2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL
need_mova_const(IWineD3DBaseShader
*shader
, const WineD3D_GL_Info
*gl_info
) {
46 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) shader
;
47 if(!This
->baseShader
.reg_maps
.usesmova
) return FALSE
;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
);
51 static BOOL
need_helper_const(const WineD3D_GL_Info
*gl_info
) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
) || /* Need to init colors */
53 gl_info
->arb_vs_offset_limit
|| /* Have to init texcoords */
54 gl_info
->set_texcoord_w
) { /* Load the immval offset */
60 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const WineD3D_GL_Info
*gl_info
) {
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info
)) ret
++;
66 if(need_mova_const(shader
, gl_info
)) ret
++;
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71 * so upload them above that
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
76 /* ARB_program_shader private data */
77 struct shader_arb_priv
{
78 GLuint current_vprogram_id
;
79 GLuint current_fprogram_id
;
80 GLuint depth_blt_vprogram_id
;
81 GLuint depth_blt_fprogram_id
[tex_type_count
];
82 BOOL use_arbfp_fixed_func
;
83 struct hash_table_t
*fragment_shaders
;
92 struct shader_arb_ctx_priv
{
95 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
97 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
99 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
103 const struct arb_vs_compile_args
*cur_vs_args
;
104 const struct arb_ps_compile_args
*cur_ps_args
;
105 struct list if_frames
;
109 struct arb_ps_compile_args
{
110 struct ps_compile_args super
;
111 DWORD bools
; /* WORD is enough, use DWORD for alignment */
114 struct arb_ps_compiled_shader
{
115 struct arb_ps_compile_args args
;
119 struct arb_pshader_private
{
120 struct arb_ps_compiled_shader
*gl_shaders
;
121 UINT num_gl_shaders
, shader_array_size
;
124 struct arb_vs_compile_args
{
125 struct vs_compile_args super
;
126 DWORD bools
; /* WORD is enough, use DWORD for alignment */
129 struct arb_vs_compiled_shader
{
130 struct arb_vs_compile_args args
;
134 struct arb_vshader_private
{
135 struct arb_vs_compiled_shader
*gl_shaders
;
136 UINT num_gl_shaders
, shader_array_size
;
139 /********************************************************
140 * ARB_[vertex/fragment]_program helper functions follow
141 ********************************************************/
144 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
145 * When constant_list == NULL, it will load all the constants.
147 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
148 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
150 /* GL locking is done by the caller */
151 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
152 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
154 local_constant
* lconst
;
158 if (TRACE_ON(d3d_shader
)) {
159 for(i
= 0; i
< max_constants
; i
++) {
160 if(!dirty_consts
[i
]) continue;
161 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
162 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
163 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
166 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
167 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
170 for(i
= 0; i
< max_constants
; i
++) {
171 if(!dirty_consts
[i
]) continue;
175 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
176 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
177 else lcl_const
[0] = constants
[j
+ 0];
179 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
180 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
181 else lcl_const
[1] = constants
[j
+ 1];
183 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
184 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
185 else lcl_const
[2] = constants
[j
+ 2];
187 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
188 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
189 else lcl_const
[3] = constants
[j
+ 3];
191 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
194 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
195 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
196 * or just reloading *all* constants at once
198 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
200 for(i
= 0; i
< max_constants
; i
++) {
201 if(!dirty_consts
[i
]) continue;
203 /* Find the next block of dirty constants */
206 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
210 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
213 for(i
= 0; i
< max_constants
; i
++) {
214 if(dirty_consts
[i
]) {
216 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
221 checkGLcall("glProgramEnvParameter4fvARB()");
223 /* Load immediate constants */
224 if(This
->baseShader
.load_local_constsF
) {
225 if (TRACE_ON(d3d_shader
)) {
226 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
227 GLfloat
* values
= (GLfloat
*)lconst
->value
;
228 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
229 values
[0], values
[1], values
[2], values
[3]);
232 /* Immediate constants are clamped for 1.X shaders at loading times */
234 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
235 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
236 ret
= max(ret
, lconst
->idx
+ 1);
237 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
239 checkGLcall("glProgramEnvParameter4fvARB()");
240 return ret
; /* The loaded immediate constants need reloading for the next shader */
242 return 0; /* No constants are dirty now */
247 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
249 static void shader_arb_load_np2fixup_constants(
250 IWineD3DDevice
* device
,
252 char useVertexShader
) {
253 /* not implemented */
256 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
258 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
259 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
260 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
261 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
264 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++)
266 /* The state manager takes care that this function is always called if the bump env matrix changes */
267 const float *data
= (const float *)&stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
268 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
270 if (psi
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
272 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
273 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
274 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
275 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
277 const float *scale
= (const float *)&stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
278 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
283 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
285 * We only support float constants in ARB at the moment, so don't
286 * worry about the Integers or Booleans
288 /* GL locking is done by the caller (state handler) */
289 static void shader_arb_load_constants(
290 IWineD3DDevice
* device
,
292 char useVertexShader
) {
294 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
295 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
296 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
298 if (useVertexShader
) {
299 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
301 /* Load DirectX 9 float constants for vertex shader */
302 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
303 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
304 deviceImpl
->highest_dirty_vs_const
,
305 stateBlock
->vertexShaderConstantF
,
306 deviceImpl
->activeContext
->vshader_const_dirty
);
308 /* Upload the position fixup */
309 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
312 if (usePixelShader
) {
313 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
315 /* Load DirectX 9 float constants for pixel shader */
316 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
317 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
318 deviceImpl
->highest_dirty_ps_const
,
319 stateBlock
->pixelShaderConstantF
,
320 deviceImpl
->activeContext
->pshader_const_dirty
);
321 shader_arb_ps_local_constants(deviceImpl
);
325 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
327 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
329 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
330 * context. On a context switch the old context will be fully dirtified */
331 memset(This
->activeContext
->vshader_const_dirty
+ start
, 1,
332 sizeof(*This
->activeContext
->vshader_const_dirty
) * count
);
333 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
+ 1);
336 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
338 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
340 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
341 * context. On a context switch the old context will be fully dirtified */
342 memset(This
->activeContext
->pshader_const_dirty
+ start
, 1,
343 sizeof(*This
->activeContext
->pshader_const_dirty
) * count
);
344 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
+ 1);
347 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
351 const local_constant
*lconst
;
353 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
355 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.temporary
);
357 ERR("Out of memory\n");
361 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
362 ret
[lconst
->idx
] = idx
++;
367 /* Generate the variable & register declarations for the ARB_vertex_program output target */
368 static void shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
369 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
, DWORD
*lconst_map
)
371 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
372 DWORD i
, cur
, next_local
= 0;
373 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
374 unsigned max_constantsF
;
375 const local_constant
*lconst
;
377 /* In pixel shaders, all private constants are program local, we don't need anything
378 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
379 * If we need a private constant the GL implementation will squeeze it in somewhere
381 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
382 * immediate values. The posFixup is loaded using program.env for now, so always
383 * subtract one from the number of constants. If the shader uses indirect addressing,
384 * account for the helper const too because we have to declare all availabke d3d constants
385 * and don't know which are actually used.
388 max_constantsF
= GL_LIMITS(pshader_constantsF
);
390 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
391 max_constantsF
= GL_LIMITS(vshader_constantsF
) - reserved_vs_const(iface
, gl_info
);
393 max_constantsF
= GL_LIMITS(vshader_constantsF
) - 1;
397 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
398 if (reg_maps
->temporary
[i
])
399 shader_addline(buffer
, "TEMP R%u;\n", i
);
402 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
403 if (reg_maps
->address
[i
])
404 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
407 if(pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3) {
408 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
409 if (reg_maps
->texcoord
[i
] && pshader
)
410 shader_addline(buffer
,"TEMP T%u;\n", i
);
414 /* Load local constants using the program-local space,
415 * this avoids reloading them each time the shader is used
418 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
419 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
420 lconst_map
[lconst
->idx
]);
421 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
425 /* we use the array-based constants array if the local constants are marked for loading,
426 * because then we use indirect addressing, or when the local constant list is empty,
427 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
428 * local constants do not declare the loaded constants as an array because ARB compilers usually
429 * do not optimize unused constants away
431 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
432 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
433 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
434 max_constantsF
, max_constantsF
- 1);
436 for(i
= 0; i
< max_constantsF
; i
++) {
439 mask
= 1 << (i
& 0x1f);
440 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
441 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
446 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
447 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
448 if(!reg_maps
->bumpmat
[i
]) continue;
450 cur
= ps
->numbumpenvmatconsts
;
451 ps
->bumpenvmatconst
[cur
].const_num
= -1;
452 ps
->bumpenvmatconst
[cur
].texunit
= i
;
453 ps
->luminanceconst
[cur
].const_num
= -1;
454 ps
->luminanceconst
[cur
].texunit
= i
;
456 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
457 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
458 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
459 * textures due to conditional NP2 restrictions)
461 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
462 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
463 * their location is shader dependent anyway and they cannot be loaded globally.
465 ps
->bumpenvmatconst
[cur
].const_num
= next_local
++;
466 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
467 i
, ps
->bumpenvmatconst
[cur
].const_num
);
468 ps
->numbumpenvmatconsts
= cur
+ 1;
470 if(!reg_maps
->luminanceparams
[i
]) continue;
472 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= next_local
++;
473 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
474 i
, ps
->luminanceconst
[cur
].const_num
);
479 static const char * const shift_tab
[] = {
480 "dummy", /* 0 (none) */
481 "coefmul.x", /* 1 (x2) */
482 "coefmul.y", /* 2 (x4) */
483 "coefmul.z", /* 3 (x8) */
484 "coefmul.w", /* 4 (x16) */
485 "dummy", /* 5 (x32) */
486 "dummy", /* 6 (x64) */
487 "dummy", /* 7 (x128) */
488 "dummy", /* 8 (d256) */
489 "dummy", /* 9 (d128) */
490 "dummy", /* 10 (d64) */
491 "dummy", /* 11 (d32) */
492 "coefdiv.w", /* 12 (d16) */
493 "coefdiv.z", /* 13 (d8) */
494 "coefdiv.y", /* 14 (d4) */
495 "coefdiv.x" /* 15 (d2) */
498 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
499 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
501 char *ptr
= write_mask
;
503 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
506 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
507 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
508 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
509 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
515 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
517 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
518 * but addressed as "rgba". To fix this we need to swap the register's x
519 * and z components. */
520 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
521 char *ptr
= swizzle_str
;
523 /* swizzle bits fields: wwzzyyxx */
524 DWORD swizzle
= param
->swizzle
;
525 DWORD swizzle_x
= swizzle
& 0x03;
526 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
527 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
528 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
530 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
531 * generate a swizzle string. Unless we need to our own swizzling. */
532 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
535 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
536 *ptr
++ = swizzle_chars
[swizzle_x
];
538 *ptr
++ = swizzle_chars
[swizzle_x
];
539 *ptr
++ = swizzle_chars
[swizzle_y
];
540 *ptr
++ = swizzle_chars
[swizzle_z
];
541 *ptr
++ = swizzle_chars
[swizzle_w
];
548 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
550 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
551 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
553 if(strcmp(priv
->addr_reg
, src
) == 0) return;
555 strcpy(priv
->addr_reg
, src
);
556 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
559 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
560 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
562 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
563 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
565 /* oPos, oFog and oPts in D3D */
566 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
567 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
568 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
569 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
575 case WINED3DSPR_TEMP
:
576 sprintf(register_name
, "R%u", reg
->idx
);
579 case WINED3DSPR_INPUT
:
582 if (reg
->idx
== 0) strcpy(register_name
, "fragment.color.primary");
583 else strcpy(register_name
, "fragment.color.secondary");
587 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
588 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
592 case WINED3DSPR_CONST
:
593 if (!pshader
&& reg
->rel_addr
)
596 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
597 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
598 sprintf(rel_reg
, "A0.x");
600 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
601 if(ctx
->target_version
== ARB
) {
602 shader_arb_request_a0(ins
, rel_reg
);
603 sprintf(rel_reg
, "A0.x");
606 if (reg
->idx
>= rel_offset
)
607 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
609 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
613 if (This
->baseShader
.reg_maps
.usesrelconstF
)
614 sprintf(register_name
, "C[%u]", reg
->idx
);
616 sprintf(register_name
, "C%u", reg
->idx
);
620 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
622 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 &&
623 This
->baseShader
.reg_maps
.shader_version
.minor
<= 3) {
624 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
625 * and as source to most instructions. For some instructions it is the texcoord
626 * input. Those instructions know about the special use
628 sprintf(register_name
, "T%u", reg
->idx
);
630 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
631 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
636 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
638 sprintf(register_name
, "A%u", reg
->idx
);
642 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
647 case WINED3DSPR_COLOROUT
:
650 if(ctx
->cur_ps_args
->super
.srgb_correction
)
652 strcpy(register_name
, "TMP_COLOR");
656 strcpy(register_name
, "result.color");
661 /* TODO: See GL_ARB_draw_buffers */
662 FIXME("Unsupported write to render target %u\n", reg
->idx
);
663 sprintf(register_name
, "unsupported_register");
667 case WINED3DSPR_RASTOUT
:
668 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
671 case WINED3DSPR_DEPTHOUT
:
672 strcpy(register_name
, "result.depth");
675 case WINED3DSPR_ATTROUT
:
676 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
677 else if (reg
->idx
== 0) strcpy(register_name
, "result.color.primary");
678 else strcpy(register_name
, "result.color.secondary");
681 case WINED3DSPR_TEXCRDOUT
:
682 if (pshader
) sprintf(register_name
, "oT[%u]", reg
->idx
);
683 else sprintf(register_name
, "result.texcoord[%u]", reg
->idx
);
687 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
688 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
693 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
694 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
696 char register_name
[255];
700 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
701 strcpy(str
, register_name
);
703 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
704 strcat(str
, write_mask
);
707 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
709 switch(channel_source
)
711 case CHANNEL_SOURCE_ZERO
: return "0";
712 case CHANNEL_SOURCE_ONE
: return "1";
713 case CHANNEL_SOURCE_X
: return "x";
714 case CHANNEL_SOURCE_Y
: return "y";
715 case CHANNEL_SOURCE_Z
: return "z";
716 case CHANNEL_SOURCE_W
: return "w";
718 FIXME("Unhandled channel source %#x\n", channel_source
);
723 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
724 const char *one
, const char *two
, struct color_fixup_desc fixup
)
728 if (is_yuv_fixup(fixup
))
730 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
731 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
736 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
737 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
738 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
739 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
744 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
745 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
746 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
750 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
751 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
752 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
753 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
759 char *ptr
= reg_mask
;
761 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
764 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
765 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
766 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
767 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
771 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
775 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
776 const char *dst_str
, const char *coord_reg
, BOOL projected
, BOOL bias
)
778 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
779 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
780 const char *tex_type
;
781 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
782 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
783 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
785 switch(sampler_type
) {
791 if(device
->stateBlock
->textures
[sampler_idx
] &&
792 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
797 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
799 if(priv
->cur_ps_args
->super
.np2_fixup
& (1 << sampler_idx
))
801 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
806 case WINED3DSTT_VOLUME
:
810 case WINED3DSTT_CUBE
:
815 ERR("Unexpected texture type %d\n", sampler_type
);
820 /* Shouldn't be possible, but let's check for it */
821 if(projected
) FIXME("Biased and Projected texture sampling\n");
822 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
823 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
824 } else if (projected
) {
825 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
827 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
830 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
832 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
833 "one", "coefmul.x", priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
837 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
838 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
840 /* Generate a line that does the input modifier computation and return the input register to use */
841 BOOL is_color
= FALSE
;
845 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
846 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
848 /* Assume a new line will be added */
851 /* Get register name */
852 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
853 shader_arb_get_swizzle(src
, is_color
, swzstr
);
855 switch (src
->modifiers
)
857 case WINED3DSPSM_NONE
:
858 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
861 case WINED3DSPSM_NEG
:
862 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
865 case WINED3DSPSM_BIAS
:
866 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
868 case WINED3DSPSM_BIASNEG
:
869 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
871 case WINED3DSPSM_SIGN
:
872 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
874 case WINED3DSPSM_SIGNNEG
:
875 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
877 case WINED3DSPSM_COMP
:
878 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
881 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
883 case WINED3DSPSM_X2NEG
:
884 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
887 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
888 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
891 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
892 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
894 case WINED3DSPSM_ABS
:
895 if(ctx
->target_version
>= NV2
) {
896 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
899 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
902 case WINED3DSPSM_ABSNEG
:
903 if(ctx
->target_version
>= NV2
) {
904 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
906 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
907 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
912 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
916 /* Return modified or original register, with swizzle */
918 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
921 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
924 const char *ret
= "";
925 if (!ins
->dst_count
) return "";
927 mod
= ins
->dst
[0].modifiers
;
928 if(mod
& WINED3DSPDM_SATURATE
) {
930 mod
&= ~WINED3DSPDM_SATURATE
;
932 if(mod
& WINED3DSPDM_PARTIALPRECISION
) {
933 FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
934 mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
936 if(mod
& WINED3DSPDM_MSAMPCENTROID
) {
937 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
938 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
941 FIXME("Unknown modifiers 0x%08x\n", mod
);
946 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
948 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
949 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
951 char src_name
[2][50];
952 DWORD sampler_code
= dst
->reg
.idx
;
954 shader_arb_get_dst_param(ins
, dst
, dst_name
);
956 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
958 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
959 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
962 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
963 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
964 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
965 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
966 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
968 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
969 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
972 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
974 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
975 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
977 char src_name
[3][50];
978 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
979 ins
->ctx
->reg_maps
->shader_version
.minor
);
981 shader_arb_get_dst_param(ins
, dst
, dst_name
);
982 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
984 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
985 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
987 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
989 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
990 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
991 shader_addline(buffer
, "ADD TA, -%s, coefdiv.x;\n", src_name
[0]);
992 shader_addline(buffer
, "CMP%s %s, TA, %s, %s;\n",
993 shader_arb_get_modifier(ins
), dst_name
, src_name
[1], src_name
[2]);
997 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
999 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1000 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1002 char src_name
[3][50];
1004 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1006 /* Generate input register names (with modifiers) */
1007 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1008 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1009 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1011 shader_addline(buffer
, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
,
1012 src_name
[0], src_name
[2], src_name
[1]);
1015 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1016 * dst = dot2(src0, src1) + src2 */
1017 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1019 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1020 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1022 char src_name
[3][50];
1024 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1025 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1026 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1027 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1029 /* 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]
1030 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1032 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1033 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1034 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1035 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1038 /* Map the opcode 1-to-1 to the GL code */
1039 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1041 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1042 const char *instruction
;
1043 char arguments
[256], dst_str
[50];
1045 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1047 switch (ins
->handler_idx
)
1049 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1050 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1051 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1052 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1053 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1054 case WINED3DSIH_DST
: instruction
= "DST"; break;
1055 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
1056 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
1057 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1058 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1059 case WINED3DSIH_LOG
: instruction
= "LG2"; break;
1060 case WINED3DSIH_LOGP
: instruction
= "LOG"; break;
1061 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1062 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1063 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1064 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1065 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1066 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1067 case WINED3DSIH_POW
: instruction
= "POW"; break;
1068 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1069 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1070 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1071 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1072 case WINED3DSIH_SGN
: instruction
= "SSG"; break;
1073 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1074 default: instruction
= "";
1075 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1079 /* Note that shader_arb_add_dst_param() adds spaces. */
1080 arguments
[0] = '\0';
1081 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1082 for (i
= 0; i
< ins
->src_count
; ++i
)
1085 strcat(arguments
, ", ");
1086 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1087 strcat(arguments
, operand
);
1089 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1092 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1094 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1095 shader_addline(buffer
, "NOP;\n");
1098 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1100 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1102 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1103 char src0_param
[256];
1105 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1106 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1107 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1110 if(ctx
->target_version
>= NV2
) {
1111 shader_hw_map2gl(ins
);
1114 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1115 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1116 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1118 /* This implements the mova formula used in GLSL. The first two instructions
1119 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1123 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1125 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1126 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1128 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask
, src0_param
);
1129 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask
);
1131 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1132 shader_addline(buffer
, "ADD TA%s, TA, mova_const.x;\n", write_mask
);
1133 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1134 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1136 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1137 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1138 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1139 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1141 src0_param
[0] = '\0';
1142 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1144 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1145 shader_addline(buffer
, "ADD TA.x, %s, helper_const.z;\n", src0_param
);
1146 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1150 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1151 * with more than one component. Thus replicate the first source argument over all
1152 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1153 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1154 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1155 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1156 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1161 shader_hw_map2gl(ins
);
1165 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1167 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1168 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1171 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1172 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1174 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1176 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1178 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1179 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1180 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1182 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1183 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1185 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1186 * or pass in any temporary register(in shader phase 2)
1188 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1189 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1191 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1193 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1194 shader_addline(buffer
, "KIL TA;\n");
1198 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1200 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1201 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1202 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1203 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1204 ins
->ctx
->reg_maps
->shader_version
.minor
);
1205 BOOL projected
= FALSE
, bias
= FALSE
;
1206 struct wined3d_shader_src_param src
;
1210 DWORD reg_sampler_code
;
1212 /* All versions have a destination register */
1213 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1215 /* 1.0-1.4: Use destination register number as texture code.
1216 2.0+: Use provided sampler number as texure code. */
1217 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1218 reg_sampler_code
= dst
->reg
.idx
;
1220 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1222 /* 1.0-1.3: Use the texcoord varying.
1223 1.4+: Use provided coordinate source register. */
1224 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1225 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1227 /* TEX is the only instruction that can handle DW and DZ natively */
1229 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1230 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1231 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1235 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1236 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1237 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1239 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1242 if(reg_sampler_code
< MAX_TEXTURES
) {
1243 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1245 if (flags
& WINED3DTTFF_PROJECTED
) {
1249 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1251 DWORD src_mod
= ins
->src
[0].modifiers
;
1252 if (src_mod
== WINED3DSPSM_DZ
) {
1253 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1254 * varying register, so we need a temp reg
1256 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1257 strcpy(reg_coord
, "TA");
1259 } else if(src_mod
== WINED3DSPSM_DW
) {
1263 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) projected
= TRUE
;
1264 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) bias
= TRUE
;
1266 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1269 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1271 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1272 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1273 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1274 ins
->ctx
->reg_maps
->shader_version
.minor
);
1277 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1279 DWORD reg
= dst
->reg
.idx
;
1281 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1282 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1286 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1287 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1288 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1292 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1294 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1295 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1296 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1299 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1303 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1304 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1305 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1306 /* Move .x first in case src_str is "TA" */
1307 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1308 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1309 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1310 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1313 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1315 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1317 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1321 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1322 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1323 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1324 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
1325 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
1326 shader_hw_sample(ins
, reg1
, dst_str
, "TA", FALSE
, FALSE
);
1329 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1331 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1335 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1336 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1337 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1338 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1341 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1343 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1344 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1345 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1346 char reg_coord
[40], dst_reg
[50], src_reg
[50];
1347 DWORD reg_dest_code
;
1349 /* All versions have a destination register. The Tx where the texture coordinates come
1350 * from is the varying incarnation of the texture register
1352 reg_dest_code
= dst
->reg
.idx
;
1353 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
1354 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
1355 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
1357 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1358 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1360 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1361 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
1362 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1363 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
1365 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1366 * so we can't let the GL handle this.
1368 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1369 & WINED3DTTFF_PROJECTED
) {
1370 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
1371 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
1372 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
1374 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
1377 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", FALSE
, FALSE
);
1379 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
1381 /* No src swizzles are allowed, so this is ok */
1382 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1383 src_reg
, reg_dest_code
, reg_dest_code
);
1384 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
1388 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1390 DWORD reg
= ins
->dst
[0].reg
.idx
;
1391 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1392 char src0_name
[50], dst_name
[50];
1394 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1396 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1397 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1398 * T<reg+1> register. Use this register to store the calculated vector
1400 tmp_reg
.idx
= reg
+ 1;
1401 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1402 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
1405 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1407 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1408 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1410 DWORD reg
= ins
->dst
[0].reg
.idx
;
1411 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1417 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1418 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
1420 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1421 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1422 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
1423 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1424 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1427 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1429 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1430 DWORD reg
= ins
->dst
[0].reg
.idx
;
1431 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1432 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1433 char src0_name
[50], dst_name
[50];
1434 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1437 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1438 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1439 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1441 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
1442 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1444 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1445 shader_addline(buffer
, "DP3 %s%u.%c, fragment.texcoord[%u], %s;\n",
1446 dst_name
, tmp_reg
.idx
, 'x' + current_state
->current_row
, reg
, src0_name
);
1447 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1450 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
1452 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1453 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1455 DWORD reg
= ins
->dst
[0].reg
.idx
;
1456 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1457 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1459 char src0_name
[50], dst_name
[50];
1462 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
1463 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1464 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
1466 /* Sample the texture using the calculated coordinates */
1467 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1468 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1469 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1470 current_state
->current_row
= 0;
1473 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
1475 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1476 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1478 DWORD reg
= ins
->dst
[0].reg
.idx
;
1479 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1480 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1486 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1487 * components for temporary data storage
1489 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
1490 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1491 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
1493 /* Construct the eye-ray vector from w coordinates */
1494 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1495 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1496 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
1498 /* Calculate reflection vector
1500 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
1501 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1502 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
1503 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
1504 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
1505 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
1506 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
1508 /* Sample the texture using the calculated coordinates */
1509 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1510 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1511 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1512 current_state
->current_row
= 0;
1515 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
1517 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1518 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1520 DWORD reg
= ins
->dst
[0].reg
.idx
;
1521 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1522 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1529 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1530 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
1531 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
1532 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1533 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
1535 /* Calculate reflection vector.
1538 * dst_reg.xyz = 2 * --------- * N - E
1541 * Which normalizes the normal vector
1543 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
1544 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
1545 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
1546 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
1547 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
1548 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
1550 /* Sample the texture using the calculated coordinates */
1551 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1552 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1553 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1554 current_state
->current_row
= 0;
1557 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
1559 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1560 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1563 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1564 * which is essentially an input, is the destination register because it is the first
1565 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1566 * here(writemasks/swizzles are not valid on texdepth)
1568 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1570 /* According to the msdn, the source register(must be r5) is unusable after
1571 * the texdepth instruction, so we're free to modify it
1573 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
1575 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1576 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1577 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1579 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1580 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
1581 shader_addline(buffer
, "MIN TA.x, TA.x, one.x;\n");
1582 shader_addline(buffer
, "MAX result.depth, TA.x, 0.0;\n");
1585 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1586 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1587 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1588 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
1590 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1591 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
1595 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
1596 shader_addline(buffer
, "MOV TB, 0.0;\n");
1597 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
1599 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1600 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", FALSE
/* Only one coord, can't be projected */, FALSE
);
1603 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1604 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1605 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
1607 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1610 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1612 /* Handle output register */
1613 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1614 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
1615 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
1618 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1619 * Perform the 3rd row of a 3x3 matrix multiply */
1620 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
1622 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1623 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1624 char dst_str
[50], dst_name
[50];
1628 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1629 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
1630 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
1631 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
1632 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
1635 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1636 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1637 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1638 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1640 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
1642 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1643 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1644 char src0
[50], dst_name
[50];
1647 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
1648 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
1649 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
1651 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1652 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1653 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1655 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1656 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
1657 shader_addline(buffer
, "MIN %s.x, %s.x, one.x;\n", dst_name
, dst_name
);
1658 shader_addline(buffer
, "MAX result.depth, %s.x, 0.0;\n", dst_name
);
1661 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1662 Vertex/Pixel shaders to ARB_vertex_program codes */
1663 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
1666 int nComponents
= 0;
1667 struct wined3d_shader_dst_param tmp_dst
= {{0}};
1668 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
1669 struct wined3d_shader_instruction tmp_ins
;
1671 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
1673 /* Set constants for the temporary argument */
1674 tmp_ins
.ctx
= ins
->ctx
;
1675 tmp_ins
.dst_count
= 1;
1676 tmp_ins
.dst
= &tmp_dst
;
1677 tmp_ins
.src_count
= 2;
1678 tmp_ins
.src
= tmp_src
;
1680 switch(ins
->handler_idx
)
1682 case WINED3DSIH_M4x4
:
1684 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1686 case WINED3DSIH_M4x3
:
1688 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1690 case WINED3DSIH_M3x4
:
1692 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1694 case WINED3DSIH_M3x3
:
1696 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1698 case WINED3DSIH_M3x2
:
1700 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1703 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1707 tmp_dst
= ins
->dst
[0];
1708 tmp_src
[0] = ins
->src
[0];
1709 tmp_src
[1] = ins
->src
[1];
1710 for (i
= 0; i
< nComponents
; i
++) {
1711 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
1712 shader_hw_map2gl(&tmp_ins
);
1713 ++tmp_src
[1].reg
.idx
;
1717 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction
*ins
)
1719 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1720 const char *instruction
;
1725 switch(ins
->handler_idx
)
1727 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
1728 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
1729 default: instruction
= "";
1730 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1734 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
1735 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
1736 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
1738 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1744 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
1747 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
1749 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1753 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
1754 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
1755 shader_addline(buffer
, "DP3 TA, %s, %s;\n", src_name
, src_name
);
1756 shader_addline(buffer
, "RSQ TA, TA.x;\n");
1757 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1758 shader_addline(buffer
, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins
), dst_name
,
1762 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
1764 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1765 * must contain fixed constants. So we need a separate function to filter those constants and
1768 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1769 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1770 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1772 char src_name0
[50], src_name1
[50], src_name2
[50];
1775 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
1776 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
1777 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
1778 shader_addline(buffer
, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
,
1780 } else if(priv
->target_version
>= NV2
) {
1781 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
1783 /* Sincos writemask must be .x, .y or .xy */
1784 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
1785 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
1786 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
1787 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
1789 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
1790 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
1792 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
1793 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
1795 * The constants we get are:
1797 * +1 +1, -1 -1 +1 +1 -1 -1
1798 * ---- , ---- , ---- , ----- , ----- , ----- , ------
1799 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
1801 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
1805 * (x/2)^4 = x^4 / 16
1806 * (x/2)^5 = x^5 / 32
1809 * To get the final result:
1810 * sin(x) = 2 * sin(x/2) * cos(x/2)
1811 * cos(x) = cos(x/2)^2 - sin(x/2)^2
1812 * (from sin(x+y) and cos(x+y) rules)
1814 * As per MSDN, dst.z is undefined after the operation, and so is
1815 * dst.x and dst.y if they're masked out by the writemask. Ie
1816 * sincos dst.y, src1, c0, c1
1817 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
1818 * vsa.exe also stops with an error if the dest register is the same register as the source
1819 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
1820 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
1822 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
1823 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
1824 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
1826 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
1827 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
1828 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
1829 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
1830 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
1831 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
1835 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
1836 * properly merge that with MULs in the code above?
1837 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
1838 * we can merge the sine and cosine MAD rows to calculate them together.
1840 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
1841 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
1842 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
1843 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
1846 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
1847 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
1848 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
1850 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
1852 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
1853 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
1855 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
1857 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
1858 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
1863 /* GL locking is done by the caller */
1864 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
1866 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1869 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1871 /* SGN is only valid in vertex shaders */
1872 if(ctx
->target_version
== NV2
) {
1873 shader_hw_map2gl(ins
);
1876 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
1877 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
1879 FIXME("Emulated SGN untested\n");
1880 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
1881 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
1883 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
1884 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
1886 shader_addline(buffer
, "SLT TB, -%s, %s;\n", src_name
, src_name
);
1887 shader_addline(buffer
, "SLT TC, %s, -%s;\n", src_name
, src_name
);
1888 shader_addline(buffer
, "ADD %s, TB, -TC;\n", dst_name
);
1892 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
1894 GLuint program_id
= 0;
1895 const char *blt_vprogram
=
1897 "PARAM c[1] = { { 1, 0.5 } };\n"
1898 "MOV result.position, vertex.position;\n"
1899 "MOV result.color, c[0].x;\n"
1900 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1903 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1904 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1905 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1907 if (glGetError() == GL_INVALID_OPERATION
) {
1909 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1910 FIXME("Vertex program error at position %d: %s\n", pos
,
1911 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1917 /* GL locking is done by the caller */
1918 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
1920 GLuint program_id
= 0;
1921 static const char * const blt_fprograms
[tex_type_count
] =
1928 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1929 "MOV result.depth.z, R0.x;\n"
1936 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1937 "MOV result.depth.z, R0.x;\n"
1942 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1943 "MOV result.depth.z, R0.x;\n"
1947 if (!blt_fprograms
[tex_type
])
1949 FIXME("tex_type %#x not supported\n", tex_type
);
1953 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1954 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1955 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
1957 if (glGetError() == GL_INVALID_OPERATION
) {
1959 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1960 FIXME("Fragment program error at position %d: %s\n", pos
,
1961 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1967 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1968 const char *tmp2
, const char *tmp3
) {
1969 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1971 /* Calculate the > 0.0031308 case */
1972 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
1973 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
1974 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
1975 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
1976 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
1977 /* Calculate the < case */
1978 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
1979 /* Subtract the comparison value from the fragcolor and use CMP to pick either the > case * or the < case */
1980 shader_addline(buffer
, "SUB %s, %s, srgb_consts1.y;\n", tmp3
, fragcolor
);
1981 shader_addline(buffer
, "CMP result.color.xyz, %s, %s, %s;\n", tmp3
, tmp2
, tmp1
);
1984 /* GL locking is done by the caller */
1985 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
,
1986 SHADER_BUFFER
*buffer
, const struct arb_ps_compile_args
*args
)
1988 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1989 CONST DWORD
*function
= This
->baseShader
.function
;
1990 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1991 const local_constant
*lconst
;
1993 const char *fragcolor
;
1994 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
1995 struct shader_arb_ctx_priv priv_ctx
;
1997 /* Create the hw ARB shader */
1998 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
1999 priv_ctx
.cur_ps_args
= args
;
2000 list_init(&priv_ctx
.if_frames
);
2002 shader_addline(buffer
, "!!ARBfp1.0\n");
2003 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION
)) {
2004 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
2005 priv_ctx
.target_version
= NV2
;
2007 priv_ctx
.target_version
= ARB
;
2010 if (reg_maps
->shader_version
.major
< 3)
2012 switch(args
->super
.fog
) {
2016 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
2019 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
2022 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
2027 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
2028 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
2029 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
2030 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2031 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2032 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2034 if (reg_maps
->shader_version
.major
< 2)
2038 if(args
->super
.srgb_correction
) {
2039 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
2040 fragcolor
= "TMP_COLOR";
2042 fragcolor
= "result.color";
2046 if(args
->super
.srgb_correction
) {
2047 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2048 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
2049 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2050 srgb_sub_high
, 0.0, 0.0, 0.0);
2053 /* Base Declarations */
2054 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, lconst_map
);
2056 /* Base Shader Body */
2057 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
2059 if(args
->super
.srgb_correction
) {
2060 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TA", "TB", "TC");
2061 shader_addline(buffer
, "MOV result.color.a, %s;\n", fragcolor
);
2062 } else if(reg_maps
->shader_version
.major
< 2) {
2063 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
2065 shader_addline(buffer
, "END\n");
2067 /* TODO: change to resource.glObjectHandle or something like that */
2068 GL_EXTCALL(glGenProgramsARB(1, &retval
));
2070 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
2071 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
2073 TRACE("Created hw pixel shader, prg=%d\n", retval
);
2074 /* Create the program and check for errors */
2075 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2076 buffer
->bsize
, buffer
->buffer
));
2078 if (glGetError() == GL_INVALID_OPERATION
) {
2080 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2081 FIXME("HW PixelShader Error at position %d: %s\n",
2082 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2086 /* Load immediate constants */
2088 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2089 const float *value
= (const float *)lconst
->value
;
2090 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
2091 checkGLcall("glProgramLocalParameter4fvARB");
2093 HeapFree(GetProcessHeap(), 0, lconst_map
);
2099 /* GL locking is done by the caller */
2100 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
,
2101 SHADER_BUFFER
*buffer
, const struct arb_vs_compile_args
*args
)
2103 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2104 CONST DWORD
*function
= This
->baseShader
.function
;
2105 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2106 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
2107 const local_constant
*lconst
;
2109 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
2110 struct shader_arb_ctx_priv priv_ctx
;
2112 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
2113 priv_ctx
.cur_vs_args
= args
;
2114 list_init(&priv_ctx
.if_frames
);
2116 /* Create the hw ARB shader */
2117 shader_addline(buffer
, "!!ARBvp1.0\n");
2119 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
)) {
2120 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
2121 priv_ctx
.target_version
= NV2
;
2123 priv_ctx
.target_version
= ARB
;
2126 shader_addline(buffer
, "TEMP TMP_OUT;\n");
2127 if(need_helper_const(gl_info
)) {
2128 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
2130 if(need_mova_const((IWineD3DBaseShader
*) This
, gl_info
)) {
2131 shader_addline(buffer
, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
2132 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
2135 /* Mesa supports only 95 constants */
2136 if (GL_VEND(MESA
) || GL_VEND(WINE
))
2137 This
->baseShader
.limits
.constant_float
=
2138 min(95, This
->baseShader
.limits
.constant_float
);
2140 shader_addline(buffer
, "TEMP TA;\n");
2142 /* Base Declarations */
2143 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, lconst_map
);
2145 /* We need a constant to fixup the final position */
2146 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2148 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2149 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2150 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2151 * a replacement shader depend on the texcoord.w being set properly.
2153 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2154 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2155 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2156 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2157 * this can eat a number of instructions, so skip it unless this cap is set as well
2159 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2160 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2162 if((GLINFO_LOCATION
).set_texcoord_w
&& !device
->frag_pipe
->ffp_proj_control
) {
2164 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2165 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2166 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2167 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2173 /* Base Shader Body */
2174 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
2176 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2177 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2178 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2179 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2181 if(args
->super
.fog_src
== VS_FOG_Z
) {
2182 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2183 } else if (!reg_maps
->fog
) {
2184 /* posFixup.x is always 1.0, so we can savely use it */
2185 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2188 /* Write the final position.
2190 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2191 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2192 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2193 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2195 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
2196 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2197 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2199 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2200 * and the glsl equivalent
2202 if(need_helper_const(gl_info
)) {
2203 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2205 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2206 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2209 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2211 shader_addline(buffer
, "END\n");
2213 /* TODO: change to resource.glObjectHandle or something like that */
2214 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2216 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
2217 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
2219 TRACE("Created hw vertex shader, prg=%d\n", ret
);
2220 /* Create the program and check for errors */
2221 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2222 buffer
->bsize
, buffer
->buffer
));
2224 if (glGetError() == GL_INVALID_OPERATION
) {
2226 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2227 FIXME("HW VertexShader Error at position %d: %s\n",
2228 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2231 /* Load immediate constants */
2233 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2234 const float *value
= (const float *)lconst
->value
;
2235 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
2239 HeapFree(GetProcessHeap(), 0, lconst_map
);
2244 /* GL locking is done by the caller */
2245 static GLuint
find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
2249 struct arb_ps_compiled_shader
*new_array
;
2250 SHADER_BUFFER buffer
;
2251 struct arb_pshader_private
*shader_data
;
2254 if(!shader
->backend_priv
) {
2255 shader
->backend_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
2257 shader_data
= shader
->backend_priv
;
2259 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
2260 * so a linear search is more performant than a hashmap or a binary search
2261 * (cache coherency etc)
2263 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
2264 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
2265 return shader_data
->gl_shaders
[i
].prgId
;
2269 TRACE("No matching GL shader found, compiling a new shader\n");
2270 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
2271 if (shader_data
->num_gl_shaders
)
2273 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
2274 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
2275 new_size
* sizeof(*shader_data
->gl_shaders
));
2277 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
2282 ERR("Out of memory\n");
2285 shader_data
->gl_shaders
= new_array
;
2286 shader_data
->shader_array_size
= new_size
;
2289 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
2291 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
2292 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
2294 shader_buffer_init(&buffer
);
2295 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
);
2296 shader_buffer_free(&buffer
);
2297 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
2302 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
2303 const DWORD use_map
) {
2304 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
2305 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
2306 return stored
->bools
== new->bools
;
2309 static GLuint
find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
2313 struct arb_vs_compiled_shader
*new_array
;
2314 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
2315 SHADER_BUFFER buffer
;
2316 struct arb_vshader_private
*shader_data
;
2319 if(!shader
->backend_priv
) {
2320 shader
->backend_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
2322 shader_data
= shader
->backend_priv
;
2324 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
2325 * so a linear search is more performant than a hashmap or a binary search
2326 * (cache coherency etc)
2328 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
2329 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
2330 return shader_data
->gl_shaders
[i
].prgId
;
2334 TRACE("No matching GL shader found, compiling a new shader\n");
2336 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
2337 if (shader_data
->num_gl_shaders
)
2339 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
2340 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
2341 new_size
* sizeof(*shader_data
->gl_shaders
));
2343 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
2348 ERR("Out of memory\n");
2351 shader_data
->gl_shaders
= new_array
;
2352 shader_data
->shader_array_size
= new_size
;
2355 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
2357 shader_buffer_init(&buffer
);
2358 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
);
2359 shader_buffer_free(&buffer
);
2360 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
2365 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
2366 struct arb_ps_compile_args
*args
)
2369 find_ps_compile_args(shader
, stateblock
, &args
->super
);
2371 /* This forces all local boolean constants to 1 to make them stateblock independent */
2372 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
2374 for(i
= 0; i
< MAX_CONST_B
; i
++)
2376 if(stateblock
->pixelShaderConstantB
[i
]) args
->bools
|= ( 1 << i
);
2381 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
2382 struct arb_vs_compile_args
*args
)
2385 find_vs_compile_args(shader
, stateblock
, &args
->super
);
2387 /* This forces all local boolean constants to 1 to make them stateblock independent */
2388 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
2390 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
2391 for(i
= 0; i
< MAX_CONST_B
; i
++)
2393 if(stateblock
->vertexShaderConstantB
[i
]) args
->bools
|= ( 1 << i
);
2398 /* GL locking is done by the caller */
2399 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2400 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2401 struct shader_arb_priv
*priv
= This
->shader_priv
;
2402 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2405 struct arb_vs_compile_args compile_args
;
2407 TRACE("Using vertex shader\n");
2408 find_arb_vs_compile_args((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, This
->stateBlock
, &compile_args
);
2409 priv
->current_vprogram_id
= find_arb_vshader((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, &compile_args
);
2411 /* Bind the vertex program */
2412 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
2413 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
2415 /* Enable OpenGL vertex programs */
2416 glEnable(GL_VERTEX_PROGRAM_ARB
);
2417 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
2418 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
2419 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2420 priv
->current_vprogram_id
= 0;
2421 glDisable(GL_VERTEX_PROGRAM_ARB
);
2422 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
2426 struct arb_ps_compile_args compile_args
;
2427 TRACE("Using pixel shader\n");
2428 find_arb_ps_compile_args((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
2429 priv
->current_fprogram_id
= find_arb_pshader((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
,
2432 /* Bind the fragment program */
2433 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
2434 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
2436 if(!priv
->use_arbfp_fixed_func
) {
2437 /* Enable OpenGL fragment programs */
2438 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2439 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
2441 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
2443 shader_arb_ps_local_constants(This
);
2444 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
2445 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
2446 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
2447 * replacement shader
2449 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2450 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2451 priv
->current_fprogram_id
= 0;
2455 /* GL locking is done by the caller */
2456 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
2457 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2458 struct shader_arb_priv
*priv
= This
->shader_priv
;
2459 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
2460 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2462 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
2463 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
2464 glEnable(GL_VERTEX_PROGRAM_ARB
);
2466 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
2467 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
2468 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2471 /* GL locking is done by the caller */
2472 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
2473 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2474 struct shader_arb_priv
*priv
= This
->shader_priv
;
2475 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2477 if (priv
->current_vprogram_id
) {
2478 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
2479 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
2481 glEnable(GL_VERTEX_PROGRAM_ARB
);
2482 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
2484 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
2486 glDisable(GL_VERTEX_PROGRAM_ARB
);
2487 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
2490 if (priv
->current_fprogram_id
) {
2491 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
2492 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
2494 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2495 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
2497 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
2499 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2500 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2504 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
2505 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
2506 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
)->adapter
->gl_info
;
2508 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
2510 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2511 struct arb_pshader_private
*shader_data
= This
->backend_priv
;
2514 if(!shader_data
) return; /* This can happen if a shader was never compiled */
2516 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
2517 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
2518 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
2521 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
2522 HeapFree(GetProcessHeap(), 0, shader_data
);
2523 This
->backend_priv
= NULL
;
2525 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
2526 struct arb_vshader_private
*shader_data
= This
->backend_priv
;
2529 if(!shader_data
) return; /* This can happen if a shader was never compiled */
2531 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
2532 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
2533 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
2536 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
2537 HeapFree(GetProcessHeap(), 0, shader_data
);
2538 This
->backend_priv
= NULL
;
2542 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
2543 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2544 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2548 static void shader_arb_free(IWineD3DDevice
*iface
) {
2549 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2550 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2551 struct shader_arb_priv
*priv
= This
->shader_priv
;
2555 if(priv
->depth_blt_vprogram_id
) {
2556 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
2558 for (i
= 0; i
< tex_type_count
; ++i
) {
2559 if (priv
->depth_blt_fprogram_id
[i
]) {
2560 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
2565 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
2568 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
2572 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
2574 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2575 * then overwrite the shader specific ones
2577 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2579 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2580 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2581 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2582 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
) - 1;
2585 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2586 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2587 pCaps
->PixelShader1xMaxValue
= 8.0;
2588 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2589 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
2592 pCaps
->VSClipping
= FALSE
; /* TODO: GL_NV_vertex_program2_option provides this */
2595 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
2597 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
2599 TRACE("Checking support for color_fixup:\n");
2600 dump_color_fixup_desc(fixup
);
2603 /* We support everything except YUV conversions. */
2604 if (!is_yuv_fixup(fixup
))
2610 TRACE("[FAILED]\n");
2614 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
2616 char write_mask
[20], regstr
[50];
2617 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2618 BOOL is_color
= FALSE
;
2619 const struct wined3d_shader_dst_param
*dst
;
2621 if (!ins
->dst_count
) return;
2625 if(shift
== 0) return; /* Saturate alone is handled by the instructions */
2627 shader_arb_get_write_mask(ins
, dst
, write_mask
);
2628 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
2630 /* Generate a line that does the output modifier computation
2631 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
2632 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
2634 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
2635 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
2638 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
2640 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
2641 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
2642 /* WINED3DSIH_BEM */ pshader_hw_bem
,
2643 /* WINED3DSIH_BREAK */ NULL
,
2644 /* WINED3DSIH_BREAKC */ NULL
,
2645 /* WINED3DSIH_BREAKP */ NULL
,
2646 /* WINED3DSIH_CALL */ NULL
,
2647 /* WINED3DSIH_CALLNZ */ NULL
,
2648 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
2649 /* WINED3DSIH_CND */ pshader_hw_cnd
,
2650 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
2651 /* WINED3DSIH_DCL */ NULL
,
2652 /* WINED3DSIH_DEF */ NULL
,
2653 /* WINED3DSIH_DEFB */ NULL
,
2654 /* WINED3DSIH_DEFI */ NULL
,
2655 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
2656 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
2657 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
2658 /* WINED3DSIH_DST */ shader_hw_map2gl
,
2659 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
2660 /* WINED3DSIH_DSY */ NULL
,
2661 /* WINED3DSIH_ELSE */ NULL
,
2662 /* WINED3DSIH_ENDIF */ NULL
,
2663 /* WINED3DSIH_ENDLOOP */ NULL
,
2664 /* WINED3DSIH_ENDREP */ NULL
,
2665 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
2666 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
2667 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
2668 /* WINED3DSIH_IF */ NULL
,
2669 /* WINED3DSIH_IFC */ NULL
,
2670 /* WINED3DSIH_LABEL */ NULL
,
2671 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
2672 /* WINED3DSIH_LOG */ shader_hw_map2gl
,
2673 /* WINED3DSIH_LOGP */ shader_hw_map2gl
,
2674 /* WINED3DSIH_LOOP */ NULL
,
2675 /* WINED3DSIH_LRP */ shader_hw_map2gl
,
2676 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
2677 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
2678 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
2679 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
2680 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
2681 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
2682 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
2683 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
2684 /* WINED3DSIH_MOV */ shader_hw_mov
,
2685 /* WINED3DSIH_MOVA */ shader_hw_mov
,
2686 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
2687 /* WINED3DSIH_NOP */ shader_hw_nop
,
2688 /* WINED3DSIH_NRM */ shader_hw_nrm
,
2689 /* WINED3DSIH_PHASE */ NULL
,
2690 /* WINED3DSIH_POW */ shader_hw_map2gl
,
2691 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp
,
2692 /* WINED3DSIH_REP */ NULL
,
2693 /* WINED3DSIH_RET */ NULL
,
2694 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp
,
2695 /* WINED3DSIH_SETP */ NULL
,
2696 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
2697 /* WINED3DSIH_SGN */ shader_hw_sgn
,
2698 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
2699 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
2700 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
2701 /* WINED3DSIH_TEX */ pshader_hw_tex
,
2702 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
2703 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
2704 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
2705 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
2706 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
2707 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
2708 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
2709 /* WINED3DSIH_TEXLDD */ NULL
,
2710 /* WINED3DSIH_TEXLDL */ NULL
,
2711 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
2712 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
2713 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
2714 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
2715 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
2716 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
2717 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
2718 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
2719 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
2720 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
2721 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
2722 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
2725 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
2727 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
2729 WORD flag
= (1 << idx
);
2730 const local_constant
*constant
;
2731 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2733 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
2735 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
2736 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
2738 if (constant
->idx
== idx
)
2740 return constant
->value
[0];
2743 ERR("Local constant not found\n");
2748 if(vshader
) bools
= priv
->cur_vs_args
->bools
;
2749 else bools
= priv
->cur_ps_args
->bools
;
2750 return bools
& flag
;
2754 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
2755 SHADER_HANDLER hw_fct
;
2756 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2757 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2758 struct if_frame
*if_frame
;
2759 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2762 if(ins
->handler_idx
== WINED3DSIH_IF
)
2764 if_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*if_frame
));
2765 list_add_head(&priv
->if_frames
, &if_frame
->entry
);
2767 if(!priv
->muted
&& get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
) == FALSE
)
2769 shader_addline(buffer
, "#if(FALSE){\n");
2771 if_frame
->muting
= TRUE
;
2773 else shader_addline(buffer
, "#if(TRUE) {\n");
2775 return; /* Instruction is handled */
2777 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
2779 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
2780 if_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*if_frame
));
2781 if_frame
->ifc
= TRUE
;
2782 list_add_head(&priv
->if_frames
, &if_frame
->entry
);
2784 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
2786 struct list
*e
= list_head(&priv
->if_frames
);
2787 if_frame
= LIST_ENTRY(e
, struct if_frame
, entry
);
2789 if(if_frame
->ifc
== FALSE
)
2791 shader_addline(buffer
, "#} else {\n");
2792 if(!priv
->muted
&& !if_frame
->muting
)
2795 if_frame
->muting
= TRUE
;
2797 else if(if_frame
->muting
) priv
->muted
= FALSE
;
2798 return; /* Instruction is handled. */
2800 /* In case of an ifc, generate a HW shader instruction */
2802 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
2804 struct list
*e
= list_head(&priv
->if_frames
);
2805 if_frame
= LIST_ENTRY(e
, struct if_frame
, entry
);
2809 shader_addline(buffer
, "#} endif\n");
2810 if(if_frame
->muting
) priv
->muted
= FALSE
;
2811 list_remove(&if_frame
->entry
);
2812 HeapFree(GetProcessHeap(), 0, if_frame
);
2813 return; /* Instruction is handled */
2817 list_remove(&if_frame
->entry
);
2818 HeapFree(GetProcessHeap(), 0, if_frame
);
2819 /* ifc - generate a hw endif */
2823 if(priv
->muted
) return;
2825 /* Select handler */
2826 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
2828 /* Unhandled opcode */
2831 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
2836 shader_arb_add_instruction_modifiers(ins
);
2839 const shader_backend_t arb_program_shader_backend
= {
2840 shader_arb_handle_instruction
,
2842 shader_arb_select_depth_blt
,
2843 shader_arb_deselect_depth_blt
,
2844 shader_arb_update_float_vertex_constants
,
2845 shader_arb_update_float_pixel_constants
,
2846 shader_arb_load_constants
,
2847 shader_arb_load_np2fixup_constants
,
2851 shader_arb_dirty_const
,
2852 shader_arb_get_caps
,
2853 shader_arb_color_fixup_supported
,
2856 /* ARB_fragment_program fixed function pipeline replacement definitions */
2857 #define ARB_FFP_CONST_TFACTOR 0
2858 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2859 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2860 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2861 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2863 struct arbfp_ffp_desc
2865 struct ffp_frag_desc parent
;
2867 unsigned int num_textures_used
;
2870 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2873 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2874 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2876 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2877 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2882 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2883 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2884 struct shader_arb_priv
*priv
;
2885 /* Share private data between the shader backend and the pipeline replacement, if both
2886 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2887 * if no pixel shader is bound or not
2889 if(This
->shader_backend
== &arb_program_shader_backend
) {
2890 This
->fragment_priv
= This
->shader_priv
;
2892 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2893 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2895 priv
= This
->fragment_priv
;
2896 priv
->fragment_shaders
= hash_table_create(ffp_frag_program_key_hash
, ffp_frag_program_key_compare
);
2897 priv
->use_arbfp_fixed_func
= TRUE
;
2901 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2902 const WineD3D_GL_Info
*gl_info
= gli
;
2903 struct arbfp_ffp_desc
*entry_arb
= value
;
2906 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2907 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2908 HeapFree(GetProcessHeap(), 0, entry_arb
);
2912 static void arbfp_free(IWineD3DDevice
*iface
) {
2913 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2914 struct shader_arb_priv
*priv
= This
->fragment_priv
;
2916 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2917 priv
->use_arbfp_fixed_func
= FALSE
;
2919 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2920 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2924 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
2926 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2927 WINED3DTEXOPCAPS_SELECTARG1
|
2928 WINED3DTEXOPCAPS_SELECTARG2
|
2929 WINED3DTEXOPCAPS_MODULATE4X
|
2930 WINED3DTEXOPCAPS_MODULATE2X
|
2931 WINED3DTEXOPCAPS_MODULATE
|
2932 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2933 WINED3DTEXOPCAPS_ADDSIGNED
|
2934 WINED3DTEXOPCAPS_ADD
|
2935 WINED3DTEXOPCAPS_SUBTRACT
|
2936 WINED3DTEXOPCAPS_ADDSMOOTH
|
2937 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2938 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2939 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2940 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2941 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2942 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2943 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2944 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2945 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2946 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2947 WINED3DTEXOPCAPS_MULTIPLYADD
|
2948 WINED3DTEXOPCAPS_LERP
|
2949 WINED3DTEXOPCAPS_BUMPENVMAP
|
2950 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
2952 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2954 caps
->MaxTextureBlendStages
= 8;
2955 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2957 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2959 #undef GLINFO_LOCATION
2961 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2962 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2964 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2966 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2967 * application provided constants
2969 if(device
->shader_backend
== &arb_program_shader_backend
) {
2970 if (use_ps(stateblock
)) return;
2972 device
= stateblock
->wineD3DDevice
;
2973 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2974 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2977 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2978 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2979 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2983 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2985 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2987 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2988 * application provided constants
2990 if(device
->shader_backend
== &arb_program_shader_backend
) {
2991 if (use_ps(stateblock
)) return;
2993 device
= stateblock
->wineD3DDevice
;
2994 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
2995 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
2998 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
2999 /* The specular color has no alpha */
3000 col
[0] = 1.0; col
[1] = 1.0;
3001 col
[2] = 1.0; col
[3] = 0.0;
3003 col
[0] = 0.0; col
[1] = 0.0;
3004 col
[2] = 0.0; col
[3] = 0.0;
3006 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
3007 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
3010 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3011 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3012 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
3015 if (use_ps(stateblock
))
3018 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
3019 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3022 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
3023 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3027 if(device
->shader_backend
== &arb_program_shader_backend
) {
3028 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
3031 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
3032 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
3033 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
3036 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
3037 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
3038 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
3039 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
3041 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
3042 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
3045 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3046 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3047 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
3050 if (use_ps(stateblock
))
3053 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
3054 /* The pixel shader has to know the luminance offset. Do a constants update if it
3055 * isn't scheduled anyway
3057 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
3058 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3062 if(device
->shader_backend
== &arb_program_shader_backend
) {
3063 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
3066 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
3067 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
3068 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
3071 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
3072 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
3076 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
3077 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
3080 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
3083 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
3085 switch(arg
& WINED3DTA_SELECTMASK
) {
3086 case WINED3DTA_DIFFUSE
:
3087 ret
= "fragment.color.primary"; break;
3089 case WINED3DTA_CURRENT
:
3090 if(stage
== 0) ret
= "fragment.color.primary";
3094 case WINED3DTA_TEXTURE
:
3096 case 0: ret
= "tex0"; break;
3097 case 1: ret
= "tex1"; break;
3098 case 2: ret
= "tex2"; break;
3099 case 3: ret
= "tex3"; break;
3100 case 4: ret
= "tex4"; break;
3101 case 5: ret
= "tex5"; break;
3102 case 6: ret
= "tex6"; break;
3103 case 7: ret
= "tex7"; break;
3104 default: ret
= "unknown texture";
3108 case WINED3DTA_TFACTOR
:
3109 ret
= "tfactor"; break;
3111 case WINED3DTA_SPECULAR
:
3112 ret
= "fragment.color.secondary"; break;
3114 case WINED3DTA_TEMP
:
3115 ret
= "tempreg"; break;
3117 case WINED3DTA_CONSTANT
:
3118 FIXME("Implement perstage constants\n");
3120 case 0: ret
= "const0"; break;
3121 case 1: ret
= "const1"; break;
3122 case 2: ret
= "const2"; break;
3123 case 3: ret
= "const3"; break;
3124 case 4: ret
= "const4"; break;
3125 case 5: ret
= "const5"; break;
3126 case 6: ret
= "const6"; break;
3127 case 7: ret
= "const7"; break;
3128 default: ret
= "unknown constant";
3136 if(arg
& WINED3DTA_COMPLEMENT
) {
3137 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
3138 if(argnum
== 0) ret
= "arg0";
3139 if(argnum
== 1) ret
= "arg1";
3140 if(argnum
== 2) ret
= "arg2";
3142 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
3143 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
3144 if(argnum
== 0) ret
= "arg0";
3145 if(argnum
== 1) ret
= "arg1";
3146 if(argnum
== 2) ret
= "arg2";
3151 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
3152 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
3153 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
3154 unsigned int mul
= 1;
3155 BOOL mul_final_dest
= FALSE
;
3157 if(color
&& alpha
) dstmask
= "";
3158 else if(color
) dstmask
= ".xyz";
3159 else dstmask
= ".w";
3161 if(dst
== tempreg
) dstreg
= "tempreg";
3162 else dstreg
= "ret";
3164 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
3165 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
3166 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
3169 case WINED3DTOP_DISABLE
:
3170 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
3173 case WINED3DTOP_SELECTARG2
:
3175 case WINED3DTOP_SELECTARG1
:
3176 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
3179 case WINED3DTOP_MODULATE4X
:
3181 case WINED3DTOP_MODULATE2X
:
3183 if(strcmp(dstreg
, "result.color") == 0) {
3185 mul_final_dest
= TRUE
;
3187 case WINED3DTOP_MODULATE
:
3188 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
3191 case WINED3DTOP_ADDSIGNED2X
:
3193 if(strcmp(dstreg
, "result.color") == 0) {
3195 mul_final_dest
= TRUE
;
3197 case WINED3DTOP_ADDSIGNED
:
3198 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
3200 case WINED3DTOP_ADD
:
3201 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
3204 case WINED3DTOP_SUBTRACT
:
3205 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
3208 case WINED3DTOP_ADDSMOOTH
:
3209 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
3210 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
3213 case WINED3DTOP_BLENDCURRENTALPHA
:
3214 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
3215 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
3217 case WINED3DTOP_BLENDFACTORALPHA
:
3218 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
3219 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
3221 case WINED3DTOP_BLENDTEXTUREALPHA
:
3222 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
3223 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
3225 case WINED3DTOP_BLENDDIFFUSEALPHA
:
3226 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
3227 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
3230 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
3231 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
3232 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
3233 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
3236 /* D3DTOP_PREMODULATE ???? */
3238 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
3239 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
3240 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
3242 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
3243 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
3245 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
3246 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
3247 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
3249 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
3250 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
3253 case WINED3DTOP_DOTPRODUCT3
:
3255 if(strcmp(dstreg
, "result.color") == 0) {
3257 mul_final_dest
= TRUE
;
3259 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
3260 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
3261 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
3264 case WINED3DTOP_MULTIPLYADD
:
3265 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
3268 case WINED3DTOP_LERP
:
3269 /* The msdn is not quite right here */
3270 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
3273 case WINED3DTOP_BUMPENVMAP
:
3274 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
3275 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
3279 FIXME("Unhandled texture op %08x\n", op
);
3283 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
3284 } else if(mul
== 4) {
3285 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
3289 /* The stateblock is passed for GLINFO_LOCATION */
3290 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
3293 SHADER_BUFFER buffer
;
3294 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
3295 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
3296 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
3297 const char *textype
;
3298 const char *instr
, *sat
;
3299 char colorcor_dst
[8];
3301 DWORD arg0
, arg1
, arg2
;
3302 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
3304 const char *final_combiner_src
= "ret";
3306 /* Find out which textures are read */
3307 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
3308 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
3309 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
3310 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
3311 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
3312 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
3313 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
3314 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
3316 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
3317 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
3318 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
3319 bump_used
[stage
] = TRUE
;
3320 tex_read
[stage
] = TRUE
;
3322 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
3323 bump_used
[stage
] = TRUE
;
3324 tex_read
[stage
] = TRUE
;
3325 luminance_used
[stage
] = TRUE
;
3326 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
3327 tfactor_used
= TRUE
;
3330 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
3331 tfactor_used
= TRUE
;
3334 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
3335 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
3336 tempreg_used
= TRUE
;
3339 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
3340 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
3341 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
3342 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
3343 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
3344 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
3345 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
3347 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
3348 tempreg_used
= TRUE
;
3350 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
3351 tfactor_used
= TRUE
;
3356 shader_buffer_init(&buffer
);
3358 shader_addline(&buffer
, "!!ARBfp1.0\n");
3360 switch(settings
->fog
) {
3361 case FOG_OFF
: break;
3362 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
3363 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
3364 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
3365 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
3368 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
3369 shader_addline(&buffer
, "TEMP TMP;\n");
3370 shader_addline(&buffer
, "TEMP ret;\n");
3371 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
3372 shader_addline(&buffer
, "TEMP arg0;\n");
3373 shader_addline(&buffer
, "TEMP arg1;\n");
3374 shader_addline(&buffer
, "TEMP arg2;\n");
3375 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
3376 if(!tex_read
[stage
]) continue;
3377 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
3378 if(!bump_used
[stage
]) continue;
3379 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
3380 if(!luminance_used
[stage
]) continue;
3381 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
3384 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
3386 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
3388 if(settings
->sRGB_write
) {
3389 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3390 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3391 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3392 srgb_sub_high
, 0.0, 0.0, 0.0);
3395 /* Generate texture sampling instructions) */
3396 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
3397 if(!tex_read
[stage
]) continue;
3399 switch(settings
->op
[stage
].tex_type
) {
3400 case tex_1d
: textype
= "1D"; break;
3401 case tex_2d
: textype
= "2D"; break;
3402 case tex_3d
: textype
= "3D"; break;
3403 case tex_cube
: textype
= "CUBE"; break;
3404 case tex_rect
: textype
= "RECT"; break;
3405 default: textype
= "unexpected_textype"; break;
3408 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
3409 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
3415 if(settings
->op
[stage
].projected
== proj_none
) {
3417 } else if(settings
->op
[stage
].projected
== proj_count4
||
3418 settings
->op
[stage
].projected
== proj_count3
) {
3421 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
3426 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
3427 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
3428 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
3429 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
3430 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
3431 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
3433 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3434 * so multiply the displacement with the dividing parameter before passing it to TXP
3436 if (settings
->op
[stage
].projected
!= proj_none
) {
3437 if(settings
->op
[stage
].projected
== proj_count4
) {
3438 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
3439 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
3441 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
3442 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
3445 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
3448 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
3449 instr
, sat
, stage
, stage
, textype
);
3450 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
3451 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
3452 stage
- 1, stage
- 1, stage
- 1);
3453 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
3455 } else if(settings
->op
[stage
].projected
== proj_count3
) {
3456 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
3457 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
3458 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
3459 instr
, sat
, stage
, stage
, textype
);
3461 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
3462 instr
, sat
, stage
, stage
, stage
, textype
);
3465 sprintf(colorcor_dst
, "tex%u", stage
);
3466 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
3467 settings
->op
[stage
].color_fixup
);
3470 /* Generate the main shader */
3471 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
3472 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
3474 final_combiner_src
= "fragment.color.primary";
3479 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
3480 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
3481 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
3482 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
3483 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
3484 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
3485 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
3486 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
3487 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
3488 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
3489 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
3490 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
3492 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
3493 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
3494 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
3495 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
3498 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
3499 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
3500 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
3501 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
3503 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
3505 } else if(op_equal
) {
3506 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
3507 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
3508 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
3510 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
3511 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
3512 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
3513 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
3514 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
3515 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
3519 if(settings
->sRGB_write
) {
3520 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3521 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2");
3522 shader_addline(&buffer
, "MOV result.color.w, ret.w;\n");
3524 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3528 shader_addline(&buffer
, "END\n");
3530 /* Generate the shader */
3531 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3532 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
3533 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3535 if (glGetError() == GL_INVALID_OPERATION
) {
3537 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3538 FIXME("Fragment program error at position %d: %s\n", pos
,
3539 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3541 shader_buffer_free(&buffer
);
3545 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3546 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
3547 struct shader_arb_priv
*priv
= device
->fragment_priv
;
3548 BOOL use_pshader
= use_ps(stateblock
);
3549 BOOL use_vshader
= use_vs(stateblock
);
3550 struct ffp_frag_settings settings
;
3551 const struct arbfp_ffp_desc
*desc
;
3554 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3556 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
3557 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3558 /* Reload fixed function constants since they collide with the pixel shader constants */
3559 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3560 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3562 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3563 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3564 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3565 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3571 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3572 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
3573 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(priv
->fragment_shaders
, &settings
);
3575 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
3578 ERR("Out of memory\n");
3581 new_desc
->num_textures_used
= 0;
3582 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
3583 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
3584 new_desc
->num_textures_used
= i
;
3587 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
3588 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
3589 add_ffp_frag_shader(priv
->fragment_shaders
, &new_desc
->parent
);
3590 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
3594 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3595 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3598 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
3599 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3600 priv
->current_fprogram_id
= desc
->shader
;
3602 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3603 /* Reload fixed function constants since they collide with the pixel shader constants */
3604 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3605 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3607 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3608 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3610 context
->last_was_pshader
= FALSE
;
3612 context
->last_was_pshader
= TRUE
;
3615 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3616 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3617 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3618 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3619 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3621 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3624 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3625 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3627 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
3628 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3632 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3636 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3637 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3638 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3639 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3640 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3642 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3643 enum fogsource new_source
;
3645 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3647 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3648 fragment_prog_arbfp(state
, stateblock
, context
);
3651 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
3653 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
3654 if(use_vs(stateblock
)) {
3655 new_source
= FOGSOURCE_VS
;
3657 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
3658 new_source
= FOGSOURCE_COORD
;
3660 new_source
= FOGSOURCE_FFP
;
3664 new_source
= FOGSOURCE_FFP
;
3666 if(new_source
!= context
->fog_source
) {
3667 context
->fog_source
= new_source
;
3668 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
3672 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3673 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3674 fragment_prog_arbfp(state
, stateblock
, context
);
3678 #undef GLINFO_LOCATION
3680 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
3681 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
3682 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3683 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3684 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3685 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3686 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3687 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3688 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3689 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3690 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3691 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3692 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3693 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3694 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3695 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3696 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3697 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3698 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3699 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3700 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3701 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3702 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3703 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3704 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3705 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3706 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3707 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3708 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3709 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3710 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3711 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3712 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3713 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3714 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3715 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3716 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3717 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3718 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3719 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3720 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3721 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3722 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3723 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3724 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3725 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3726 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3727 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3728 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3729 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3730 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3731 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3732 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3733 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3734 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3735 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3736 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3737 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3738 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3739 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3740 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3741 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3742 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3743 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3744 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3745 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3746 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3747 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3748 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3749 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3750 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3751 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3752 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3753 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3754 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3755 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3756 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3757 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3758 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3759 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3760 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3761 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3762 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3763 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3764 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3765 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3766 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3767 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3768 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3769 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3770 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3771 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3772 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3773 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3774 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3775 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3776 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3777 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3778 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3779 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3780 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3781 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3782 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3783 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3784 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3785 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3786 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3787 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3788 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3789 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3790 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3791 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3792 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3793 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3794 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3795 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3796 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3797 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3798 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3799 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3800 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3801 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3802 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
3803 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
3804 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
3805 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
3806 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
3807 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
3808 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
3809 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
3810 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3811 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3812 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3813 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3814 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3815 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3816 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3817 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, 0 },
3818 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, 0 },
3819 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3820 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3821 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3822 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3823 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3824 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3825 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3826 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3827 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, 0 },
3828 {0 /* Terminate */, { 0, 0 }, 0 },
3831 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3836 shader_arb_color_fixup_supported
,
3837 arbfp_fragmentstate_template
,
3838 TRUE
/* We can disable projected textures */
3841 #define GLINFO_LOCATION device->adapter->gl_info
3843 struct arbfp_blit_priv
{
3844 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3845 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3846 GLenum yv12_rect_shader
, yv12_2d_shader
;
3849 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3850 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3851 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3852 if(!device
->blit_priv
) {
3853 ERR("Out of memory\n");
3854 return E_OUTOFMEMORY
;
3858 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3859 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3860 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3863 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3864 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3865 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3866 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3867 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
3868 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
3869 checkGLcall("Delete yuv programs\n");
3873 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3876 const char *tex
, *texinstr
;
3878 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3886 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3887 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3889 /* This is more tricky than just replacing the texture type - we have to navigate
3890 * properly in the texture to find the correct chroma values
3892 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3896 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3897 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3898 * filtering when we sample the texture.
3900 * These are the rules for reading the chroma:
3906 * So we have to get the sampling x position in non-normalized coordinates in integers
3908 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3909 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3910 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
3912 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3914 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3915 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3918 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
3919 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3921 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3922 * even and odd pixels respectively
3924 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3925 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
3927 /* Sample Pixel 1 */
3928 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3930 /* Put the value into either of the chroma values */
3931 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3932 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
3933 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3934 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
3936 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3937 * the pixel right to the current one. Otherwise, sample the left pixel.
3938 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3940 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3941 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3942 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3944 /* Put the value into the other chroma */
3945 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3946 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
3947 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3948 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
3950 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3951 * the current one and lerp the two U and V values
3954 /* This gives the correctly filtered luminance value */
3955 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3960 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3965 case GL_TEXTURE_2D
: tex
= "2D"; break;
3966 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3968 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3972 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3973 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3974 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3975 * pitch of the luminance plane, the packing into the gl texture is a bit
3976 * unfortunate. If the whole texture is interpreted as luminance data it looks
3977 * approximately like this:
3979 * +----------------------------------+----
3991 * +----------------+-----------------+----
3993 * | U even rows | U odd rows |
3995 * +----------------+------------------ -
3997 * | V even rows | V odd rows |
3999 * +----------------+-----------------+----
4003 * So it appears as if there are 4 chroma images, but in fact the odd rows
4004 * in the chroma images are in the same row as the even ones. So its is
4005 * kinda tricky to read
4007 * When reading from rectangle textures, keep in mind that the input y coordinates
4008 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
4010 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
4011 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
4013 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
4014 /* the chroma planes have only half the width */
4015 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
4017 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
4018 * the coordinate. Also read the right side of the image when reading odd lines
4020 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
4023 if(textype
== GL_TEXTURE_2D
) {
4025 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
4027 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
4029 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
4030 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
4032 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
4033 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
4034 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
4035 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
4036 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
4038 /* clamp, keep the half pixel origin in mind */
4039 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
4040 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
4041 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
4042 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
4044 /* Read from [size - size+size/4] */
4045 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
4046 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
4048 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
4049 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
4050 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
4051 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
4052 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
4053 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
4055 /* Make sure to read exactly from the pixel center */
4056 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
4057 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
4060 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
4061 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
4062 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
4063 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
4064 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
4066 /* Read the texture, put the result into the output register */
4067 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
4068 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
4070 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
4071 * No need to clamp because we're just reusing the already clamped value from above
4073 if(textype
== GL_TEXTURE_2D
) {
4074 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
4076 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
4078 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
4079 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
4081 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
4082 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
4083 * values due to filtering
4085 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
4086 if(textype
== GL_TEXTURE_2D
) {
4087 /* Multiply the y coordinate by 2/3 and clamp it */
4088 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
4089 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
4090 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
4091 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
4093 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
4094 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
4097 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
4098 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
4099 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
4106 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
4109 SHADER_BUFFER buffer
;
4110 char luminance_component
;
4111 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
4114 shader_buffer_init(&buffer
);
4117 GL_EXTCALL(glGenProgramsARB(1, &shader
));
4118 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
4119 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
4120 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
4123 shader_buffer_free(&buffer
);
4127 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
4128 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
4129 * two chroma(U and V) values. Each macropixel has two luminance values, one for
4130 * each single pixel it contains, and one U and one V value shared between both
4133 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
4134 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
4135 * take the format into account when generating the read swizzles
4137 * Reading the Y value is straightforward - just sample the texture. The hardware
4138 * takes care of filtering in the horizontal and vertical direction.
4140 * Reading the U and V values is harder. We have to avoid filtering horizontally,
4141 * because that would mix the U and V values of one pixel or two adjacent pixels.
4142 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
4143 * regardless of the filtering setting. Vertical filtering works automatically
4144 * though - the U and V values of two rows are mixed nicely.
4146 * Appart of avoiding filtering issues, the code has to know which value it just
4147 * read, and where it can find the other one. To determine this, it checks if
4148 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
4150 * Handling horizontal filtering of U and V values requires reading a 2nd pair
4151 * of pixels, extracting U and V and mixing them. This is not implemented yet.
4153 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
4154 * with width / 2. This way one read gives all 3 values, finding U and V is easy
4155 * in an unfiltered situation. Finding the luminance on the other hand requires
4156 * finding out if it is an odd or even pixel. The real drawback of this approach
4157 * is filtering. This would have to be emulated completely in the shader, reading
4158 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
4159 * vertically. Beyond that it would require adjustments to the texture handling
4160 * code to deal with the width scaling
4162 shader_addline(&buffer
, "!!ARBfp1.0\n");
4163 shader_addline(&buffer
, "TEMP luminance;\n");
4164 shader_addline(&buffer
, "TEMP temp;\n");
4165 shader_addline(&buffer
, "TEMP chroma;\n");
4166 shader_addline(&buffer
, "TEMP texcrd;\n");
4167 shader_addline(&buffer
, "TEMP texcrd2;\n");
4168 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
4169 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
4170 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
4174 case YUV_FIXUP_UYVY
:
4175 case YUV_FIXUP_YUY2
:
4176 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
4178 shader_buffer_free(&buffer
);
4183 case YUV_FIXUP_YV12
:
4184 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
4186 shader_buffer_free(&buffer
);
4192 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
4193 shader_buffer_free(&buffer
);
4197 /* Calculate the final result. Formula is taken from
4198 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
4199 * ranges from -0.5 to 0.5
4201 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
4203 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
4204 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
4205 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
4206 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
4207 shader_addline(&buffer
, "END\n");
4210 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
4212 if (glGetError() == GL_INVALID_OPERATION
) {
4214 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
4215 FIXME("Fragment program error at position %d: %s\n", pos
,
4216 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4218 shader_buffer_free(&buffer
);
4223 case YUV_FIXUP_YUY2
:
4224 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
4225 else priv
->yuy2_2d_shader
= shader
;
4228 case YUV_FIXUP_UYVY
:
4229 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
4230 else priv
->uyvy_2d_shader
= shader
;
4233 case YUV_FIXUP_YV12
:
4234 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
4235 else priv
->yv12_2d_shader
= shader
;
4242 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
4243 GLenum textype
, UINT width
, UINT height
)
4246 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4247 float size
[4] = {width
, height
, 1, 1};
4248 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
4249 enum yuv_fixup yuv_fixup
;
4251 if (!is_yuv_fixup(format_desc
->color_fixup
))
4254 dump_color_fixup_desc(format_desc
->color_fixup
);
4255 /* Don't bother setting up a shader for unconverted formats */
4258 checkGLcall("glEnable(textype)");
4263 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
4267 case YUV_FIXUP_YUY2
:
4268 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
4271 case YUV_FIXUP_UYVY
:
4272 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
4275 case YUV_FIXUP_YV12
:
4276 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
4280 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
4283 checkGLcall("glEnable(textype)");
4288 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
4291 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4292 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4293 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
4294 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
4295 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
4296 checkGLcall("glProgramLocalParameter4fvARB");
4302 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
4303 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4306 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4307 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4308 glDisable(GL_TEXTURE_2D
);
4309 checkGLcall("glDisable(GL_TEXTURE_2D)");
4310 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
4311 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4312 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4314 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
4315 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4316 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4321 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
4323 enum yuv_fixup yuv_fixup
;
4325 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4327 TRACE("Checking support for fixup:\n");
4328 dump_color_fixup_desc(fixup
);
4331 if (is_identity_fixup(fixup
))
4337 /* We only support YUV conversions. */
4338 if (!is_yuv_fixup(fixup
))
4340 TRACE("[FAILED]\n");
4344 yuv_fixup
= get_yuv_fixup(fixup
);
4347 case YUV_FIXUP_YUY2
:
4348 case YUV_FIXUP_UYVY
:
4349 case YUV_FIXUP_YV12
:
4354 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
4355 TRACE("[FAILED]\n");
4360 const struct blit_shader arbfp_blit
= {
4365 arbfp_blit_color_fixup_supported
,
4368 #undef GLINFO_LOCATION