wined3d: Emulate if(bool) in ARB shaders.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob922f62b4da886387e5cc556967196ea37adeae74
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #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 */
55 return TRUE;
57 return FALSE;
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
61 unsigned int ret = 1;
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++;
67 return 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;
86 struct if_frame {
87 struct list entry;
88 BOOL ifc;
89 BOOL muting;
92 struct shader_arb_ctx_priv {
93 char addr_reg[20];
94 enum {
95 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
96 ARB,
97 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
98 NV2,
99 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
101 } target_version;
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;
106 BOOL muted;
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;
116 GLuint prgId;
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;
131 GLuint prgId;
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 ********************************************************/
143 /**
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;
155 DWORD i, j;
156 unsigned int ret;
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)
169 float lcl_const[4];
170 for(i = 0; i < max_constants; i++) {
171 if(!dirty_consts[i]) continue;
172 dirty_consts[i] = 0;
174 j = 4 * i;
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));
193 } else {
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 */
204 dirty_consts[i] = 0;
205 j = i;
206 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
207 dirty_consts[i] = 0;
210 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
212 } else {
213 for(i = 0; i < max_constants; i++) {
214 if(dirty_consts[i]) {
215 dirty_consts[i] = 0;
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 */
233 ret = 0;
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 */
241 } else {
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,
251 char usePixelShader,
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;
262 unsigned char i;
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,
291 char usePixelShader,
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)
349 DWORD *ret;
350 DWORD idx = 0;
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);
356 if(!ret) {
357 ERR("Out of memory\n");
358 return NULL;
361 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
362 ret[lconst->idx] = idx++;
364 return ret;
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.
387 if(pshader) {
388 max_constantsF = GL_LIMITS(pshader_constantsF);
389 } else {
390 if(This->baseShader.reg_maps.usesrelconstF) {
391 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
392 } else {
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
417 if(lconst_map) {
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);
435 } else {
436 for(i = 0; i < max_constantsF; i++) {
437 DWORD idx, mask;
438 idx = i >> 5;
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)
505 *ptr++ = '.';
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';
512 *ptr = '\0';
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)
534 *ptr++ = '.';
535 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
536 *ptr++ = swizzle_chars[swizzle_x];
537 } else {
538 *ptr++ = swizzle_chars[swizzle_x];
539 *ptr++ = swizzle_chars[swizzle_y];
540 *ptr++ = swizzle_chars[swizzle_z];
541 *ptr++ = swizzle_chars[swizzle_w];
545 *ptr = '\0';
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;
571 *is_color = FALSE;
573 switch (reg->type)
575 case WINED3DSPR_TEMP:
576 sprintf(register_name, "R%u", reg->idx);
577 break;
579 case WINED3DSPR_INPUT:
580 if (pshader)
582 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
583 else strcpy(register_name, "fragment.color.secondary");
585 else
587 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
588 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
590 break;
592 case WINED3DSPR_CONST:
593 if (!pshader && reg->rel_addr)
595 char rel_reg[50];
596 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
597 if(This->baseShader.reg_maps.shader_version.major < 2) {
598 sprintf(rel_reg, "A0.x");
599 } else {
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);
608 else
609 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
611 else
613 if (This->baseShader.reg_maps.usesrelconstF)
614 sprintf(register_name, "C[%u]", reg->idx);
615 else
616 sprintf(register_name, "C%u", reg->idx);
618 break;
620 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
621 if (pshader) {
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);
629 } else {
630 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
631 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
634 else
636 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
638 sprintf(register_name, "A%u", reg->idx);
640 else
642 sprintf(register_name, "A%u_SHADOW", reg->idx);
645 break;
647 case WINED3DSPR_COLOROUT:
648 if (reg->idx == 0)
650 if(ctx->cur_ps_args->super.srgb_correction)
652 strcpy(register_name, "TMP_COLOR");
654 else
656 strcpy(register_name, "result.color");
659 else
661 /* TODO: See GL_ARB_draw_buffers */
662 FIXME("Unsupported write to render target %u\n", reg->idx);
663 sprintf(register_name, "unsupported_register");
665 break;
667 case WINED3DSPR_RASTOUT:
668 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
669 break;
671 case WINED3DSPR_DEPTHOUT:
672 strcpy(register_name, "result.depth");
673 break;
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");
679 break;
681 case WINED3DSPR_TEXCRDOUT:
682 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
683 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
684 break;
686 default:
687 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
688 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
689 break;
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];
697 char write_mask[6];
698 BOOL is_color;
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";
717 default:
718 FIXME("Unhandled channel source %#x\n", channel_source);
719 return "undefined";
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)
726 DWORD mask;
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);
732 return;
735 mask = 0;
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;
740 mask &= dst_mask;
742 if (mask)
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));
749 mask = 0;
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;
754 mask &= dst_mask;
756 if (mask)
758 char reg_mask[6];
759 char *ptr = reg_mask;
761 if (mask != WINED3DSP_WRITEMASK_ALL)
763 *ptr++ = '.';
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';
769 *ptr = '\0';
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) {
786 case WINED3DSTT_1D:
787 tex_type = "1D";
788 break;
790 case WINED3DSTT_2D:
791 if(device->stateBlock->textures[sampler_idx] &&
792 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
793 tex_type = "RECT";
794 } else {
795 tex_type = "2D";
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");
804 break;
806 case WINED3DSTT_VOLUME:
807 tex_type = "3D";
808 break;
810 case WINED3DSTT_CUBE:
811 tex_type = "CUBE";
812 break;
814 default:
815 ERR("Unexpected texture type %d\n", sampler_type);
816 tex_type = "";
819 if (bias) {
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);
826 } else {
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;
842 char regstr[256];
843 char swzstr[20];
844 int insert_line;
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 */
849 insert_line = 1;
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);
859 insert_line = 0;
860 break;
861 case WINED3DSPSM_NEG:
862 sprintf(outregstr, "-%s%s", regstr, swzstr);
863 insert_line = 0;
864 break;
865 case WINED3DSPSM_BIAS:
866 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
867 break;
868 case WINED3DSPSM_BIASNEG:
869 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
870 break;
871 case WINED3DSPSM_SIGN:
872 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
873 break;
874 case WINED3DSPSM_SIGNNEG:
875 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
876 break;
877 case WINED3DSPSM_COMP:
878 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
879 break;
880 case WINED3DSPSM_X2:
881 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
882 break;
883 case WINED3DSPSM_X2NEG:
884 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
885 break;
886 case WINED3DSPSM_DZ:
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);
889 break;
890 case WINED3DSPSM_DW:
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);
893 break;
894 case WINED3DSPSM_ABS:
895 if(ctx->target_version >= NV2) {
896 sprintf(outregstr, "|%s%s|", regstr, swzstr);
897 insert_line = 0;
898 } else {
899 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
901 break;
902 case WINED3DSPSM_ABSNEG:
903 if(ctx->target_version >= NV2) {
904 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
905 } else {
906 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
907 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
909 insert_line = 0;
910 break;
911 default:
912 sprintf(outregstr, "%s%s", regstr, swzstr);
913 insert_line = 0;
916 /* Return modified or original register, with swizzle */
917 if (insert_line)
918 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
921 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
923 DWORD mod;
924 const char *ret = "";
925 if (!ins->dst_count) return "";
927 mod = ins->dst[0].modifiers;
928 if(mod & WINED3DSPDM_SATURATE) {
929 ret = "_SAT";
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;
940 if(mod) {
941 FIXME("Unknown modifiers 0x%08x\n", mod);
943 return ret;
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;
950 char dst_name[50];
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
960 * temps is done.
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;
976 char dst_name[50];
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]);
988 } else {
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;
1001 char dst_name[50];
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;
1021 char dst_name[50];
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];
1044 unsigned int i;
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);
1076 break;
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)
1084 char operand[100];
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];
1108 char write_mask[6];
1110 if(ctx->target_version >= NV2) {
1111 shader_hw_map2gl(ins);
1112 return;
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
1120 * in this case:
1121 * mova A0.x, 0.0
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");
1148 else
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);
1159 else
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;
1169 char reg_dest[40];
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);
1181 } else {
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);
1190 } else {
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;
1208 char reg_dest[40];
1209 char reg_coord[40];
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;
1219 else
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);
1226 else {
1227 /* TEX is the only instruction that can handle DW and DZ natively */
1228 src = ins->src[0];
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);
1234 /* projection flag:
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))
1241 DWORD flags = 0;
1242 if(reg_sampler_code < MAX_TEXTURES) {
1243 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1245 if (flags & WINED3DTTFF_PROJECTED) {
1246 projected = TRUE;
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");
1258 projected = TRUE;
1259 } else if(src_mod == WINED3DSPSM_DW) {
1260 projected = TRUE;
1262 } else {
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);
1275 char dst_str[50];
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);
1283 } else {
1284 char reg_src[40];
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;
1297 DWORD flags;
1299 DWORD reg1 = ins->dst[0].reg.idx;
1300 char dst_str[50];
1301 char src_str[50];
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;
1318 char dst_str[50];
1319 char src_str[50];
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;
1332 char dst_str[50];
1333 char src_str[50];
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");
1373 } else {
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];
1393 BOOL is_color;
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;
1409 DWORD flags;
1410 DWORD reg = ins->dst[0].reg.idx;
1411 SHADER_BUFFER *buffer = ins->ctx->buffer;
1412 char dst_str[50];
1413 char src0_name[50];
1414 char dst_reg[50];
1415 BOOL is_color;
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;
1435 BOOL is_color;
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;
1454 DWORD flags;
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;
1458 char dst_str[50];
1459 char src0_name[50], dst_name[50];
1460 BOOL is_color;
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;
1477 DWORD flags;
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;
1481 char dst_str[50];
1482 char src0_name[50];
1483 char dst_reg[8];
1484 BOOL is_color;
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;
1519 DWORD flags;
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;
1523 char dst_str[50];
1524 char src0_name[50];
1525 char src1_name[50];
1526 char dst_reg[8];
1527 BOOL is_color;
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.
1537 * dot(N, E)
1538 * dst_reg.xyz = 2 * --------- * N - E
1539 * dot(N, N)
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;
1561 char dst_name[50];
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;
1592 char src0[50];
1593 char dst_str[50];
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];
1608 char src0[50];
1609 char dst_str[50];
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];
1625 char src0[50];
1626 BOOL is_color;
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];
1645 BOOL is_color;
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)
1665 int i;
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:
1683 nComponents = 4;
1684 tmp_ins.handler_idx = WINED3DSIH_DP4;
1685 break;
1686 case WINED3DSIH_M4x3:
1687 nComponents = 3;
1688 tmp_ins.handler_idx = WINED3DSIH_DP4;
1689 break;
1690 case WINED3DSIH_M3x4:
1691 nComponents = 4;
1692 tmp_ins.handler_idx = WINED3DSIH_DP3;
1693 break;
1694 case WINED3DSIH_M3x3:
1695 nComponents = 3;
1696 tmp_ins.handler_idx = WINED3DSIH_DP3;
1697 break;
1698 case WINED3DSIH_M3x2:
1699 nComponents = 2;
1700 tmp_ins.handler_idx = WINED3DSIH_DP3;
1701 break;
1702 default:
1703 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1704 break;
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;
1722 char dst[50];
1723 char src[50];
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);
1731 break;
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
1739 * .w is used
1741 strcat(src, ".w");
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;
1750 char dst_name[50];
1751 char src_name[50];
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,
1759 src_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
1766 * can't use map2gl
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];
1771 char dst_name[50];
1772 char src_name0[50], src_name1[50], src_name2[50];
1773 BOOL is_color;
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,
1779 src_name0);
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);
1788 } else {
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):
1803 * (x/2)^2 = x^2 / 4
1804 * (x/2)^3 = x^3 / 8
1805 * (x/2)^4 = x^4 / 16
1806 * (x/2)^5 = x^5 / 32
1807 * etc
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 */
1833 /* sin(x/2)
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) */
1845 /* cos(x/2) */
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) {
1851 /* cos x */
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) {
1856 /* sin x */
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;
1867 char dst_name[50];
1868 char src_name[50];
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);
1874 return;
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);
1885 } else {
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 =
1896 "!!ARBvp1.0\n"
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"
1901 "END\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) {
1908 GLint pos;
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)));
1914 return program_id;
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] =
1923 /* tex_1d */
1924 NULL,
1925 /* tex_2d */
1926 "!!ARBfp1.0\n"
1927 "TEMP R0;\n"
1928 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1929 "MOV result.depth.z, R0.x;\n"
1930 "END\n",
1931 /* tex_3d */
1932 NULL,
1933 /* tex_cube */
1934 "!!ARBfp1.0\n"
1935 "TEMP R0;\n"
1936 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1937 "MOV result.depth.z, R0.x;\n"
1938 "END\n",
1939 /* tex_rect */
1940 "!!ARBfp1.0\n"
1941 "TEMP R0;\n"
1942 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1943 "MOV result.depth.z, R0.x;\n"
1944 "END\n",
1947 if (!blt_fprograms[tex_type])
1949 FIXME("tex_type %#x not supported\n", tex_type);
1950 tex_type = tex_2d;
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) {
1958 GLint pos;
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)));
1964 return program_id;
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;
1992 GLuint retval;
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;
2006 } else {
2007 priv_ctx.target_version = ARB;
2010 if (reg_maps->shader_version.major < 3)
2012 switch(args->super.fog) {
2013 case FOG_OFF:
2014 break;
2015 case FOG_LINEAR:
2016 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2017 break;
2018 case FOG_EXP:
2019 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2020 break;
2021 case FOG_EXP2:
2022 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2023 break;
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)
2036 fragcolor = "R0";
2037 } else {
2038 if(args->super.srgb_correction) {
2039 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2040 fragcolor = "TMP_COLOR";
2041 } else {
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) {
2079 GLint errPos;
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)));
2083 retval = 0;
2086 /* Load immediate constants */
2087 if(lconst_map) {
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);
2096 return retval;
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;
2108 GLuint ret;
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;
2122 } else {
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) {
2163 int i;
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");
2204 } else {
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) {
2225 GLint errPos;
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)));
2229 ret = -1;
2230 } else {
2231 /* Load immediate constants */
2232 if(lconst_map) {
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);
2241 return ret;
2244 /* GL locking is done by the caller */
2245 static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
2247 UINT i;
2248 DWORD new_size;
2249 struct arb_ps_compiled_shader *new_array;
2250 SHADER_BUFFER buffer;
2251 struct arb_pshader_private *shader_data;
2252 GLuint ret;
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));
2276 } else {
2277 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
2278 new_size = 1;
2281 if(!new_array) {
2282 ERR("Out of memory\n");
2283 return 0;
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;
2299 return 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)
2311 UINT i;
2312 DWORD new_size;
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;
2317 GLuint ret;
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));
2342 } else {
2343 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
2344 new_size = 1;
2347 if(!new_array) {
2348 ERR("Out of memory\n");
2349 return 0;
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;
2362 return ret;
2365 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2366 struct arb_ps_compile_args *args)
2368 int i;
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)
2384 int i;
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;
2404 if (useVS) {
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)");
2425 if (usePS) {
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,
2430 &compile_args);
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);
2485 } else {
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);
2498 } else {
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;
2512 UINT i;
2514 if(!shader_data) return; /* This can happen if a shader was never compiled */
2515 ENTER_GL();
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))");
2520 LEAVE_GL();
2521 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
2522 HeapFree(GetProcessHeap(), 0, shader_data);
2523 This->backend_priv = NULL;
2524 } else {
2525 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
2526 struct arb_vshader_private *shader_data = This->backend_priv;
2527 UINT i;
2529 if(!shader_data) return; /* This can happen if a shader was never compiled */
2530 ENTER_GL();
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))");
2535 LEAVE_GL();
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));
2545 return WINED3D_OK;
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;
2552 int i;
2554 ENTER_GL();
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]));
2563 LEAVE_GL();
2565 HeapFree(GetProcessHeap(), 0, This->shader_priv);
2568 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
2569 return TRUE;
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))
2606 TRACE("[OK]\n");
2607 return TRUE;
2610 TRACE("[FAILED]\n");
2611 return FALSE;
2614 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2615 DWORD shift;
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;
2623 dst = &ins->dst[0];
2624 shift = dst->shift;
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);
2728 WORD bools = 0;
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");
2744 return FALSE;
2746 else
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;
2761 /* boolean if */
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");
2770 priv->muted = TRUE;
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)
2794 priv->muted = TRUE;
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);
2807 if(!if_frame->ifc)
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 */
2815 else
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 */
2829 if (!hw_fct)
2831 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
2832 return;
2834 hw_fct(ins);
2836 shader_arb_add_instruction_modifiers(ins);
2839 const shader_backend_t arb_program_shader_backend = {
2840 shader_arb_handle_instruction,
2841 shader_arb_select,
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,
2848 shader_arb_destroy,
2849 shader_arb_alloc,
2850 shader_arb_free,
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;
2866 GLuint shader;
2867 unsigned int num_textures_used;
2870 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2871 ENTER_GL();
2872 if(enable) {
2873 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2874 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2875 } else {
2876 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2877 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2879 LEAVE_GL();
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;
2891 } else {
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;
2898 return WINED3D_OK;
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;
2905 ENTER_GL();
2906 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2907 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2908 HeapFree(GetProcessHeap(), 0, entry_arb);
2909 LEAVE_GL();
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) {
2963 float col[4];
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) {
2984 float col[4];
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;
3002 } else {
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;
3013 float mat[2][2];
3015 if (use_ps(stateblock))
3017 if(stage != 0 &&
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
3020 * anyway
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 */
3029 return;
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;
3048 float param[4];
3050 if (use_ps(stateblock))
3052 if(stage != 0 &&
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 */
3064 return;
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]);
3073 param[2] = 0.0;
3074 param[3] = 0.0;
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) {
3081 const char *ret;
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";
3091 else ret = "ret";
3092 break;
3094 case WINED3DTA_TEXTURE:
3095 switch(stage) {
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";
3106 break;
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");
3119 switch(stage) {
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";
3130 break;
3132 default:
3133 return "unknown";
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";
3148 return ret;
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);
3168 switch(op) {
3169 case WINED3DTOP_DISABLE:
3170 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
3171 break;
3173 case WINED3DTOP_SELECTARG2:
3174 arg1 = arg2;
3175 case WINED3DTOP_SELECTARG1:
3176 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
3177 break;
3179 case WINED3DTOP_MODULATE4X:
3180 mul = 2;
3181 case WINED3DTOP_MODULATE2X:
3182 mul *= 2;
3183 if(strcmp(dstreg, "result.color") == 0) {
3184 dstreg = "ret";
3185 mul_final_dest = TRUE;
3187 case WINED3DTOP_MODULATE:
3188 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3189 break;
3191 case WINED3DTOP_ADDSIGNED2X:
3192 mul = 2;
3193 if(strcmp(dstreg, "result.color") == 0) {
3194 dstreg = "ret";
3195 mul_final_dest = TRUE;
3197 case WINED3DTOP_ADDSIGNED:
3198 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
3199 arg2 = "arg2";
3200 case WINED3DTOP_ADD:
3201 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3202 break;
3204 case WINED3DTOP_SUBTRACT:
3205 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3206 break;
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);
3211 break;
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);
3216 break;
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);
3220 break;
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);
3224 break;
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);
3228 break;
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);
3234 break;
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);
3241 break;
3242 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3243 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
3244 break;
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);
3248 break;
3249 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3250 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
3251 break;
3253 case WINED3DTOP_DOTPRODUCT3:
3254 mul = 4;
3255 if(strcmp(dstreg, "result.color") == 0) {
3256 dstreg = "ret";
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);
3262 break;
3264 case WINED3DTOP_MULTIPLYADD:
3265 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
3266 break;
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);
3271 break;
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 */
3276 break;
3278 default:
3279 FIXME("Unhandled texture op %08x\n", op);
3282 if(mul == 2) {
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)
3292 unsigned int stage;
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];
3300 GLuint ret;
3301 DWORD arg0, arg1, arg2;
3302 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
3303 BOOL op_equal;
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;
3355 /* Shader header */
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));
3383 if(tfactor_used) {
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) {
3410 sat = "";
3411 } else {
3412 sat = "_SAT";
3415 if(settings->op[stage].projected == proj_none) {
3416 instr = "TEX";
3417 } else if(settings->op[stage].projected == proj_count4 ||
3418 settings->op[stage].projected == proj_count3) {
3419 instr = "TXP";
3420 } else {
3421 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
3422 instr = "TXP";
3425 if(stage > 0 &&
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);
3440 } else {
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);
3444 } else {
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);
3460 } else {
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) {
3473 if(stage == 0) {
3474 final_combiner_src = "fragment.color.primary";
3476 break;
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;
3491 } else {
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);
3502 if(stage == 0) {
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);
3509 } else {
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");
3523 } else {
3524 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3527 /* Footer */
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) {
3536 GLint pos;
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);
3542 return ret;
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;
3552 unsigned int i;
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);
3567 return;
3570 if(!use_pshader) {
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);
3574 if(!desc) {
3575 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3576 if (!new_desc)
3578 ERR("Out of memory\n");
3579 return;
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);
3591 desc = 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
3596 * deactivate it.
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;
3611 } else {
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
3622 * shader handler
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);
3631 if(use_pshader) {
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;
3656 } else {
3657 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3658 new_source = FOGSOURCE_COORD;
3659 } else {
3660 new_source = FOGSOURCE_FFP;
3663 } else {
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 = {
3832 arbfp_enable,
3833 arbfp_get_caps,
3834 arbfp_alloc,
3835 arbfp_free,
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;
3856 return WINED3D_OK;
3858 static void arbfp_blit_free(IWineD3DDevice *iface) {
3859 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3860 struct arbfp_blit_priv *priv = device->blit_priv;
3862 ENTER_GL();
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");
3870 LEAVE_GL();
3873 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3875 char chroma;
3876 const char *tex, *texinstr;
3878 if (yuv_fixup == YUV_FIXUP_UYVY) {
3879 chroma = 'x';
3880 *luminance = 'w';
3881 } else {
3882 chroma = 'w';
3883 *luminance = 'x';
3885 switch(textype) {
3886 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3887 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3888 default:
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");
3893 return FALSE;
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:
3902 * Even pixel: Cr
3903 * Even pixel: U
3904 * Odd pixel: V
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");
3911 } else {
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
3916 * 0.5, so add 0.5.
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);
3957 return TRUE;
3960 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3962 const char *tex;
3964 switch(textype) {
3965 case GL_TEXTURE_2D: tex = "2D"; break;
3966 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3967 default:
3968 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3969 return FALSE;
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 * +----------------------------------+----
3980 * | |
3981 * | |
3982 * | |
3983 * | |
3984 * | | 2
3985 * | LUMINANCE | -
3986 * | | 3
3987 * | |
3988 * | |
3989 * | |
3990 * | |
3991 * +----------------+-----------------+----
3992 * | | |
3993 * | U even rows | U odd rows |
3994 * | | | 1
3995 * +----------------+------------------ -
3996 * | | | 3
3997 * | V even rows | V odd rows |
3998 * | | |
3999 * +----------------+-----------------+----
4000 * | | |
4001 * | 0.5 | 0.5 |
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
4021 * bleeding
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");
4043 } else {
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");
4059 /* Clamp */
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");
4075 } else {
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);
4092 } else {
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
4095 * is bigger
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);
4101 *luminance = 'a';
4103 return TRUE;
4106 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
4108 GLenum shader;
4109 SHADER_BUFFER buffer;
4110 char luminance_component;
4111 struct arbfp_blit_priv *priv = device->blit_priv;
4113 /* Shader header */
4114 shader_buffer_init(&buffer);
4116 ENTER_GL();
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)");
4121 LEAVE_GL();
4122 if(!shader) {
4123 shader_buffer_free(&buffer);
4124 return 0;
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
4131 * pixels.
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");
4172 switch (yuv_fixup)
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);
4179 return 0;
4181 break;
4183 case YUV_FIXUP_YV12:
4184 if (!gen_yv12_read(&buffer, textype, &luminance_component))
4186 shader_buffer_free(&buffer);
4187 return 0;
4189 break;
4191 default:
4192 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
4193 shader_buffer_free(&buffer);
4194 return 0;
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");
4209 ENTER_GL();
4210 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
4212 if (glGetError() == GL_INVALID_OPERATION) {
4213 GLint pos;
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);
4219 LEAVE_GL();
4221 switch (yuv_fixup)
4223 case YUV_FIXUP_YUY2:
4224 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
4225 else priv->yuy2_2d_shader = shader;
4226 break;
4228 case YUV_FIXUP_UYVY:
4229 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
4230 else priv->uyvy_2d_shader = shader;
4231 break;
4233 case YUV_FIXUP_YV12:
4234 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
4235 else priv->yv12_2d_shader = shader;
4236 break;
4239 return shader;
4242 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
4243 GLenum textype, UINT width, UINT height)
4245 GLenum shader;
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))
4253 TRACE("Fixup:\n");
4254 dump_color_fixup_desc(format_desc->color_fixup);
4255 /* Don't bother setting up a shader for unconverted formats */
4256 ENTER_GL();
4257 glEnable(textype);
4258 checkGLcall("glEnable(textype)");
4259 LEAVE_GL();
4260 return WINED3D_OK;
4263 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
4265 switch(yuv_fixup)
4267 case YUV_FIXUP_YUY2:
4268 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
4269 break;
4271 case YUV_FIXUP_UYVY:
4272 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
4273 break;
4275 case YUV_FIXUP_YV12:
4276 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
4277 break;
4279 default:
4280 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
4281 ENTER_GL();
4282 glEnable(textype);
4283 checkGLcall("glEnable(textype)");
4284 LEAVE_GL();
4285 return E_NOTIMPL;
4288 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
4290 ENTER_GL();
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");
4297 LEAVE_GL();
4299 return WINED3D_OK;
4302 static void arbfp_blit_unset(IWineD3DDevice *iface) {
4303 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4305 ENTER_GL();
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)");
4318 LEAVE_GL();
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))
4333 TRACE("[OK]\n");
4334 return TRUE;
4337 /* We only support YUV conversions. */
4338 if (!is_yuv_fixup(fixup))
4340 TRACE("[FAILED]\n");
4341 return FALSE;
4344 yuv_fixup = get_yuv_fixup(fixup);
4345 switch(yuv_fixup)
4347 case YUV_FIXUP_YUY2:
4348 case YUV_FIXUP_UYVY:
4349 case YUV_FIXUP_YV12:
4350 TRACE("[OK]\n");
4351 return TRUE;
4353 default:
4354 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
4355 TRACE("[FAILED]\n");
4356 return FALSE;
4360 const struct blit_shader arbfp_blit = {
4361 arbfp_blit_alloc,
4362 arbfp_blit_free,
4363 arbfp_blit_set,
4364 arbfp_blit_unset,
4365 arbfp_blit_color_fixup_supported,
4368 #undef GLINFO_LOCATION