_arb_init_context_state,
5659 shader_arb_get_caps,
5660 shader_arb_color_fixup_supported,
5661 shader_arb_has_ffp_proj_control,
5662 shader_arb_shader_compile,
5665 /* ARB_fragment_program fixed function pipeline replacement definitions */
5666 #define ARB_FFP_CONST_TFACTOR 0
5667 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5668 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5669 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5670 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5671 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5672 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5674 struct arbfp_ffp_desc
5676 struct ffp_frag_desc parent;
5677 GLuint shader;
5680 /* Context activation is done by the caller. */
5681 static void arbfp_enable(const struct wined3d_context *context, BOOL enable)
5683 const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
5685 if (enable)
5687 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5688 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5690 else
5692 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5693 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5697 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5699 struct shader_arb_priv *priv;
5701 /* Share private data between the shader backend and the pipeline
5702 * replacement, if both are the arb implementation. This is needed to
5703 * figure out whether ARBfp should be disabled if no pixel shader is bound
5704 * or not. */
5705 if (shader_backend == &arb_program_shader_backend)
5706 priv = shader_priv;
5707 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5708 return NULL;
5710 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5711 priv->use_arbfp_fixed_func = TRUE;
5713 return priv;
5716 /* Context activation is done by the caller. */
5717 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *param)
5719 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5720 struct wined3d_context_gl *context_gl = param;
5721 const struct wined3d_gl_info *gl_info;
5723 gl_info = context_gl->gl_info;
5724 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5725 checkGLcall("delete ffp program");
5726 heap_free(entry_arb);
5729 /* Context activation is done by the caller. */
5730 static void arbfp_free(struct wined3d_device *device, struct wined3d_context *context)
5732 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5733 struct shader_arb_priv *priv = device->fragment_priv;
5735 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, context_gl);
5736 priv->use_arbfp_fixed_func = FALSE;
5738 if (device->shader_backend != &arb_program_shader_backend)
5739 heap_free(device->fragment_priv);
5742 static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5744 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5746 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5747 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5748 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5749 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5750 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5751 WINED3DTEXOPCAPS_SELECTARG1 |
5752 WINED3DTEXOPCAPS_SELECTARG2 |
5753 WINED3DTEXOPCAPS_MODULATE4X |
5754 WINED3DTEXOPCAPS_MODULATE2X |
5755 WINED3DTEXOPCAPS_MODULATE |
5756 WINED3DTEXOPCAPS_ADDSIGNED2X |
5757 WINED3DTEXOPCAPS_ADDSIGNED |
5758 WINED3DTEXOPCAPS_ADD |
5759 WINED3DTEXOPCAPS_SUBTRACT |
5760 WINED3DTEXOPCAPS_ADDSMOOTH |
5761 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5762 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5763 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5764 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5765 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5766 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5767 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5768 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5769 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5770 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5771 WINED3DTEXOPCAPS_MULTIPLYADD |
5772 WINED3DTEXOPCAPS_LERP |
5773 WINED3DTEXOPCAPS_BUMPENVMAP |
5774 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5776 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5778 caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
5779 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
5782 static unsigned int arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5784 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5787 static void state_texfactor_arbfp(struct wined3d_context *context,
5788 const struct wined3d_state *state, DWORD state_id)
5790 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5791 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5792 struct wined3d_device *device = context->device;
5793 struct wined3d_color color;
5795 if (device->shader_backend == &arb_program_shader_backend)
5797 struct shader_arb_priv *priv;
5799 /* Don't load the parameter if we're using an arbfp pixel shader,
5800 * otherwise we'll overwrite application provided constants. */
5801 if (use_ps(state))
5802 return;
5804 priv = device->shader_priv;
5805 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5806 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5809 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5810 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5811 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5814 static void state_tss_constant_arbfp(struct wined3d_context *context,
5815 const struct wined3d_state *state, DWORD state_id)
5817 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5818 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5819 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5820 struct wined3d_device *device = context->device;
5821 struct wined3d_color color;
5823 if (device->shader_backend == &arb_program_shader_backend)
5825 struct shader_arb_priv *priv;
5827 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5828 * application provided constants.
5830 if (use_ps(state))
5831 return;
5833 priv = device->shader_priv;
5834 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5835 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5838 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5839 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5840 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5843 static void state_arb_specularenable(struct wined3d_context *context,
5844 const struct wined3d_state *state, DWORD state_id)
5846 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5847 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5848 struct wined3d_device *device = context->device;
5849 float col[4];
5851 if (device->shader_backend == &arb_program_shader_backend)
5853 struct shader_arb_priv *priv;
5855 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5856 * application provided constants.
5858 if (use_ps(state))
5859 return;
5861 priv = device->shader_priv;
5862 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5863 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5866 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5868 /* The specular color has no alpha */
5869 col[0] = 1.0f; col[1] = 1.0f;
5870 col[2] = 1.0f; col[3] = 0.0f;
5871 } else {
5872 col[0] = 0.0f; col[1] = 0.0f;
5873 col[2] = 0.0f; col[3] = 0.0f;
5875 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5876 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5879 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5881 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5882 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5883 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5884 struct wined3d_device *device = context->device;
5885 float mat[2][2];
5887 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5889 if (device->shader_backend == &arb_program_shader_backend)
5891 struct shader_arb_priv *priv = device->shader_priv;
5893 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5894 if (use_ps(state))
5895 return;
5897 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5898 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5901 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5902 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5903 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5904 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5906 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5907 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5910 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5911 const struct wined3d_state *state, DWORD state_id)
5913 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5914 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5915 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5916 struct wined3d_device *device = context->device;
5917 float param[4];
5919 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5921 if (device->shader_backend == &arb_program_shader_backend)
5923 struct shader_arb_priv *priv = device->shader_priv;
5925 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5926 if (use_ps(state))
5927 return;
5929 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5930 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5933 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5934 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5935 param[2] = 0.0f;
5936 param[3] = 0.0f;
5938 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5939 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5942 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5944 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5945 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5946 int glParm;
5947 float ref;
5949 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
5951 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5953 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5954 checkGLcall("glEnable GL_ALPHA_TEST");
5956 else
5958 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5959 checkGLcall("glDisable GL_ALPHA_TEST");
5960 return;
5963 ref = wined3d_alpha_ref(state);
5964 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5966 if (glParm)
5968 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5969 checkGLcall("glAlphaFunc");
5973 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5975 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5976 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5977 const struct wined3d_texture *texture = state->textures[0];
5978 struct wined3d_device *device = context->device;
5979 struct wined3d_color float_key[2];
5981 if (!texture)
5982 return;
5984 if (device->shader_backend == &arb_program_shader_backend)
5986 struct shader_arb_priv *priv;
5988 /* Don't load the parameter if we're using an arbfp pixel shader,
5989 * otherwise we'll overwrite application provided constants. */
5990 if (use_ps(state))
5991 return;
5993 priv = device->shader_priv;
5994 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
5995 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
5996 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
5999 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6001 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6002 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6003 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6004 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6007 static const char *get_argreg(struct wined3d_string_buffer *buffer, unsigned int argnum, unsigned int stage, DWORD arg)
6009 const char *ret;
6011 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6013 switch(arg & WINED3DTA_SELECTMASK) {
6014 case WINED3DTA_DIFFUSE:
6015 ret = "fragment.color.primary"; break;
6017 case WINED3DTA_CURRENT:
6018 ret = "ret";
6019 break;
6021 case WINED3DTA_TEXTURE:
6022 switch(stage) {
6023 case 0: ret = "tex0"; break;
6024 case 1: ret = "tex1"; break;
6025 case 2: ret = "tex2"; break;
6026 case 3: ret = "tex3"; break;
6027 case 4: ret = "tex4"; break;
6028 case 5: ret = "tex5"; break;
6029 case 6: ret = "tex6"; break;
6030 case 7: ret = "tex7"; break;
6031 default: ret = "unknown texture";
6033 break;
6035 case WINED3DTA_TFACTOR:
6036 ret = "tfactor"; break;
6038 case WINED3DTA_SPECULAR:
6039 ret = "fragment.color.secondary"; break;
6041 case WINED3DTA_TEMP:
6042 ret = "tempreg"; break;
6044 case WINED3DTA_CONSTANT:
6045 switch(stage) {
6046 case 0: ret = "const0"; break;
6047 case 1: ret = "const1"; break;
6048 case 2: ret = "const2"; break;
6049 case 3: ret = "const3"; break;
6050 case 4: ret = "const4"; break;
6051 case 5: ret = "const5"; break;
6052 case 6: ret = "const6"; break;
6053 case 7: ret = "const7"; break;
6054 default: ret = "unknown constant";
6056 break;
6058 default:
6059 return "unknown";
6062 if(arg & WINED3DTA_COMPLEMENT) {
6063 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6064 if(argnum == 0) ret = "arg0";
6065 if(argnum == 1) ret = "arg1";
6066 if(argnum == 2) ret = "arg2";
6068 if(arg & WINED3DTA_ALPHAREPLICATE) {
6069 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6070 if(argnum == 0) ret = "arg0";
6071 if(argnum == 1) ret = "arg1";
6072 if(argnum == 2) ret = "arg2";
6074 return ret;
6077 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6078 BOOL alpha, BOOL tmp_dst, unsigned int op, unsigned int dw_arg0, unsigned int dw_arg1, unsigned int dw_arg2)
6080 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6081 unsigned int mul = 1;
6083 if (color && alpha)
6084 dstmask = "";
6085 else if (color)
6086 dstmask = ".xyz";
6087 else
6088 dstmask = ".w";
6090 dstreg = tmp_dst ? "tempreg" : "ret";
6092 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6093 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6094 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6096 switch (op)
6098 case WINED3D_TOP_DISABLE:
6099 break;
6101 case WINED3D_TOP_SELECT_ARG2:
6102 arg1 = arg2;
6103 /* FALLTHROUGH */
6104 case WINED3D_TOP_SELECT_ARG1:
6105 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6106 break;
6108 case WINED3D_TOP_MODULATE_4X:
6109 mul = 2;
6110 /* FALLTHROUGH */
6111 case WINED3D_TOP_MODULATE_2X:
6112 mul *= 2;
6113 /* FALLTHROUGH */
6114 case WINED3D_TOP_MODULATE:
6115 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6116 break;
6118 case WINED3D_TOP_ADD_SIGNED_2X:
6119 mul = 2;
6120 /* FALLTHROUGH */
6121 case WINED3D_TOP_ADD_SIGNED:
6122 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6123 arg2 = "arg2";
6124 /* FALLTHROUGH */
6125 case WINED3D_TOP_ADD:
6126 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6127 break;
6129 case WINED3D_TOP_SUBTRACT:
6130 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6131 break;
6133 case WINED3D_TOP_ADD_SMOOTH:
6134 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6135 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6136 break;
6138 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6139 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6140 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6141 break;
6142 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6143 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6144 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6145 break;
6146 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6147 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6148 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6149 break;
6150 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6151 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6152 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6153 break;
6155 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6156 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6157 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6158 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6159 break;
6161 /* D3DTOP_PREMODULATE ???? */
6163 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6164 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6165 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6166 break;
6167 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6168 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6169 break;
6170 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6171 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6172 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6173 break;
6174 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6175 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6176 break;
6178 case WINED3D_TOP_DOTPRODUCT3:
6179 mul = 4;
6180 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6181 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6182 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6183 break;
6185 case WINED3D_TOP_MULTIPLY_ADD:
6186 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6187 break;
6189 case WINED3D_TOP_LERP:
6190 /* The msdn is not quite right here */
6191 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6192 break;
6194 case WINED3D_TOP_BUMPENVMAP:
6195 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6196 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6197 break;
6199 default:
6200 FIXME("Unhandled texture op %08x\n", op);
6203 if (mul == 2)
6204 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6205 else if (mul == 4)
6206 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6209 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6211 switch(type)
6213 case WINED3D_GL_RES_TYPE_TEX_1D:
6214 return "1D";
6215 case WINED3D_GL_RES_TYPE_TEX_2D:
6216 return "2D";
6217 case WINED3D_GL_RES_TYPE_TEX_3D:
6218 return "3D";
6219 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6220 return "CUBE";
6221 case WINED3D_GL_RES_TYPE_TEX_RECT:
6222 return "RECT";
6223 default:
6224 return "unexpected_resource_type";
6228 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6230 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6231 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6232 unsigned int stage, lowest_disabled_stage;
6233 struct wined3d_string_buffer buffer;
6234 struct color_fixup_masks masks;
6235 BOOL custom_linear_fog = FALSE;
6236 const char *textype, *instr;
6237 DWORD arg0, arg1, arg2;
6238 char colorcor_dst[8];
6239 BOOL op_equal;
6240 GLuint ret;
6242 if (!string_buffer_init(&buffer))
6244 ERR("Failed to initialize shader buffer.\n");
6245 return 0;
6248 shader_addline(&buffer, "!!ARBfp1.0\n");
6250 if (settings->color_key_enabled)
6252 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6253 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6254 tex_read |= 1;
6257 /* Find out which textures are read */
6258 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6260 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6261 break;
6263 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6264 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6265 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6267 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6268 tex_read |= 1u << stage;
6269 if (settings->op[stage].tmp_dst)
6270 tempreg_used = TRUE;
6271 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6272 tempreg_used = TRUE;
6273 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6274 tfactor_used = TRUE;
6275 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6276 constant_used |= 1u << stage;
6278 switch (settings->op[stage].cop)
6280 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6281 luminance_used |= 1u << stage;
6282 /* fall through */
6283 case WINED3D_TOP_BUMPENVMAP:
6284 bump_used |= 1u << stage;
6285 /* fall through */
6286 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6287 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6288 tex_read |= 1u << stage;
6289 break;
6291 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6292 tfactor_used = TRUE;
6293 break;
6295 default:
6296 break;
6299 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6300 continue;
6302 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6303 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6304 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6306 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6307 tex_read |= 1u << stage;
6308 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6309 tempreg_used = TRUE;
6310 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6311 tfactor_used = TRUE;
6312 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6313 constant_used |= 1u << stage;
6315 lowest_disabled_stage = stage;
6317 switch (settings->fog)
6319 case WINED3D_FFP_PS_FOG_OFF: break;
6320 case WINED3D_FFP_PS_FOG_LINEAR:
6321 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6323 custom_linear_fog = TRUE;
6324 break;
6326 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6327 break;
6329 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6330 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6331 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6334 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6335 shader_addline(&buffer, "TEMP TMP;\n");
6336 shader_addline(&buffer, "TEMP ret;\n");
6337 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6338 shader_addline(&buffer, "TEMP arg0;\n");
6339 shader_addline(&buffer, "TEMP arg1;\n");
6340 shader_addline(&buffer, "TEMP arg2;\n");
6341 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6343 if (constant_used & (1u << stage))
6344 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6346 if (!(tex_read & (1u << stage)))
6347 continue;
6349 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6351 if (!(bump_used & (1u << stage)))
6352 continue;
6353 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6355 if (!(luminance_used & (1u << stage)))
6356 continue;
6357 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6359 if (tfactor_used)
6360 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6361 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6363 if (settings->sRGB_write)
6365 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6366 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[0].x);
6367 shader_addline(&buffer, ";\n");
6368 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6369 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[1].x);
6370 shader_addline(&buffer, ";\n");
6373 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6374 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6376 if (tempreg_used || settings->sRGB_write)
6377 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6379 /* Generate texture sampling instructions */
6380 for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6382 if (!(tex_read & (1u << stage)))
6383 continue;
6385 textype = arbfp_texture_target(settings->op[stage].tex_type);
6387 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6389 instr = "TEX";
6391 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6392 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6394 instr = "TXP";
6396 else
6398 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6399 instr = "TXP";
6402 if (stage > 0
6403 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6404 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6406 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6407 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6408 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6409 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6411 /* With projective textures, texbem only divides the static
6412 * texture coordinate, not the displacement, so multiply the
6413 * displacement with the dividing parameter before passing it to
6414 * TXP. */
6415 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6417 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6419 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6420 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6421 stage, stage);
6423 else
6425 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6426 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6427 stage, stage);
6430 else
6432 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6435 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6436 instr, stage, stage, textype);
6437 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6439 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6440 stage - 1, stage - 1, stage - 1);
6441 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6444 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6446 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6447 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6448 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6449 instr, stage, stage, textype);
6451 else
6453 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6454 instr, stage, stage, stage, textype);
6457 sprintf(colorcor_dst, "tex%u", stage);
6458 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6459 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6460 settings->op[stage].color_fixup, masks);
6463 if (settings->color_key_enabled)
6465 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6466 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6467 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6468 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6469 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6470 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6473 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6475 /* Generate the main shader */
6476 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6478 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6479 break;
6481 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6482 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6483 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6484 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6485 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6486 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6487 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6488 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6489 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6490 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6491 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6492 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6493 else
6494 op_equal = settings->op[stage].aop == settings->op[stage].cop
6495 && settings->op[stage].carg0 == settings->op[stage].aarg0
6496 && settings->op[stage].carg1 == settings->op[stage].aarg1
6497 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6499 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6501 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6502 settings->op[stage].cop, settings->op[stage].carg0,
6503 settings->op[stage].carg1, settings->op[stage].carg2);
6505 else if (op_equal)
6507 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6508 settings->op[stage].cop, settings->op[stage].carg0,
6509 settings->op[stage].carg1, settings->op[stage].carg2);
6511 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6512 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6514 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6515 settings->op[stage].cop, settings->op[stage].carg0,
6516 settings->op[stage].carg1, settings->op[stage].carg2);
6517 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6518 settings->op[stage].aop, settings->op[stage].aarg0,
6519 settings->op[stage].aarg1, settings->op[stage].aarg2);
6523 if (settings->sRGB_write || custom_linear_fog)
6525 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6526 if (settings->sRGB_write)
6527 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6528 if (custom_linear_fog)
6529 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6530 shader_addline(&buffer, "MOV result.color, ret;\n");
6532 else
6534 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6537 /* Footer */
6538 shader_addline(&buffer, "END\n");
6540 /* Generate the shader */
6541 GL_EXTCALL(glGenProgramsARB(1, &ret));
6542 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6543 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6545 string_buffer_free(&buffer);
6546 return ret;
6549 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6551 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6552 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6553 const struct wined3d_device *device = context->device;
6554 struct shader_arb_priv *priv = device->fragment_priv;
6555 BOOL use_pshader = use_ps(state);
6556 struct ffp_frag_settings settings;
6557 const struct arbfp_ffp_desc *desc;
6558 unsigned int i;
6560 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
6562 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6564 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6566 /* Reload fixed function constants since they collide with the
6567 * pixel shader constants. */
6568 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6570 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6571 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6573 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6574 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6575 color_key_arbfp(context, state, STATE_COLOR_KEY);
6577 else if (use_pshader)
6579 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6581 return;
6584 if (!use_pshader)
6586 /* Find or create a shader implementing the fixed function pipeline
6587 * settings, then activate it. */
6588 wined3d_ffp_get_fs_settings(context, state, &settings, FALSE);
6589 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6590 if (!desc)
6592 struct arbfp_ffp_desc *new_desc;
6594 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6596 ERR("Out of memory\n");
6597 return;
6600 new_desc->parent.settings = settings;
6601 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6602 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6603 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6604 desc = new_desc;
6607 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6608 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6609 * deactivate it.
6611 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6612 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6613 priv->current_fprogram_id = desc->shader;
6615 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6617 /* Reload fixed function constants since they collide with the
6618 * pixel shader constants. */
6619 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6621 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6622 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6624 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6625 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6626 color_key_arbfp(context, state, STATE_COLOR_KEY);
6628 context->last_was_pshader = FALSE;
6630 else if (!context->last_was_pshader)
6632 if (device->shader_backend == &arb_program_shader_backend)
6633 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6634 context->last_was_pshader = TRUE;
6637 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6640 /* We can't link the fog states to the fragment state directly since the
6641 * vertex pipeline links them to FOGENABLE. A different linking in different
6642 * pipeline parts can't be expressed in the combined state table, so we need
6643 * to handle that with a forwarding function. The other invisible side effect
6644 * is that changing the fog start and fog end (which links to FOGENABLE in
6645 * vertex) results in the fragment_prog_arbfp function being called because
6646 * FOGENABLE is dirty, which calls this function here. */
6647 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6649 enum fogsource new_source;
6650 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6651 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6653 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
6655 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6656 fragment_prog_arbfp(context, state, state_id);
6658 if (!state->render_states[WINED3D_RS_FOGENABLE])
6659 return;
6661 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6663 if (use_vs(state))
6665 new_source = FOGSOURCE_VS;
6667 else
6669 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6670 new_source = FOGSOURCE_COORD;
6671 else
6672 new_source = FOGSOURCE_FFP;
6675 else
6677 new_source = FOGSOURCE_FFP;
6680 if (new_source != context->fog_source || fogstart == fogend)
6682 context->fog_source = new_source;
6683 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6687 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6689 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6690 fragment_prog_arbfp(context, state, state_id);
6693 static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
6695 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6816 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6817 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6819 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6820 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6822 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6823 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6824 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6825 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6826 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6827 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6828 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6829 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6830 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6833 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6847 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6848 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6849 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6852 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6854 return TRUE;
6857 static void arbfp_free_context_data(struct wined3d_context *context)
6861 const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =
6863 arbfp_enable,
6864 arbfp_get_caps,
6865 arbfp_get_emul_mask,
6866 arbfp_alloc,
6867 arbfp_free,
6868 arbfp_alloc_context_data,
6869 arbfp_free_context_data,
6870 shader_arb_color_fixup_supported,
6871 arbfp_fragmentstate_template,
6874 struct arbfp_blit_type
6876 enum complex_fixup fixup : 4;
6877 enum wined3d_gl_resource_type res_type : 3;
6878 DWORD use_color_key : 1;
6879 DWORD padding : 24;
6882 struct arbfp_blit_desc
6884 GLuint shader;
6885 struct arbfp_blit_type type;
6886 struct wine_rb_entry entry;
6889 #define ARBFP_BLIT_PARAM_SIZE 0
6890 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6891 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6893 struct wined3d_arbfp_blitter
6895 struct wined3d_blitter blitter;
6896 struct wine_rb_tree shaders;
6897 GLuint palette_texture;
6900 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6902 const struct arbfp_blit_type *ka = key;
6903 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6905 return memcmp(ka, kb, sizeof(*ka));
6908 /* Context activation is done by the caller. */
6909 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6911 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6912 const struct wined3d_gl_info *gl_info;
6913 struct wined3d_context_gl *context_gl;
6915 context_gl = ctx;
6916 gl_info = context_gl->gl_info;
6918 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6919 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6920 heap_free(entry_arb);
6923 /* Context activation is done by the caller. */
6924 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6926 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6927 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6928 struct wined3d_arbfp_blitter *arbfp_blitter;
6929 struct wined3d_blitter *next;
6931 if ((next = blitter->next))
6932 next->ops->blitter_destroy(next, &context_gl->c);
6934 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6936 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context_gl);
6937 checkGLcall("Delete blit programs");
6939 if (arbfp_blitter->palette_texture)
6940 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6942 heap_free(arbfp_blitter);
6945 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6946 const struct arbfp_blit_type *type, char *luminance)
6948 char chroma;
6949 const char *tex, *texinstr = "TXP";
6951 if (type->fixup == COMPLEX_FIXUP_UYVY)
6953 chroma = 'x';
6954 *luminance = 'w';
6956 else
6958 chroma = 'w';
6959 *luminance = 'x';
6962 tex = arbfp_texture_target(type->res_type);
6963 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6964 texinstr = "TEX";
6966 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6967 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6968 * filtering when we sample the texture.
6970 * These are the rules for reading the chroma:
6972 * Even pixel: Cr
6973 * Even pixel: U
6974 * Odd pixel: V
6976 * So we have to get the sampling x position in non-normalized coordinates in integers
6978 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6980 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6981 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6983 else
6985 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6987 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6988 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6989 * 0.5, so add 0.5.
6991 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6992 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6994 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
6995 * and 0.75 for the even and odd pixels respectively. */
6996 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6997 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6999 /* Sample Pixel 1. */
7000 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7002 /* Put the value into either of the chroma values */
7003 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7004 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7005 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7006 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7008 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7009 * the pixel right to the current one. Otherwise, sample the left pixel.
7010 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7012 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7013 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7014 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7016 /* Put the value into the other chroma */
7017 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7018 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7019 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7020 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7022 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7023 * the current one and lerp the two U and V values
7026 /* This gives the correctly filtered luminance value */
7027 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7030 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7031 const struct arbfp_blit_type *type, char *luminance)
7033 const char *tex;
7034 static const float yv12_coef[]
7035 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7037 tex = arbfp_texture_target(type->res_type);
7039 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7040 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7041 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7042 * pitch of the luminance plane, the packing into the gl texture is a bit
7043 * unfortunate. If the whole texture is interpreted as luminance data it looks
7044 * approximately like this:
7046 * +----------------------------------+----
7047 * | |
7048 * | |
7049 * | |
7050 * | |
7051 * | | 2
7052 * | LUMINANCE | -
7053 * | | 3
7054 * | |
7055 * | |
7056 * | |
7057 * | |
7058 * +----------------+-----------------+----
7059 * | | |
7060 * | V even rows | V odd rows |
7061 * | | | 1
7062 * +----------------+------------------ -
7063 * | | | 3
7064 * | U even rows | U odd rows |
7065 * | | |
7066 * +----------------+-----------------+----
7067 * | | |
7068 * | 0.5 | 0.5 |
7070 * So it appears as if there are 4 chroma images, but in fact the odd rows
7071 * in the chroma images are in the same row as the even ones. So it is
7072 * kinda tricky to read
7074 * When reading from rectangle textures, keep in mind that the input y coordinates
7075 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7077 shader_addline(buffer, "PARAM yv12_coef = ");
7078 shader_arb_append_imm_vec4(buffer, yv12_coef);
7079 shader_addline(buffer, ";\n");
7081 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7082 /* the chroma planes have only half the width */
7083 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7085 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7086 * the coordinate. Also read the right side of the image when reading odd lines
7088 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7089 * bleeding
7091 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7093 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7095 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7097 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7098 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7100 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7101 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7102 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7103 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7104 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7106 /* clamp, keep the half pixel origin in mind */
7107 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7108 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7109 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7110 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7112 else
7114 /* The y coordinate for V is in the range [size, size + size / 4). */
7115 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7116 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7118 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7119 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7120 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7121 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7122 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7123 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7125 /* Make sure to read exactly from the pixel center */
7126 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7127 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7129 /* Clamp */
7130 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7131 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7132 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7133 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7134 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7136 /* Read the texture, put the result into the output register */
7137 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7138 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7140 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7141 * No need to clamp because we're just reusing the already clamped value from above
7143 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7144 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7145 else
7146 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7147 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7148 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7150 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7151 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7152 * values due to filtering
7154 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7155 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7157 /* Multiply the y coordinate by 2/3 and clamp it */
7158 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7159 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7160 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7161 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7163 else
7165 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7166 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7167 * is bigger
7169 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7170 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7171 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7173 *luminance = 'a';
7176 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7177 const struct arbfp_blit_type *type, char *luminance)
7179 const char *tex;
7180 static const float nv12_coef[]
7181 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7183 tex = arbfp_texture_target(type->res_type);
7185 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7186 * sized plane where each component is an UV pair. So the effective
7187 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7188 * data it looks approximately like this:
7190 * +----------------------------------+----
7191 * | |
7192 * | |
7193 * | |
7194 * | |
7195 * | | 2
7196 * | LUMINANCE | -
7197 * | | 3
7198 * | |
7199 * | |
7200 * | |
7201 * | |
7202 * +----------------------------------+----
7203 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7204 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7205 * | | 1
7206 * | | -
7207 * | | 3
7208 * | |
7209 * | |
7210 * +----------------------------------+----
7212 * When reading from rectangle textures, keep in mind that the input y coordinates
7213 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7215 shader_addline(buffer, "PARAM nv12_coef = ");
7216 shader_arb_append_imm_vec4(buffer, nv12_coef);
7217 shader_addline(buffer, ";\n");
7219 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7220 /* We only have half the number of chroma pixels. */
7221 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7223 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7225 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7226 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7228 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7230 /* We must not allow filtering horizontally, this would mix U and V.
7231 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7232 * 0.5, so add 0.5. */
7234 /* Convert to non-normalized coordinates so we can find the
7235 * individual pixel. */
7236 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7237 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7238 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7239 * add 0.5 to hit the center of the pixel. */
7240 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7242 /* Convert back to normalized coordinates. */
7243 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7245 /* Clamp, keep the half pixel origin in mind. */
7246 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7247 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7248 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7249 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7251 else
7253 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7254 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7256 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7257 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7258 * add 0.5 to hit the center of the pixel. */
7259 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7261 /* Clamp */
7262 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7263 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7264 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7265 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7266 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7268 /* Read the texture, put the result into the output register. */
7269 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7270 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7272 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7274 /* Add 1/size.x */
7275 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7277 else
7279 /* Add 1 */
7280 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7282 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7283 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7285 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7286 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7287 * values due to filtering. */
7288 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7289 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7291 /* Multiply the y coordinate by 2/3 and clamp it */
7292 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7293 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7294 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7295 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7297 else
7299 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7300 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7301 * is bigger
7303 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7304 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7305 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7307 *luminance = 'a';
7310 /* Context activation is done by the caller. */
7311 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7313 GLuint shader;
7314 struct wined3d_string_buffer buffer;
7315 const char *tex_target = arbfp_texture_target(type->res_type);
7317 /* This should not happen because we only use this conversion for
7318 * present blits which don't use color keying. */
7319 if (type->use_color_key)
7320 FIXME("Implement P8 color keying.\n");
7322 /* Shader header */
7323 if (!string_buffer_init(&buffer))
7325 ERR("Failed to initialize shader buffer.\n");
7326 return 0;
7329 GL_EXTCALL(glGenProgramsARB(1, &shader));
7330 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7331 if (!shader)
7333 string_buffer_free(&buffer);
7334 return 0;
7337 shader_addline(&buffer, "!!ARBfp1.0\n");
7338 shader_addline(&buffer, "TEMP index;\n");
7340 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7341 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7343 /* The alpha-component contains the palette index */
7344 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7346 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7347 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7349 /* Use the alpha-component as an index in the palette to get the final color */
7350 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7351 shader_addline(&buffer, "END\n");
7353 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7355 string_buffer_free(&buffer);
7357 return shader;
7360 /* Context activation is done by the caller. */
7361 static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter *blitter,
7362 const struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl)
7364 const struct wined3d_palette *palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
7365 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7367 if (!blitter->palette_texture)
7368 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7370 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7371 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7375 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7376 /* Make sure we have discrete color levels. */
7377 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7378 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7379 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7380 if (palette)
7382 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7383 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7385 else
7387 static const DWORD black;
7388 FIXME("P8 surface loaded without a palette.\n");
7389 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7390 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7393 /* Switch back to unit 0 in which the 2D texture will be stored. */
7394 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
7397 /* Context activation is done by the caller. */
7398 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7400 GLuint shader;
7401 struct wined3d_string_buffer buffer;
7402 char luminance_component;
7404 if (type->use_color_key)
7405 FIXME("Implement YUV color keying.\n");
7407 /* Shader header */
7408 if (!string_buffer_init(&buffer))
7410 ERR("Failed to initialize shader buffer.\n");
7411 return 0;
7414 GL_EXTCALL(glGenProgramsARB(1, &shader));
7415 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7416 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7417 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7418 if (!shader)
7420 string_buffer_free(&buffer);
7421 return 0;
7424 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7425 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7426 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7427 * each single pixel it contains, and one U and one V value shared between both
7428 * pixels.
7430 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7431 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7432 * take the format into account when generating the read swizzles
7434 * Reading the Y value is straightforward - just sample the texture. The hardware
7435 * takes care of filtering in the horizontal and vertical direction.
7437 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7438 * because that would mix the U and V values of one pixel or two adjacent pixels.
7439 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7440 * regardless of the filtering setting. Vertical filtering works automatically
7441 * though - the U and V values of two rows are mixed nicely.
7443 * Apart of avoiding filtering issues, the code has to know which value it just
7444 * read, and where it can find the other one. To determine this, it checks if
7445 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7447 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7448 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7450 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7451 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7452 * in an unfiltered situation. Finding the luminance on the other hand requires
7453 * finding out if it is an odd or even pixel. The real drawback of this approach
7454 * is filtering. This would have to be emulated completely in the shader, reading
7455 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7456 * vertically. Beyond that it would require adjustments to the texture handling
7457 * code to deal with the width scaling
7459 shader_addline(&buffer, "!!ARBfp1.0\n");
7460 shader_addline(&buffer, "TEMP luminance;\n");
7461 shader_addline(&buffer, "TEMP temp;\n");
7462 shader_addline(&buffer, "TEMP chroma;\n");
7463 shader_addline(&buffer, "TEMP texcrd;\n");
7464 shader_addline(&buffer, "TEMP texcrd2;\n");
7465 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7466 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7467 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7469 switch (type->fixup)
7471 case COMPLEX_FIXUP_UYVY:
7472 case COMPLEX_FIXUP_YUY2:
7473 gen_packed_yuv_read(&buffer, type, &luminance_component);
7474 break;
7476 case COMPLEX_FIXUP_YV12:
7477 gen_yv12_read(&buffer, type, &luminance_component);
7478 break;
7480 case COMPLEX_FIXUP_NV12:
7481 gen_nv12_read(&buffer, type, &luminance_component);
7482 break;
7484 default:
7485 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7486 string_buffer_free(&buffer);
7487 return 0;
7490 /* Calculate the final result. Formula is taken from
7491 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7492 * ranges from -0.5 to 0.5
7494 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7496 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7497 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7498 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7499 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7500 shader_addline(&buffer, "END\n");
7502 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7504 string_buffer_free(&buffer);
7506 return shader;
7509 /* Context activation is done by the caller. */
7510 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7512 GLuint shader;
7513 struct wined3d_string_buffer buffer;
7514 const char *tex_target = arbfp_texture_target(type->res_type);
7516 /* Shader header */
7517 if (!string_buffer_init(&buffer))
7519 ERR("Failed to initialize shader buffer.\n");
7520 return 0;
7523 GL_EXTCALL(glGenProgramsARB(1, &shader));
7524 if (!shader)
7526 string_buffer_free(&buffer);
7527 return 0;
7529 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7531 shader_addline(&buffer, "!!ARBfp1.0\n");
7533 if (type->use_color_key)
7535 shader_addline(&buffer, "TEMP color;\n");
7536 shader_addline(&buffer, "TEMP less, greater;\n");
7537 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7538 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7539 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7540 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7541 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7542 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7543 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7544 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7545 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7546 shader_addline(&buffer, "MOV result.color, color;\n");
7548 else
7550 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7553 shader_addline(&buffer, "END\n");
7555 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7557 string_buffer_free(&buffer);
7559 return shader;
7562 /* Context activation is done by the caller. */
7563 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context_gl *context_gl,
7564 const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
7565 const struct wined3d_color_key *color_key)
7567 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7568 enum complex_fixup fixup;
7569 struct wine_rb_entry *entry;
7570 struct arbfp_blit_type type;
7571 struct arbfp_blit_desc *desc;
7572 struct wined3d_color float_color_key[2];
7573 struct wined3d_vec4 size;
7574 unsigned int level;
7575 GLuint shader;
7577 level = sub_resource_idx % texture_gl->t.level_count;
7578 size.x = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
7579 size.y = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
7580 size.z = 1.0f;
7581 size.w = 1.0f;
7583 if (is_complex_fixup(texture_gl->t.resource.format->color_fixup))
7584 fixup = get_complex_fixup(texture_gl->t.resource.format->color_fixup);
7585 else
7586 fixup = COMPLEX_FIXUP_NONE;
7588 switch (texture_gl->target)
7590 case GL_TEXTURE_1D:
7591 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7592 break;
7594 case GL_TEXTURE_2D:
7595 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7596 break;
7598 case GL_TEXTURE_3D:
7599 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7600 break;
7602 case GL_TEXTURE_CUBE_MAP_ARB:
7603 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7604 break;
7606 case GL_TEXTURE_RECTANGLE_ARB:
7607 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7608 break;
7610 default:
7611 ERR("Unexpected GL texture type %#x.\n", texture_gl->target);
7612 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7614 type.fixup = fixup;
7615 type.use_color_key = !!color_key;
7616 type.padding = 0;
7618 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7620 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7621 shader = desc->shader;
7623 else
7625 switch (fixup)
7627 case COMPLEX_FIXUP_NONE:
7628 if (!is_identity_fixup(texture_gl->t.resource.format->color_fixup))
7629 FIXME("Implement support for sign or swizzle fixups.\n");
7630 shader = arbfp_gen_plain_shader(gl_info, &type);
7631 break;
7633 case COMPLEX_FIXUP_P8:
7634 shader = gen_p8_shader(gl_info, &type);
7635 break;
7637 case COMPLEX_FIXUP_YUY2:
7638 case COMPLEX_FIXUP_UYVY:
7639 case COMPLEX_FIXUP_YV12:
7640 case COMPLEX_FIXUP_NV12:
7641 shader = gen_yuv_shader(gl_info, &type);
7642 break;
7644 default:
7645 FIXME("Unsupported fixup %#x.\n", fixup);
7646 return E_NOTIMPL;
7649 if (!shader)
7651 ERR("Failed to get shader for fixup %#x.\n", fixup);
7652 return E_NOTIMPL;
7655 if (!(desc = heap_alloc(sizeof(*desc))))
7656 goto err_out;
7658 desc->type = type;
7659 desc->shader = shader;
7660 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7662 err_out:
7663 ERR("Out of memory\n");
7664 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7665 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7666 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7667 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7668 heap_free(desc);
7669 return E_OUTOFMEMORY;
7673 if (fixup == COMPLEX_FIXUP_P8)
7674 arbfp_blitter_upload_palette(blitter, texture_gl, context_gl);
7676 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7677 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7678 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7679 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7680 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7681 checkGLcall("glProgramLocalParameter4fvARB");
7682 if (type.use_color_key)
7684 wined3d_format_get_float_color_key(texture_gl->t.resource.format, color_key, float_color_key);
7685 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7686 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7687 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7688 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7689 checkGLcall("glProgramLocalParameter4fvARB");
7692 return WINED3D_OK;
7695 /* Context activation is done by the caller. */
7696 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7698 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7699 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7702 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7703 const struct wined3d_resource *src_resource, DWORD src_location,
7704 const struct wined3d_resource *dst_resource, DWORD dst_location)
7706 const struct wined3d_format *src_format = src_resource->format;
7707 const struct wined3d_format *dst_format = dst_resource->format;
7708 enum complex_fixup src_fixup;
7709 BOOL decompress;
7711 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7712 return FALSE;
7714 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7716 if (dst_format->depth_size || dst_format->stencil_size)
7717 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7718 else
7719 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7722 switch (blit_op)
7724 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7725 if (!context->d3d_info->shader_color_key)
7727 /* The conversion modifies the alpha channel so the color key might no longer match. */
7728 TRACE("Color keying not supported with converted textures.\n");
7729 return FALSE;
7731 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7732 case WINED3D_BLIT_OP_COLOR_BLIT:
7733 break;
7735 default:
7736 TRACE("Unsupported blit_op=%d\n", blit_op);
7737 return FALSE;
7740 decompress = (src_format->attrs & WINED3D_FORMAT_ATTR_COMPRESSED)
7741 && !(dst_format->attrs & WINED3D_FORMAT_ATTR_COMPRESSED);
7742 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7743 return FALSE;
7745 src_fixup = get_complex_fixup(src_format->color_fixup);
7746 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7748 TRACE("Checking support for fixup:\n");
7749 dump_color_fixup_desc(src_format->color_fixup);
7752 if (!is_identity_fixup(dst_format->color_fixup)
7753 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7755 TRACE("Destination fixups are not supported\n");
7756 return FALSE;
7759 if (is_identity_fixup(src_format->color_fixup))
7761 TRACE("[OK]\n");
7762 return TRUE;
7765 /* We only support YUV conversions. */
7766 if (!is_complex_fixup(src_format->color_fixup))
7768 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7770 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7771 return TRUE;
7774 TRACE("[FAILED]\n");
7775 return FALSE;
7778 switch(src_fixup)
7780 case COMPLEX_FIXUP_YUY2:
7781 case COMPLEX_FIXUP_UYVY:
7782 case COMPLEX_FIXUP_YV12:
7783 case COMPLEX_FIXUP_NV12:
7784 case COMPLEX_FIXUP_P8:
7785 TRACE("[OK]\n");
7786 return TRUE;
7788 default:
7789 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7790 TRACE("[FAILED]\n");
7791 return FALSE;
7795 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7796 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7797 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7798 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7799 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter,
7800 const struct wined3d_format *resolve_format)
7802 struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
7803 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
7804 struct wined3d_device *device = dst_texture->resource.device;
7805 struct wined3d_texture *staging_texture = NULL;
7806 struct wined3d_arbfp_blitter *arbfp_blitter;
7807 struct wined3d_color_key alpha_test_key;
7808 struct wined3d_blitter *next;
7809 unsigned int src_level;
7810 RECT s, d;
7812 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
7813 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
7814 "colour_key %p, filter %s, resolve format %p.\n",
7815 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7816 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7817 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter), resolve_format);
7819 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7820 &dst_texture->resource, dst_location))
7822 if (!(next = blitter->next))
7824 ERR("No blitter to handle blit op %#x.\n", op);
7825 return dst_location;
7828 TRACE("Forwarding to blitter %p.\n", next);
7829 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7830 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter, resolve_format);
7833 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7835 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7837 struct wined3d_resource_desc desc;
7838 struct wined3d_box upload_box;
7839 HRESULT hr;
7841 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7843 src_level = src_sub_resource_idx % src_texture->level_count;
7844 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7845 desc.format = src_texture->resource.format->id;
7846 desc.multisample_type = src_texture->resource.multisample_type;
7847 desc.multisample_quality = src_texture->resource.multisample_quality;
7848 desc.usage = WINED3DUSAGE_PRIVATE;
7849 desc.bind_flags = 0;
7850 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7851 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7852 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7853 desc.depth = 1;
7854 desc.size = 0;
7856 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7857 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7859 ERR("Failed to create staging texture, hr %#lx.\n", hr);
7860 return dst_location;
7863 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7864 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7865 src_texture, src_sub_resource_idx, &upload_box);
7867 src_texture = staging_texture;
7868 src_texture_gl = wined3d_texture_gl(src_texture);
7869 src_sub_resource_idx = 0;
7871 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7872 && (src_texture->sub_resources[src_sub_resource_idx].locations
7873 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7874 && !wined3d_resource_is_offscreen(&src_texture->resource))
7877 /* Without FBO blits transferring from the drawable to the texture is
7878 * expensive, because we have to flip the data in sysmem. Since we can
7879 * flip in the blitter, we don't actually need that flip anyway. So we
7880 * use the surface's texture as scratch texture, and flip the source
7881 * rectangle instead. */
7882 texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
7884 s = *src_rect;
7885 src_level = src_sub_resource_idx % src_texture->level_count;
7886 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7887 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7888 src_rect = &s;
7890 else
7892 wined3d_texture_load(src_texture, context, FALSE);
7895 wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
7897 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7899 d = *dst_rect;
7900 wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
7901 dst_rect = &d;
7904 context_gl_apply_texture_draw_state(context_gl, dst_texture, dst_sub_resource_idx, dst_location);
7906 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7908 const struct wined3d_format *fmt = src_texture->resource.format;
7909 alpha_test_key.color_space_low_value = 0;
7910 alpha_test_key.color_space_high_value = ~(wined3d_mask_from_size(fmt->alpha_size) << fmt->alpha_offset);
7911 color_key = &alpha_test_key;
7914 arbfp_blit_set(arbfp_blitter, context_gl, src_texture_gl, src_sub_resource_idx, color_key);
7916 /* Draw a textured quad */
7917 wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
7918 src_sub_resource_idx, src_rect, dst_rect, filter);
7920 /* Leave the opengl state valid for blitting */
7921 arbfp_blit_unset(context_gl->gl_info);
7923 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7924 context_gl->gl_info->gl_ops.gl.p_glFlush();
7926 if (staging_texture)
7927 wined3d_texture_decref(staging_texture);
7929 return dst_location;
7932 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7933 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7934 const RECT *draw_rect, uint32_t flags, const struct wined3d_color *colour, float depth, unsigned int stencil)
7936 struct wined3d_blitter *next;
7938 if ((next = blitter->next))
7939 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7940 clear_rects, draw_rect, flags, colour, depth, stencil);
7943 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7945 arbfp_blitter_destroy,
7946 arbfp_blitter_clear,
7947 arbfp_blitter_blit,
7950 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7952 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7953 struct wined3d_arbfp_blitter *blitter;
7955 if (device->shader_backend != &arb_program_shader_backend
7956 && device->shader_backend != &glsl_shader_backend)
7957 return;
7959 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7960 return;
7962 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7963 return;
7965 if (!(blitter = heap_alloc(sizeof(*blitter))))
7967 ERR("Failed to allocate blitter.\n");
7968 return;
7971 TRACE("Created blitter %p.\n", blitter);
7973 blitter->blitter.ops = &arbfp_blitter_ops;
7974 blitter->blitter.next = *next;
7975 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7976 blitter->palette_texture = 0;
7977 *next = &blitter->blitter;