wined3d: Rename WINED3D_MAX_TEXTURES to WINED3D_MAX_FFP_TEXTURES.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobf0e1b2bdf99ddb490ff32b39cf1b42fe7725560a
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include <stdio.h>
32 #include "wined3d_private.h"
33 #include "wined3d_gl.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
40 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
42 return type == WINED3D_SHADER_TYPE_PIXEL;
45 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
47 return type == WINED3D_SHADER_TYPE_VERTEX;
50 enum arb_helper_value
52 ARB_ZERO,
53 ARB_ONE,
54 ARB_TWO,
55 ARB_0001,
56 ARB_EPS,
58 ARB_VS_REL_OFFSET
61 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
63 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
65 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
66 return "bad";
69 if (shader == WINED3D_SHADER_TYPE_PIXEL)
71 switch (value)
73 case ARB_ZERO: return "ps_helper_const.x";
74 case ARB_ONE: return "ps_helper_const.y";
75 case ARB_TWO: return "coefmul.x";
76 case ARB_0001: return "ps_helper_const.xxxy";
77 case ARB_EPS: return "ps_helper_const.z";
78 default: break;
81 else
83 switch (value)
85 case ARB_ZERO: return "helper_const.x";
86 case ARB_ONE: return "helper_const.y";
87 case ARB_TWO: return "helper_const.z";
88 case ARB_EPS: return "helper_const.w";
89 case ARB_0001: return "helper_const.xxxy";
90 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
93 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
94 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
95 switch (value)
97 case ARB_ZERO: return "0.0";
98 case ARB_ONE: return "1.0";
99 case ARB_TWO: return "2.0";
100 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
101 case ARB_EPS: return "1e-8";
102 default: return "bad";
106 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
108 return context->lowest_disabled_stage < 7;
111 /* ARB_program_shader private data */
113 struct control_frame
115 struct list entry;
116 enum
119 IFC,
120 LOOP,
122 } type;
123 BOOL muting;
124 BOOL outer_loop;
125 union
127 unsigned int loop;
128 unsigned int ifc;
129 } no;
130 struct wined3d_shader_loop_control loop_control;
131 BOOL had_else;
134 struct arb_ps_np2fixup_info
136 struct ps_np2fixup_info super;
137 /* For ARB we need an offset value:
138 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
139 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
140 * array we need an offset to the index inside the program local parameter array. */
141 UINT offset;
144 struct arb_ps_compile_args
146 struct ps_compile_args super;
147 WORD bools;
148 WORD clip; /* only a boolean, use a WORD for alignment */
149 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
152 struct stb_const_desc
154 unsigned char texunit;
155 UINT const_num;
158 struct arb_ps_compiled_shader
160 struct arb_ps_compile_args args;
161 struct arb_ps_np2fixup_info np2fixup_info;
162 struct stb_const_desc bumpenvmatconst[WINED3D_MAX_FFP_TEXTURES];
163 struct stb_const_desc luminanceconst[WINED3D_MAX_FFP_TEXTURES];
164 UINT int_consts[WINED3D_MAX_CONSTS_I];
165 GLuint prgId;
166 UINT ycorrection;
167 unsigned char numbumpenvmatconsts;
168 char num_int_consts;
171 struct arb_vs_compile_args
173 struct vs_compile_args super;
174 union
176 struct
178 WORD bools;
179 unsigned char clip_texcoord;
180 unsigned char clipplane_mask;
181 } boolclip;
182 DWORD boolclip_compare;
183 } clip;
184 unsigned int ps_signature;
185 union
187 unsigned char samplers[4];
188 DWORD samplers_compare;
189 } vertex;
190 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
193 struct arb_vs_compiled_shader
195 struct arb_vs_compile_args args;
196 GLuint prgId;
197 UINT int_consts[WINED3D_MAX_CONSTS_I];
198 char num_int_consts;
199 char need_color_unclamp;
200 UINT pos_fixup;
203 struct recorded_instruction
205 struct wined3d_shader_instruction ins;
206 struct list entry;
209 struct shader_arb_ctx_priv
211 char addr_reg[50];
212 enum
214 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
215 ARB,
216 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
217 NV2,
218 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
220 } target_version;
222 const struct wined3d_gl_info *gl_info;
223 const struct arb_vs_compile_args *cur_vs_args;
224 const struct arb_ps_compile_args *cur_ps_args;
225 const struct arb_ps_compiled_shader *compiled_fprog;
226 const struct arb_vs_compiled_shader *compiled_vprog;
227 struct arb_ps_np2fixup_info *cur_np2fixup_info;
228 struct list control_frames;
229 struct list record;
230 BOOL recording;
231 BOOL muted;
232 unsigned int num_loops, loop_depth, num_ifcs;
233 int aL;
234 BOOL ps_post_process;
236 unsigned int vs_clipplanes;
237 BOOL footer_written;
238 BOOL in_main_func;
240 /* For 3.0 vertex shaders */
241 const char *vs_output[MAX_REG_OUTPUT];
242 /* For 2.x and earlier vertex shaders */
243 const char *texcrd_output[8], *color_output[2], *fog_output;
245 /* 3.0 pshader input for compatibility with fixed function */
246 const char *ps_input[MAX_REG_INPUT];
249 struct ps_signature
251 struct wined3d_shader_signature sig;
252 unsigned int idx;
253 struct wine_rb_entry entry;
256 struct arb_pshader_private {
257 struct arb_ps_compiled_shader *gl_shaders;
258 UINT num_gl_shaders, shader_array_size;
259 unsigned int input_signature_idx;
260 unsigned int clipplane_emulation;
261 BOOL clamp_consts;
264 struct arb_vshader_private {
265 struct arb_vs_compiled_shader *gl_shaders;
266 UINT num_gl_shaders, shader_array_size;
267 UINT rel_offset;
270 struct shader_arb_priv
272 const struct arb_ps_compiled_shader *compiled_fprog;
273 const struct arb_vs_compiled_shader *compiled_vprog;
274 BOOL use_arbfp_fixed_func;
275 struct wine_rb_tree fragment_shaders;
276 BOOL last_ps_const_clamped;
277 BOOL last_vs_color_unclamp;
279 struct wine_rb_tree signature_tree;
280 DWORD ps_sig_number;
282 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
283 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
284 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
285 const struct wined3d_context *last_context;
287 const struct wined3d_vertex_pipe_ops *vertex_pipe;
288 const struct wined3d_fragment_pipe_ops *fragment_pipe;
289 BOOL ffp_proj_control;
292 /* Context activation for state handlers is done by the caller. */
294 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
295 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
297 if (shader_data->rel_offset) return TRUE;
298 if (!reg_maps->usesmova) return FALSE;
299 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
302 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
303 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
305 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
306 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
309 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
310 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
312 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
313 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
314 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
315 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
316 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
317 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
318 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
319 return FALSE;
322 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
323 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
325 unsigned int ret = 1;
326 /* We use one PARAM for the pos fixup, and in some cases one to load
327 * some immediate values into the shader. */
328 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
329 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
330 return ret;
333 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
334 * When constant_list == NULL, it will load all the constants.
336 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
337 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
339 /* Context activation is done by the caller. */
340 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
341 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
342 const struct wined3d_vec4 *constants, char *dirty_consts)
344 struct wined3d_shader_lconst *lconst;
345 unsigned int ret, i, j;
347 if (TRACE_ON(d3d_constants))
349 for (i = 0; i < max_constants; ++i)
351 if (!dirty_consts[i])
352 continue;
353 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
357 i = 0;
359 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
360 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
362 float lcl_const[4];
363 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
364 * shaders, the first 8 constants are marked dirty for reload
366 for (; i < min(8, max_constants); ++i)
368 if (!dirty_consts[i])
369 continue;
370 dirty_consts[i] = 0;
372 if (constants[i].x > 1.0f)
373 lcl_const[0] = 1.0f;
374 else if (constants[i].x < -1.0f)
375 lcl_const[0] = -1.0f;
376 else
377 lcl_const[0] = constants[i].x;
379 if (constants[i].y > 1.0f)
380 lcl_const[1] = 1.0f;
381 else if (constants[i].y < -1.0f)
382 lcl_const[1] = -1.0f;
383 else
384 lcl_const[1] = constants[i].y;
386 if (constants[i].z > 1.0f)
387 lcl_const[2] = 1.0f;
388 else if (constants[i].z < -1.0f)
389 lcl_const[2] = -1.0f;
390 else
391 lcl_const[2] = constants[i].z;
393 if (constants[i].w > 1.0f)
394 lcl_const[3] = 1.0f;
395 else if (constants[i].w < -1.0f)
396 lcl_const[3] = -1.0f;
397 else
398 lcl_const[3] = constants[i].w;
400 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
403 /* If further constants are dirty, reload them without clamping.
405 * The alternative is not to touch them, but then we cannot reset the dirty constant count
406 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
407 * above would always re-check the first 8 constants since max_constant remains at the init
408 * value
412 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
414 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
415 * or just reloading *all* constants at once
417 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
419 for (; i < max_constants; ++i)
421 if (!dirty_consts[i])
422 continue;
424 /* Find the next block of dirty constants */
425 dirty_consts[i] = 0;
426 j = i;
427 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
429 dirty_consts[i] = 0;
432 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
435 else
437 for (; i < max_constants; ++i)
439 if (dirty_consts[i])
441 dirty_consts[i] = 0;
442 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
446 checkGLcall("glProgramEnvParameter4fvARB()");
448 /* Load immediate constants */
449 if (shader->load_local_constsF)
451 if (TRACE_ON(d3d_shader))
453 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
455 GLfloat* values = (GLfloat*)lconst->value;
456 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
457 values[0], values[1], values[2], values[3]);
460 /* Immediate constants are clamped for 1.X shaders at loading times */
461 ret = 0;
462 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
464 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
465 ret = max(ret, lconst->idx + 1);
466 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
468 checkGLcall("glProgramEnvParameter4fvARB()");
469 return ret; /* The loaded immediate constants need reloading for the next shader */
470 } else {
471 return 0; /* No constants are dirty now */
475 /* Loads the texture dimensions for NP2 fixup into the currently set
476 * ARB_[vertex/fragment]_programs. */
477 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
478 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
480 GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS];
481 uint32_t active = fixup->super.active;
482 const struct wined3d_texture *tex;
483 unsigned char idx;
484 GLfloat *tex_dim;
485 unsigned int i;
487 if (!active)
488 return;
490 while (active)
492 i = wined3d_bit_scan(&active);
493 if (!(tex = state->textures[i]))
495 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
496 continue;
499 idx = fixup->super.idx[i];
500 tex_dim = &np2fixup_constants[(idx >> 1) * 4];
501 if (idx % 2)
503 tex_dim[2] = tex->pow2_matrix[0];
504 tex_dim[3] = tex->pow2_matrix[5];
506 else
508 tex_dim[0] = tex->pow2_matrix[0];
509 tex_dim[1] = tex->pow2_matrix[5];
513 for (i = 0; i < fixup->super.num_consts; ++i)
515 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
516 fixup->offset + i, &np2fixup_constants[i * 4]));
520 /* Context activation is done by the caller. */
521 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
522 struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int rt_height)
524 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
525 struct wined3d_device *device = context_gl->c.device;
526 const struct wined3d_ivec4 *int_consts;
527 unsigned char i;
529 int_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_PS_I], &context_gl->c);
531 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
533 int texunit = gl_shader->bumpenvmatconst[i].texunit;
535 /* The state manager takes care that this function is always called if the bump env matrix changes */
536 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
537 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
538 gl_shader->bumpenvmatconst[i].const_num, data));
540 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
542 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
543 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
544 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
545 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
547 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
548 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
549 gl_shader->luminanceconst[i].const_num, scale));
552 checkGLcall("Load bumpmap consts");
554 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
556 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
557 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
558 * ycorrection.z: 1.0
559 * ycorrection.w: 0.0
561 float val[4];
562 val[0] = context_gl->c.render_offscreen ? 0.0f : (float)rt_height;
563 val[1] = context_gl->c.render_offscreen ? 1.0f : -1.0f;
564 val[2] = 1.0f;
565 val[3] = 0.0f;
566 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
567 checkGLcall("y correction loading");
570 if (!gl_shader->num_int_consts) return;
572 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
574 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
576 float val[4];
577 val[0] = (float)int_consts[i].x;
578 val[1] = (float)int_consts[i].y;
579 val[2] = (float)int_consts[i].z;
580 val[3] = -1.0f;
582 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
585 checkGLcall("Load ps int consts");
588 /* Context activation is done by the caller. */
589 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
590 struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
592 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
593 struct wined3d_device *device = context_gl->c.device;
594 const struct wined3d_ivec4 *int_consts;
595 float position_fixup[4];
596 unsigned char i;
598 /* Upload the position fixup */
599 shader_get_position_fixup(&context_gl->c, state, 1, position_fixup);
600 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
602 if (!gl_shader->num_int_consts) return;
604 int_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_VS_I], &context_gl->c);
606 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
608 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
610 float val[4];
611 val[0] = (float)int_consts[i].x;
612 val[1] = (float)int_consts[i].y;
613 val[2] = (float)int_consts[i].z;
614 val[3] = -1.0f;
616 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
619 checkGLcall("Load vs int consts");
622 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
623 const struct wined3d_state *state);
626 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
628 * We only support float constants in ARB at the moment, so don't
629 * worry about the Integers or Booleans
631 /* Context activation is done by the caller (state handler). */
632 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
633 const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
635 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
636 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
637 struct wined3d_device *device = context_gl->c.device;
639 if (!from_shader_select)
641 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
642 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
644 if (vshader
645 && (vshader->reg_maps.boolean_constants
646 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
647 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
649 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
650 shader_arb_select(priv, &context_gl->c, state);
652 else if (pshader
653 && (pshader->reg_maps.boolean_constants
654 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
655 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
657 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
658 shader_arb_select(priv, &context_gl->c, state);
662 if (&context_gl->c != priv->last_context)
664 memset(priv->vshader_const_dirty, 1,
665 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
666 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
668 memset(priv->pshader_const_dirty, 1,
669 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
670 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
672 priv->last_context = &context_gl->c;
675 if (use_vs)
677 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
678 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
680 /* Load DirectX 9 float constants for vertex shader */
681 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader,
682 gl_info, GL_VERTEX_PROGRAM_ARB, priv->highest_dirty_vs_const,
683 wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_VS_F], &context_gl->c),
684 priv->vshader_const_dirty);
685 shader_arb_vs_local_constants(gl_shader, context_gl, state);
688 if (use_ps)
690 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
691 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
692 UINT rt_height = state->fb.render_targets[0]->height;
694 /* Load DirectX 9 float constants for pixel shader */
695 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader,
696 gl_info, GL_FRAGMENT_PROGRAM_ARB, priv->highest_dirty_ps_const,
697 wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_PS_F], &context_gl->c),
698 priv->pshader_const_dirty);
699 shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
701 if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
702 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
706 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
707 const struct wined3d_state *state)
709 shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
710 state, use_ps(state), use_vs(state), FALSE);
713 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
715 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
716 struct shader_arb_priv *priv = device->shader_priv;
718 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
719 * context. On a context switch the old context will be fully dirtified */
720 if (!context_gl || context_gl->c.device != device)
721 return;
723 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
724 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
727 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
729 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
730 struct shader_arb_priv *priv = device->shader_priv;
732 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
733 * context. On a context switch the old context will be fully dirtified */
734 if (!context_gl || context_gl->c.device != device)
735 return;
737 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
738 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
741 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
743 char str[4][17];
745 wined3d_ftoa(values[0], str[0]);
746 wined3d_ftoa(values[1], str[1]);
747 wined3d_ftoa(values[2], str[2]);
748 wined3d_ftoa(values[3], str[3]);
749 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
752 /* Generate the variable & register declarations for the ARB_vertex_program output target */
753 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
754 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
755 const struct wined3d_gl_info *gl_info, unsigned int *num_clipplanes,
756 const struct shader_arb_ctx_priv *ctx)
758 unsigned int i;
759 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
760 const struct wined3d_shader_lconst *lconst;
761 unsigned max_constantsF;
762 uint32_t map;
764 /* In pixel shaders, all private constants are program local, we don't need anything
765 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
766 * If we need a private constant the GL implementation will squeeze it in somewhere
768 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
769 * immediate values. The posFixup is loaded using program.env for now, so always
770 * subtract one from the number of constants. If the shader uses indirect addressing,
771 * account for the helper const too because we have to declare all available d3d constants
772 * and don't know which are actually used.
774 if (pshader)
776 max_constantsF = gl_info->limits.arb_ps_native_constants;
777 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
778 if (max_constantsF < 24)
779 max_constantsF = gl_info->limits.arb_ps_float_constants;
781 else
783 const struct arb_vshader_private *shader_data = shader->backend_data;
784 max_constantsF = gl_info->limits.arb_vs_native_constants;
785 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
786 * Also prevents max_constantsF from becoming less than 0 and
787 * wrapping . */
788 if (max_constantsF < 96)
789 max_constantsF = gl_info->limits.arb_vs_float_constants;
791 if (reg_maps->usesrelconstF)
793 DWORD highest_constf = 0, clip_limit;
795 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
796 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
797 max_constantsF -= gl_info->reserved_arb_constants;
799 for (i = 0; i < shader->limits->constant_float; ++i)
801 if (wined3d_bitmap_is_set(reg_maps->constf, i))
802 highest_constf = i;
805 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
807 if(ctx->cur_vs_args->super.clip_enabled)
808 clip_limit = gl_info->limits.user_clip_distances;
809 else
810 clip_limit = 0;
812 else
814 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
815 clip_limit = min(wined3d_popcount(mask), 4);
817 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
818 max_constantsF -= *num_clipplanes;
819 if(*num_clipplanes < clip_limit)
821 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
822 gl_info->limits.user_clip_distances);
825 else
827 if (ctx->target_version >= NV2)
828 *num_clipplanes = gl_info->limits.user_clip_distances;
829 else
830 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
834 map = reg_maps->temporary;
835 while (map)
837 i = wined3d_bit_scan(&map);
838 shader_addline(buffer, "TEMP R%u;\n", i);
841 map = reg_maps->address;
842 while (map)
844 i = wined3d_bit_scan(&map);
845 shader_addline(buffer, "ADDRESS A%u;\n", i);
848 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
850 map = reg_maps->texcoord;
851 while (map)
853 i = wined3d_bit_scan(&map);
854 shader_addline(buffer, "TEMP T%u;\n", i);
858 if (!shader->load_local_constsF)
860 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
862 const float *value;
863 value = (const float *)lconst->value;
864 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
865 shader_arb_append_imm_vec4(buffer, value);
866 shader_addline(buffer, ";\n");
870 /* After subtracting privately used constants from the hardware limit(they are loaded as
871 * local constants), make sure the shader doesn't violate the env constant limit
873 if (pshader)
875 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
877 else
879 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
882 /* Avoid declaring more constants than needed */
883 max_constantsF = min(max_constantsF, shader->limits->constant_float);
885 /* we use the array-based constants array if the local constants are marked for loading,
886 * because then we use indirect addressing, or when the local constant list is empty,
887 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
888 * local constants do not declare the loaded constants as an array because ARB compilers usually
889 * do not optimize unused constants away
891 if (reg_maps->usesrelconstF)
893 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
894 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
895 max_constantsF, max_constantsF - 1);
897 else
899 for (i = 0; i < max_constantsF; ++i)
901 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
903 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
909 static const char * const shift_tab[] = {
910 "dummy", /* 0 (none) */
911 "coefmul.x", /* 1 (x2) */
912 "coefmul.y", /* 2 (x4) */
913 "coefmul.z", /* 3 (x8) */
914 "coefmul.w", /* 4 (x16) */
915 "dummy", /* 5 (x32) */
916 "dummy", /* 6 (x64) */
917 "dummy", /* 7 (x128) */
918 "dummy", /* 8 (d256) */
919 "dummy", /* 9 (d128) */
920 "dummy", /* 10 (d64) */
921 "dummy", /* 11 (d32) */
922 "coefdiv.w", /* 12 (d16) */
923 "coefdiv.z", /* 13 (d8) */
924 "coefdiv.y", /* 14 (d4) */
925 "coefdiv.x" /* 15 (d2) */
928 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
929 const struct wined3d_shader_dst_param *dst, char *write_mask)
931 char *ptr = write_mask;
933 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
935 *ptr++ = '.';
936 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
937 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
938 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
939 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
942 *ptr = '\0';
945 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
947 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
948 * but addressed as "rgba". To fix this we need to swap the register's x
949 * and z components. */
950 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
951 char *ptr = swizzle_str;
953 /* swizzle bits fields: wwzzyyxx */
954 DWORD swizzle = param->swizzle;
955 DWORD swizzle_x = swizzle & 0x03;
956 DWORD swizzle_y = (swizzle >> 2) & 0x03;
957 DWORD swizzle_z = (swizzle >> 4) & 0x03;
958 DWORD swizzle_w = (swizzle >> 6) & 0x03;
960 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
961 * generate a swizzle string. Unless we need to our own swizzling. */
962 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
964 *ptr++ = '.';
965 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
966 *ptr++ = swizzle_chars[swizzle_x];
967 } else {
968 *ptr++ = swizzle_chars[swizzle_x];
969 *ptr++ = swizzle_chars[swizzle_y];
970 *ptr++ = swizzle_chars[swizzle_z];
971 *ptr++ = swizzle_chars[swizzle_w];
975 *ptr = '\0';
978 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
980 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
981 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
983 if (!strcmp(priv->addr_reg, src))
984 return;
986 snprintf(priv->addr_reg, sizeof(priv->addr_reg), "%s", src);
987 shader_addline(buffer, "ARL A0.x, %s;\n", src);
990 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
991 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
993 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
994 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
996 /* oPos, oFog and oPts in D3D */
997 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
998 const struct wined3d_shader *shader = ins->ctx->shader;
999 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1000 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1001 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1003 *is_color = FALSE;
1005 switch (reg->type)
1007 case WINED3DSPR_TEMP:
1008 sprintf(register_name, "R%u", reg->idx[0].offset);
1009 break;
1011 case WINED3DSPR_INPUT:
1012 if (pshader)
1014 if (reg_maps->shader_version.major < 3)
1016 if (!reg->idx[0].offset)
1017 strcpy(register_name, "fragment.color.primary");
1018 else
1019 strcpy(register_name, "fragment.color.secondary");
1021 else
1023 if (reg->idx[0].rel_addr)
1025 char rel_reg[50];
1026 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1028 if (!strcmp(rel_reg, "**aL_emul**"))
1030 unsigned int idx = ctx->aL + reg->idx[0].offset;
1031 if(idx < MAX_REG_INPUT)
1033 strcpy(register_name, ctx->ps_input[idx]);
1035 else
1037 ERR("Pixel shader input register out of bounds: %u\n", idx);
1038 sprintf(register_name, "out_of_bounds_%u", idx);
1041 else if (reg_maps->input_registers & 0x0300)
1043 /* There are two ways basically:
1045 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1046 * That means trouble if the loop also contains a breakc or if the control values
1047 * aren't local constants.
1048 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1049 * source dynamically. The trouble is that we cannot simply read aL.y because it
1050 * is an ADDRESS register. We could however push it, load .zw with a value and use
1051 * ADAC to load the condition code register and pop it again afterwards
1053 FIXME("Relative input register addressing with more than 8 registers\n");
1055 /* This is better than nothing for now */
1056 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1058 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1060 /* This is problematic because we'd have to consult the ctx->ps_input strings
1061 * for where to find the varying. Some may be "0.0", others can be texcoords or
1062 * colors. This needs either a pipeline replacement to make the vertex shader feed
1063 * proper varyings, or loop unrolling
1065 * For now use the texcoords and hope for the best
1067 FIXME("Non-vertex shader varying input with indirect addressing\n");
1068 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1070 else
1072 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1073 * pulls GL_NV_fragment_program2 in
1075 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1078 else
1080 if (reg->idx[0].offset < MAX_REG_INPUT)
1082 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1084 else
1086 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1087 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1092 else
1094 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1095 *is_color = TRUE;
1096 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1098 break;
1100 case WINED3DSPR_CONST:
1101 if (!pshader && reg->idx[0].rel_addr)
1103 const struct arb_vshader_private *shader_data = shader->backend_data;
1104 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1105 BOOL aL = FALSE;
1106 char rel_reg[50];
1107 if (reg_maps->shader_version.major < 2)
1109 sprintf(rel_reg, "A0.x");
1111 else
1113 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1114 if (ctx->target_version == ARB)
1116 if (!strcmp(rel_reg, "**aL_emul**"))
1118 aL = TRUE;
1119 } else {
1120 shader_arb_request_a0(ins, rel_reg);
1121 sprintf(rel_reg, "A0.x");
1125 if (aL)
1126 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1127 else if (reg->idx[0].offset >= rel_offset)
1128 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1129 else
1130 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1132 else
1134 if (reg_maps->usesrelconstF)
1135 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1136 else
1137 sprintf(register_name, "C%u", reg->idx[0].offset);
1139 break;
1141 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1142 if (pshader)
1144 if (reg_maps->shader_version.major == 1
1145 && reg_maps->shader_version.minor <= 3)
1146 /* In ps <= 1.3, Tx is a temporary register as destination
1147 * to all instructions, and as source to most instructions.
1148 * For some instructions it is the texcoord input. Those
1149 * instructions know about the special use. */
1150 sprintf(register_name, "T%u", reg->idx[0].offset);
1151 else
1152 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1153 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1155 else
1157 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1158 sprintf(register_name, "A%u", reg->idx[0].offset);
1159 else
1160 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1162 break;
1164 case WINED3DSPR_COLOROUT:
1165 if (ctx->ps_post_process && !reg->idx[0].offset)
1167 strcpy(register_name, "TMP_COLOR");
1169 else
1171 if (ctx->cur_ps_args->super.srgb_correction)
1172 FIXME("sRGB correction on higher render targets.\n");
1173 if (reg_maps->rt_mask > 1)
1174 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1175 else
1176 strcpy(register_name, "result.color");
1178 break;
1180 case WINED3DSPR_RASTOUT:
1181 if (reg->idx[0].offset == 1)
1182 sprintf(register_name, "%s", ctx->fog_output);
1183 else
1184 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1185 break;
1187 case WINED3DSPR_DEPTHOUT:
1188 strcpy(register_name, "result.depth");
1189 break;
1191 case WINED3DSPR_ATTROUT:
1192 /* case WINED3DSPR_OUTPUT: */
1193 if (pshader)
1194 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1195 else
1196 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1197 break;
1199 case WINED3DSPR_TEXCRDOUT:
1200 if (pshader)
1201 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1202 else if (reg_maps->shader_version.major < 3)
1203 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1204 else
1205 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1206 break;
1208 case WINED3DSPR_LOOP:
1209 if(ctx->target_version >= NV2)
1211 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1212 if(pshader) sprintf(register_name, "A0.x");
1213 else sprintf(register_name, "aL.y");
1215 else
1217 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1218 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1219 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1220 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1221 * indexing
1223 sprintf(register_name, "**aL_emul**");
1226 break;
1228 case WINED3DSPR_CONSTINT:
1229 sprintf(register_name, "I%u", reg->idx[0].offset);
1230 break;
1232 case WINED3DSPR_MISCTYPE:
1233 if (!reg->idx[0].offset)
1234 sprintf(register_name, "vpos");
1235 else if (reg->idx[0].offset == 1)
1236 sprintf(register_name, "fragment.facing.x");
1237 else
1238 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1239 break;
1241 default:
1242 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1243 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1244 break;
1248 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1249 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1251 char register_name[255];
1252 char write_mask[6];
1253 BOOL is_color;
1255 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1256 strcpy(str, register_name);
1258 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1259 strcat(str, write_mask);
1262 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1264 switch(channel_source)
1266 case CHANNEL_SOURCE_ZERO: return "0";
1267 case CHANNEL_SOURCE_ONE: return "1";
1268 case CHANNEL_SOURCE_X: return "x";
1269 case CHANNEL_SOURCE_Y: return "y";
1270 case CHANNEL_SOURCE_Z: return "z";
1271 case CHANNEL_SOURCE_W: return "w";
1272 default:
1273 FIXME("Unhandled channel source %#x\n", channel_source);
1274 return "undefined";
1278 struct color_fixup_masks
1280 DWORD source;
1281 DWORD sign;
1284 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1286 struct color_fixup_masks masks = {0, 0};
1288 if (is_complex_fixup(fixup))
1290 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1291 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1292 return masks;
1295 if (fixup.x_source != CHANNEL_SOURCE_X)
1296 masks.source |= WINED3DSP_WRITEMASK_0;
1297 if (fixup.y_source != CHANNEL_SOURCE_Y)
1298 masks.source |= WINED3DSP_WRITEMASK_1;
1299 if (fixup.z_source != CHANNEL_SOURCE_Z)
1300 masks.source |= WINED3DSP_WRITEMASK_2;
1301 if (fixup.w_source != CHANNEL_SOURCE_W)
1302 masks.source |= WINED3DSP_WRITEMASK_3;
1303 masks.source &= dst_mask;
1305 if (fixup.x_sign_fixup)
1306 masks.sign |= WINED3DSP_WRITEMASK_0;
1307 if (fixup.y_sign_fixup)
1308 masks.sign |= WINED3DSP_WRITEMASK_1;
1309 if (fixup.z_sign_fixup)
1310 masks.sign |= WINED3DSP_WRITEMASK_2;
1311 if (fixup.w_sign_fixup)
1312 masks.sign |= WINED3DSP_WRITEMASK_3;
1313 masks.sign &= dst_mask;
1315 return masks;
1318 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1319 const char *src, const char *one, const char *two,
1320 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1322 const char *sign_fixup_src = dst;
1324 if (masks.source)
1326 if (masks.sign)
1327 sign_fixup_src = "TA";
1329 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1330 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1331 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1333 else if (masks.sign)
1335 sign_fixup_src = src;
1338 if (masks.sign)
1340 char reg_mask[6];
1341 char *ptr = reg_mask;
1343 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1345 *ptr++ = '.';
1346 if (masks.sign & WINED3DSP_WRITEMASK_0)
1347 *ptr++ = 'x';
1348 if (masks.sign & WINED3DSP_WRITEMASK_1)
1349 *ptr++ = 'y';
1350 if (masks.sign & WINED3DSP_WRITEMASK_2)
1351 *ptr++ = 'z';
1352 if (masks.sign & WINED3DSP_WRITEMASK_3)
1353 *ptr++ = 'w';
1355 *ptr = '\0';
1357 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1361 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1363 uint32_t mod;
1364 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1365 if (!ins->dst_count) return "";
1367 mod = ins->dst[0].modifiers;
1369 /* Silently ignore PARTIALPRECISION if it's not supported */
1370 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1372 if(mod & WINED3DSPDM_MSAMPCENTROID)
1374 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1375 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1378 switch(mod)
1380 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1381 return "H_SAT";
1383 case WINED3DSPDM_SATURATE:
1384 return "_SAT";
1386 case WINED3DSPDM_PARTIALPRECISION:
1387 return "H";
1389 case 0:
1390 return "";
1392 default:
1393 FIXME("Unknown modifiers 0x%08x\n", mod);
1394 return "";
1398 #define TEX_PROJ 0x1
1399 #define TEX_BIAS 0x2
1400 #define TEX_LOD 0x4
1401 #define TEX_DERIV 0x10
1403 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, unsigned int sampler_idx,
1404 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1406 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1407 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1408 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1409 enum wined3d_shader_resource_type resource_type;
1410 struct color_fixup_masks masks;
1411 const char *tex_dst = dst_str;
1412 BOOL np2_fixup = FALSE;
1413 const char *tex_type;
1414 const char *mod;
1416 if (pshader)
1418 resource_type = pixelshader_get_resource_type(ins->ctx->reg_maps, sampler_idx,
1419 priv->cur_ps_args->super.tex_types);
1421 else
1423 resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1425 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1426 sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
1429 switch (resource_type)
1431 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1432 tex_type = "1D";
1433 break;
1435 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1436 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1437 && priv->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1438 tex_type = "RECT";
1439 else
1440 tex_type = "2D";
1442 if (pshader)
1444 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1446 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1447 else np2_fixup = TRUE;
1450 break;
1452 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1453 tex_type = "3D";
1454 break;
1456 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1457 tex_type = "CUBE";
1458 break;
1460 default:
1461 ERR("Unexpected resource type %#x.\n", resource_type);
1462 tex_type = "";
1465 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1466 * so don't use shader_arb_get_modifier
1468 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1469 else mod = "";
1471 /* Fragment samplers always have identity mapping */
1472 if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS)
1474 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS];
1477 if (pshader)
1479 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1480 ins->dst[0].write_mask);
1482 if (masks.source || masks.sign)
1483 tex_dst = "TA";
1486 if (flags & TEX_DERIV)
1488 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1489 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1490 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1491 dsx, dsy, sampler_idx, tex_type);
1493 else if(flags & TEX_LOD)
1495 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1496 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1497 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1498 sampler_idx, tex_type);
1500 else if (flags & TEX_BIAS)
1502 /* Shouldn't be possible, but let's check for it */
1503 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1504 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1505 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1507 else if (flags & TEX_PROJ)
1509 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1511 else
1513 if (np2_fixup)
1515 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1516 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1517 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1519 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1521 else
1522 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1525 if (pshader)
1527 gen_color_correction(buffer, dst_str, tex_dst,
1528 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1529 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1530 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1534 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1535 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1537 /* Generate a line that does the input modifier computation and return the input register to use */
1538 BOOL is_color = FALSE, insert_line;
1539 char regstr[256];
1540 char swzstr[20];
1541 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1542 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1543 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1544 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1546 /* Assume a new line will be added */
1547 insert_line = TRUE;
1549 /* Get register name */
1550 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1551 shader_arb_get_swizzle(src, is_color, swzstr);
1553 switch (src->modifiers)
1555 case WINED3DSPSM_NONE:
1556 sprintf(outregstr, "%s%s", regstr, swzstr);
1557 insert_line = FALSE;
1558 break;
1559 case WINED3DSPSM_NEG:
1560 sprintf(outregstr, "-%s%s", regstr, swzstr);
1561 insert_line = FALSE;
1562 break;
1563 case WINED3DSPSM_BIAS:
1564 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1565 break;
1566 case WINED3DSPSM_BIASNEG:
1567 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1568 break;
1569 case WINED3DSPSM_SIGN:
1570 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1571 break;
1572 case WINED3DSPSM_SIGNNEG:
1573 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1574 break;
1575 case WINED3DSPSM_COMP:
1576 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1577 break;
1578 case WINED3DSPSM_X2:
1579 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1580 break;
1581 case WINED3DSPSM_X2NEG:
1582 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1583 break;
1584 case WINED3DSPSM_DZ:
1585 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1586 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1587 break;
1588 case WINED3DSPSM_DW:
1589 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1590 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1591 break;
1592 case WINED3DSPSM_ABS:
1593 if(ctx->target_version >= NV2) {
1594 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1595 insert_line = FALSE;
1596 } else {
1597 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1599 break;
1600 case WINED3DSPSM_ABSNEG:
1601 if(ctx->target_version >= NV2) {
1602 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1603 } else {
1604 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1605 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1607 insert_line = FALSE;
1608 break;
1609 default:
1610 sprintf(outregstr, "%s%s", regstr, swzstr);
1611 insert_line = FALSE;
1614 /* Return modified or original register, with swizzle */
1615 if (insert_line)
1616 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1619 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1621 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1622 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1623 unsigned int sampler_code = dst->reg.idx[0].offset;
1624 char dst_name[50];
1625 char src_name[2][50];
1627 shader_arb_get_dst_param(ins, dst, dst_name);
1629 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1631 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1632 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1633 * temps is done.
1635 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1636 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1637 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1638 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1639 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1641 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1642 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1645 static enum wined3d_shader_src_modifier negate_modifiers(enum wined3d_shader_src_modifier mod, char *extra_char)
1647 *extra_char = ' ';
1648 switch(mod)
1650 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1651 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1652 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1653 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1654 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1655 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1656 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1657 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1658 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1659 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1660 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1661 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1662 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1663 case WINED3DSPSM_NOT: FIXME("Unknown modifier %u\n", mod);
1665 return mod;
1668 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1670 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1671 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1672 char dst_name[50];
1673 char src_name[3][50];
1674 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1675 ins->ctx->reg_maps->shader_version.minor);
1677 shader_arb_get_dst_param(ins, dst, dst_name);
1678 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1680 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1681 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1683 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1685 else
1687 struct wined3d_shader_src_param src0_copy = ins->src[0];
1688 char extra_neg;
1690 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1691 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1693 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1694 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1695 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1696 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1697 dst_name, src_name[1], src_name[2]);
1701 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1703 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1704 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1705 char dst_name[50];
1706 char src_name[3][50];
1708 shader_arb_get_dst_param(ins, dst, dst_name);
1710 /* Generate input register names (with modifiers) */
1711 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1712 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1713 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1715 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1716 dst_name, src_name[0], src_name[2], src_name[1]);
1719 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1720 * dst = dot2(src0, src1) + src2 */
1721 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1723 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1724 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1725 char dst_name[50];
1726 char src_name[3][50];
1727 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1729 shader_arb_get_dst_param(ins, dst, dst_name);
1730 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1731 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1733 if(ctx->target_version >= NV3)
1735 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1736 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1737 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1738 dst_name, src_name[0], src_name[1], src_name[2]);
1740 else if(ctx->target_version >= NV2)
1742 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1743 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1744 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1745 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1747 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1749 * .xyxy and other swizzles that we could get with this are not valid in
1750 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1752 struct wined3d_shader_src_param tmp_param = ins->src[1];
1753 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1754 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1756 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1758 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1759 dst_name, src_name[2], src_name[0], src_name[1]);
1761 else
1763 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1764 /* 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]
1765 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1767 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1768 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1769 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1770 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1774 /* Map the opcode 1-to-1 to the GL code */
1775 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1777 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1778 const char *instruction;
1779 char arguments[256], dst_str[50];
1780 unsigned int i;
1781 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1783 switch (ins->handler_idx)
1785 case WINED3DSIH_ABS: instruction = "ABS"; break;
1786 case WINED3DSIH_ADD: instruction = "ADD"; break;
1787 case WINED3DSIH_CRS: instruction = "XPD"; break;
1788 case WINED3DSIH_DP3: instruction = "DP3"; break;
1789 case WINED3DSIH_DP4: instruction = "DP4"; break;
1790 case WINED3DSIH_DST: instruction = "DST"; break;
1791 case WINED3DSIH_FRC: instruction = "FRC"; break;
1792 case WINED3DSIH_LIT: instruction = "LIT"; break;
1793 case WINED3DSIH_LRP: instruction = "LRP"; break;
1794 case WINED3DSIH_MAD: instruction = "MAD"; break;
1795 case WINED3DSIH_MAX: instruction = "MAX"; break;
1796 case WINED3DSIH_MIN: instruction = "MIN"; break;
1797 case WINED3DSIH_MOV: instruction = "MOV"; break;
1798 case WINED3DSIH_MUL: instruction = "MUL"; break;
1799 case WINED3DSIH_SGE: instruction = "SGE"; break;
1800 case WINED3DSIH_SLT: instruction = "SLT"; break;
1801 case WINED3DSIH_SUB: instruction = "SUB"; break;
1802 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1803 case WINED3DSIH_DSX: instruction = "DDX"; break;
1804 default: instruction = "";
1805 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1806 break;
1809 /* Note that shader_arb_add_dst_param() adds spaces. */
1810 arguments[0] = '\0';
1811 shader_arb_get_dst_param(ins, dst, dst_str);
1812 for (i = 0; i < ins->src_count; ++i)
1814 char operand[100];
1815 strcat(arguments, ", ");
1816 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1817 strcat(arguments, operand);
1819 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1822 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1824 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1826 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1829 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1831 const struct wined3d_shader *shader = ins->ctx->shader;
1832 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1833 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1834 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1835 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1836 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1837 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1839 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1840 char src0_param[256];
1842 if (ins->handler_idx == WINED3DSIH_MOVA)
1844 const struct arb_vshader_private *shader_data = shader->backend_data;
1845 char write_mask[6];
1846 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1848 if(ctx->target_version >= NV2) {
1849 shader_hw_map2gl(ins);
1850 return;
1852 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1853 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1855 /* This implements the mova formula used in GLSL. The first two instructions
1856 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1857 * in this case:
1858 * mova A0.x, 0.0
1860 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1862 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1863 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1865 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1866 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1868 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1869 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1870 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1871 if (shader_data->rel_offset)
1873 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1875 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1877 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1879 else if (reg_maps->shader_version.major == 1
1880 && !shader_is_pshader_version(reg_maps->shader_version.type)
1881 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1883 const struct arb_vshader_private *shader_data = shader->backend_data;
1884 src0_param[0] = '\0';
1886 if (shader_data->rel_offset && ctx->target_version == ARB)
1888 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1889 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1890 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1891 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1893 else
1895 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1896 * with more than one component. Thus replicate the first source argument over all
1897 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1898 struct wined3d_shader_src_param tmp_src = ins->src[0];
1899 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1900 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1901 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1904 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1906 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1908 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1909 return;
1911 shader_hw_map2gl(ins);
1913 else
1915 shader_hw_map2gl(ins);
1919 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1921 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1922 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1923 char reg_dest[40];
1925 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1926 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1928 shader_arb_get_dst_param(ins, dst, reg_dest);
1930 if (ins->ctx->reg_maps->shader_version.major >= 2)
1932 const char *kilsrc = "TA";
1933 BOOL is_color;
1935 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1936 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1938 kilsrc = reg_dest;
1940 else
1942 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1943 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1944 * masked out components to 0(won't kill)
1946 char x = '0', y = '0', z = '0', w = '0';
1947 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1948 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1949 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1950 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1951 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1953 shader_addline(buffer, "KIL %s;\n", kilsrc);
1955 else
1957 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1958 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1960 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1961 * or pass in any temporary register(in shader phase 2)
1963 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1964 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1965 else
1966 shader_arb_get_dst_param(ins, dst, reg_dest);
1967 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1968 shader_addline(buffer, "KIL TA;\n");
1972 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1974 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1975 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1976 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1977 ins->ctx->reg_maps->shader_version.minor);
1978 struct wined3d_shader_src_param src;
1980 char reg_dest[40];
1981 char reg_coord[40];
1982 unsigned int reg_sampler_code;
1983 WORD myflags = 0;
1984 BOOL swizzle_coord = FALSE;
1986 /* All versions have a destination register */
1987 shader_arb_get_dst_param(ins, dst, reg_dest);
1989 /* 1.0-1.4: Use destination register number as texture code.
1990 2.0+: Use provided sampler number as texture code. */
1991 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1992 reg_sampler_code = dst->reg.idx[0].offset;
1993 else
1994 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1996 /* 1.0-1.3: Use the texcoord varying.
1997 1.4+: Use provided coordinate source register. */
1998 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1999 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2000 else {
2001 /* TEX is the only instruction that can handle DW and DZ natively */
2002 src = ins->src[0];
2003 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2004 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2005 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2008 /* projection flag:
2009 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2010 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2011 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2013 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2015 DWORD flags = 0;
2016 if (reg_sampler_code < WINED3D_MAX_FFP_TEXTURES)
2017 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2018 if (flags & WINED3D_PSARGS_PROJECTED)
2020 myflags |= TEX_PROJ;
2021 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2022 swizzle_coord = TRUE;
2025 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2027 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2028 if (src_mod == WINED3DSPSM_DZ)
2030 swizzle_coord = TRUE;
2031 myflags |= TEX_PROJ;
2032 } else if(src_mod == WINED3DSPSM_DW) {
2033 myflags |= TEX_PROJ;
2035 } else {
2036 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2037 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2040 if (swizzle_coord)
2042 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2043 * reg_coord is a read-only varying register, so we need a temp reg */
2044 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2045 strcpy(reg_coord, "TA");
2048 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2051 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2053 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2054 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2055 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2056 ins->ctx->reg_maps->shader_version.minor);
2057 char dst_str[50];
2059 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2061 unsigned int reg = dst->reg.idx[0].offset;
2063 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2064 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2065 } else {
2066 char reg_src[40];
2068 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2069 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2070 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2074 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2076 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2077 DWORD flags = 0;
2079 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2080 char dst_str[50];
2081 char src_str[50];
2083 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2084 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2085 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2086 /* Move .x first in case src_str is "TA" */
2087 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2088 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2089 if (reg1 < WINED3D_MAX_FFP_TEXTURES)
2091 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2092 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2094 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2097 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2099 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2101 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2102 char dst_str[50];
2103 char src_str[50];
2105 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2106 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2107 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2108 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2109 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2110 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2113 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2115 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2116 char dst_str[50];
2117 char src_str[50];
2119 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2120 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2121 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2122 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2125 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2127 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2128 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2129 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2130 char reg_coord[40], dst_reg[50], src_reg[50];
2131 unsigned int reg_dest_code;
2133 /* All versions have a destination register. The Tx where the texture coordinates come
2134 * from is the varying incarnation of the texture register
2136 reg_dest_code = dst->reg.idx[0].offset;
2137 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2138 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2139 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2141 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2142 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2144 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2145 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2147 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2148 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2149 * extension.
2151 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2152 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2153 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2154 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2156 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2157 * so we can't let the GL handle this.
2159 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2160 & WINED3D_PSARGS_PROJECTED)
2162 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2163 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2164 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2165 } else {
2166 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2169 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2171 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2173 /* No src swizzles are allowed, so this is ok */
2174 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2175 src_reg, reg_dest_code, reg_dest_code);
2176 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2180 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2182 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2183 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2184 char src0_name[50], dst_name[50];
2185 BOOL is_color;
2186 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2188 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2189 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2190 * T<reg+1> register. Use this register to store the calculated vector
2192 tmp_reg.idx[0].offset = reg + 1;
2193 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2194 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2197 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2199 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2200 unsigned int flags = 0;
2201 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2202 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2203 char dst_str[50];
2204 char src0_name[50];
2205 char dst_reg[50];
2206 BOOL is_color;
2208 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2209 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2211 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2212 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2213 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2214 if (reg < WINED3D_MAX_FFP_TEXTURES)
2215 flags = priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2216 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2219 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2221 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2222 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2223 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2224 char src0_name[50], dst_name[50];
2225 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2226 BOOL is_color;
2228 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2229 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2230 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2232 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2233 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2235 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2236 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2237 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2238 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2241 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2243 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2244 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2245 unsigned int flags = 0;
2246 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2247 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2248 char dst_str[50];
2249 char src0_name[50], dst_name[50];
2250 BOOL is_color;
2252 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2253 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2254 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2256 /* Sample the texture using the calculated coordinates */
2257 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2258 if (reg < WINED3D_MAX_FFP_TEXTURES)
2259 flags = priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2260 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2261 tex_mx->current_row = 0;
2264 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2266 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2267 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2268 unsigned int flags = 0;
2269 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2270 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2271 char dst_str[50];
2272 char src0_name[50];
2273 char dst_reg[50];
2274 BOOL is_color;
2276 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2277 * components for temporary data storage
2279 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2280 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2281 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2283 /* Construct the eye-ray vector from w coordinates */
2284 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2285 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2286 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2288 /* Calculate reflection vector
2290 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2291 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2292 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2293 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2294 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2295 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2296 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2298 /* Sample the texture using the calculated coordinates */
2299 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2300 if (reg < WINED3D_MAX_FFP_TEXTURES)
2301 flags = priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2302 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2303 tex_mx->current_row = 0;
2306 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2308 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2309 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2310 unsigned int flags = 0;
2311 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2312 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2313 char dst_str[50];
2314 char src0_name[50];
2315 char src1_name[50];
2316 char dst_reg[50];
2317 BOOL is_color;
2319 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2320 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2321 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2322 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2323 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2325 /* Calculate reflection vector.
2327 * dot(N, E)
2328 * dst_reg.xyz = 2 * --------- * N - E
2329 * dot(N, N)
2331 * Which normalizes the normal vector
2333 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2334 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2335 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2336 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2337 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2338 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2340 /* Sample the texture using the calculated coordinates */
2341 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2342 if (reg < WINED3D_MAX_FFP_TEXTURES)
2343 flags = priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2344 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2345 tex_mx->current_row = 0;
2348 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2350 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2351 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2352 char dst_name[50];
2353 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2354 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2356 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2357 * which is essentially an input, is the destination register because it is the first
2358 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2359 * here(writemasks/swizzles are not valid on texdepth)
2361 shader_arb_get_dst_param(ins, dst, dst_name);
2363 /* According to the msdn, the source register(must be r5) is unusable after
2364 * the texdepth instruction, so we're free to modify it
2366 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2368 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2369 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2370 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2372 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2373 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2374 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2375 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2378 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2379 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2380 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2381 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2383 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2384 unsigned int sampler_idx = ins->dst[0].reg.idx[0].offset;
2385 char src0[50];
2386 char dst_str[50];
2388 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2389 shader_addline(buffer, "MOV TB, 0.0;\n");
2390 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2392 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2393 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2396 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2397 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2398 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2400 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2401 char src0[50];
2402 char dst_str[50];
2403 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2405 /* Handle output register */
2406 shader_arb_get_dst_param(ins, dst, dst_str);
2407 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2408 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2411 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2412 * Perform the 3rd row of a 3x3 matrix multiply */
2413 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2415 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2416 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2417 char dst_str[50], dst_name[50];
2418 char src0[50];
2419 BOOL is_color;
2421 shader_arb_get_dst_param(ins, dst, dst_str);
2422 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2423 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2424 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2425 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2428 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2429 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2430 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2431 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2433 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2435 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2436 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2437 char src0[50], dst_name[50];
2438 BOOL is_color;
2439 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2440 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2442 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2443 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2444 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2446 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2447 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2448 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2450 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2451 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2452 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2453 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2456 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2457 Vertex/Pixel shaders to ARB_vertex_program codes */
2458 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2460 int i;
2461 int nComponents = 0;
2462 struct wined3d_shader_dst_param tmp_dst = {{0}};
2463 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2464 struct wined3d_shader_instruction tmp_ins;
2466 memset(&tmp_ins, 0, sizeof(tmp_ins));
2468 /* Set constants for the temporary argument */
2469 tmp_ins.ctx = ins->ctx;
2470 tmp_ins.dst_count = 1;
2471 tmp_ins.dst = &tmp_dst;
2472 tmp_ins.src_count = 2;
2473 tmp_ins.src = tmp_src;
2475 switch(ins->handler_idx)
2477 case WINED3DSIH_M4x4:
2478 nComponents = 4;
2479 tmp_ins.handler_idx = WINED3DSIH_DP4;
2480 break;
2481 case WINED3DSIH_M4x3:
2482 nComponents = 3;
2483 tmp_ins.handler_idx = WINED3DSIH_DP4;
2484 break;
2485 case WINED3DSIH_M3x4:
2486 nComponents = 4;
2487 tmp_ins.handler_idx = WINED3DSIH_DP3;
2488 break;
2489 case WINED3DSIH_M3x3:
2490 nComponents = 3;
2491 tmp_ins.handler_idx = WINED3DSIH_DP3;
2492 break;
2493 case WINED3DSIH_M3x2:
2494 nComponents = 2;
2495 tmp_ins.handler_idx = WINED3DSIH_DP3;
2496 break;
2497 default:
2498 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2499 break;
2502 tmp_dst = ins->dst[0];
2503 tmp_src[0] = ins->src[0];
2504 tmp_src[1] = ins->src[1];
2505 for (i = 0; i < nComponents; ++i)
2507 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2508 shader_hw_map2gl(&tmp_ins);
2509 ++tmp_src[1].reg.idx[0].offset;
2513 static enum wined3d_shader_src_modifier abs_modifier(enum wined3d_shader_src_modifier mod, BOOL *need_abs)
2515 *need_abs = FALSE;
2517 switch(mod)
2519 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2520 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2521 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2522 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2523 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2524 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2525 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2526 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2527 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2528 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2529 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2530 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2531 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2532 case WINED3DSPSM_NOT: FIXME("Unknown modifier %u\n", mod);
2534 return mod;
2537 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2539 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2540 const char *instruction;
2541 struct wined3d_shader_src_param src0_copy = ins->src[0];
2542 BOOL need_abs = FALSE;
2544 char dst[50];
2545 char src[50];
2547 switch(ins->handler_idx)
2549 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2550 case WINED3DSIH_RCP: instruction = "RCP"; break;
2551 case WINED3DSIH_EXPP:
2552 if (ins->ctx->reg_maps->shader_version.major < 2)
2554 instruction = "EXP";
2555 break;
2557 /* Drop through. */
2558 case WINED3DSIH_EXP:
2559 instruction = "EX2";
2560 break;
2561 case WINED3DSIH_LOG:
2562 case WINED3DSIH_LOGP:
2563 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2564 * instruction, but notice that the output of those instructions is
2565 * different. */
2566 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2567 instruction = "LG2";
2568 break;
2569 default: instruction = "";
2570 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2571 break;
2574 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2575 * .w is used. */
2576 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2578 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2579 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2581 if(need_abs)
2583 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2584 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2586 else
2588 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2593 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2595 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2596 char dst_name[50];
2597 char src_name[50];
2598 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2599 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2600 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2602 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2603 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2605 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2606 * otherwise NRM or RSQ would return NaN */
2607 if(pshader && priv->target_version >= NV3)
2609 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2611 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2613 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2614 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2615 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2617 else if(priv->target_version >= NV2)
2619 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2620 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2621 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2622 src_name);
2624 else
2626 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2628 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2629 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2630 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2632 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2633 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2635 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2636 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2637 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2638 src_name);
2642 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2644 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2645 char dst_name[50];
2646 char src_name[3][50];
2648 /* ARB_fragment_program has a convenient LRP instruction */
2649 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2650 shader_hw_map2gl(ins);
2651 return;
2654 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2655 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2656 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2657 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2659 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2660 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2661 dst_name, src_name[0], src_name[2]);
2664 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2666 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2667 * must contain fixed constants. So we need a separate function to filter those constants and
2668 * can't use map2gl
2670 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2671 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2672 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2673 char dst_name[50];
2674 char src_name0[50], src_name1[50], src_name2[50];
2675 BOOL is_color;
2677 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2678 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2679 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2680 /* No modifiers are supported on SCS */
2681 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2683 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2685 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2686 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2688 } else if(priv->target_version >= NV2) {
2689 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2691 /* Sincos writemask must be .x, .y or .xy */
2692 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2693 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2694 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2695 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2696 } else {
2697 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2698 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2700 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2701 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2703 * The constants we get are:
2705 * +1 +1, -1 -1 +1 +1 -1 -1
2706 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2707 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2709 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2711 * (x/2)^2 = x^2 / 4
2712 * (x/2)^3 = x^3 / 8
2713 * (x/2)^4 = x^4 / 16
2714 * (x/2)^5 = x^5 / 32
2715 * etc
2717 * To get the final result:
2718 * sin(x) = 2 * sin(x/2) * cos(x/2)
2719 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2720 * (from sin(x+y) and cos(x+y) rules)
2722 * As per MSDN, dst.z is undefined after the operation, and so is
2723 * dst.x and dst.y if they're masked out by the writemask. Ie
2724 * sincos dst.y, src1, c0, c1
2725 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2726 * vsa.exe also stops with an error if the dest register is the same register as the source
2727 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2728 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2730 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2731 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2732 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2734 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2735 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2736 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2737 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2738 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2739 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2741 /* sin(x/2)
2743 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2744 * properly merge that with MULs in the code above?
2745 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2746 * we can merge the sine and cosine MAD rows to calculate them together.
2748 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2749 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2750 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2751 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2753 /* cos(x/2) */
2754 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2755 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2756 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2758 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2759 /* cos x */
2760 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2761 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2763 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2764 /* sin x */
2765 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2766 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2771 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2773 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2774 char dst_name[50];
2775 char src_name[50];
2776 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2778 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2779 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2781 /* SGN is only valid in vertex shaders */
2782 if(ctx->target_version >= NV2) {
2783 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2784 return;
2787 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2788 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2790 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2791 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2792 } else {
2793 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2794 * Then use TA, and calculate the final result
2796 * Not reading from TA? Store the first result in TA to avoid overwriting the
2797 * destination if src reg = dst reg
2799 if(strstr(src_name, "TA"))
2801 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2802 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2803 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2805 else
2807 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2808 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2809 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2814 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2816 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2817 char src[50];
2818 char dst[50];
2819 char dst_name[50];
2820 BOOL is_color;
2822 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2823 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2824 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2826 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2827 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2830 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2832 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2833 char src0[50], src1[50], dst[50];
2834 struct wined3d_shader_src_param src0_copy = ins->src[0];
2835 BOOL need_abs = FALSE;
2836 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2837 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2839 /* POW operates on the absolute value of the input */
2840 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2842 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2843 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2844 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2846 if (need_abs)
2847 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2848 else
2849 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2851 if (priv->target_version >= NV2)
2853 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2854 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2855 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2857 else
2859 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2860 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2862 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2863 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2864 /* Possibly add flt_eps to avoid getting float special values */
2865 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2866 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2867 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2868 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2872 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2874 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2875 char src_name[50];
2876 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2878 /* src0 is aL */
2879 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2881 if(vshader)
2883 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2884 struct list *e = list_head(&priv->control_frames);
2885 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2887 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2888 /* The constant loader makes sure to load -1 into iX.w */
2889 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2890 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2891 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2893 else
2895 shader_addline(buffer, "LOOP %s;\n", src_name);
2899 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2901 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2902 char src_name[50];
2903 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2905 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2907 /* The constant loader makes sure to load -1 into iX.w */
2908 if(vshader)
2910 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2911 struct list *e = list_head(&priv->control_frames);
2912 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2914 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2916 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2917 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2918 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2920 else
2922 shader_addline(buffer, "REP %s;\n", src_name);
2926 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2928 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2929 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2931 if(vshader)
2933 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2934 struct list *e = list_head(&priv->control_frames);
2935 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2937 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2938 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2939 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2941 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2943 else
2945 shader_addline(buffer, "ENDLOOP;\n");
2949 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2951 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2952 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2954 if(vshader)
2956 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2957 struct list *e = list_head(&priv->control_frames);
2958 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2960 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2961 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2962 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2964 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2966 else
2968 shader_addline(buffer, "ENDREP;\n");
2972 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2974 struct control_frame *control_frame;
2976 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2978 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2980 ERR("Could not find loop for break\n");
2981 return NULL;
2984 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2986 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2987 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2988 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2990 if(vshader)
2992 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2994 else
2996 shader_addline(buffer, "BRK;\n");
3000 static const char *get_compare(enum wined3d_shader_rel_op op)
3002 switch (op)
3004 case WINED3D_SHADER_REL_OP_GT: return "GT";
3005 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3006 case WINED3D_SHADER_REL_OP_GE: return "GE";
3007 case WINED3D_SHADER_REL_OP_LT: return "LT";
3008 case WINED3D_SHADER_REL_OP_NE: return "NE";
3009 case WINED3D_SHADER_REL_OP_LE: return "LE";
3010 default:
3011 FIXME("Unrecognized operator %#x.\n", op);
3012 return "(\?\?)";
3016 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3018 switch (op)
3020 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3021 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3022 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3023 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3024 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3025 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3026 default:
3027 FIXME("Unrecognized operator %#x.\n", op);
3028 return -1;
3032 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3034 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3035 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3036 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3037 char src_name0[50];
3038 char src_name1[50];
3039 const char *comp = get_compare(ins->flags);
3041 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3042 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3044 if(vshader)
3046 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3047 * away the subtraction result
3049 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3050 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3052 else
3054 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3055 shader_addline(buffer, "BRK (%s.x);\n", comp);
3059 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3061 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3062 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3063 struct list *e = list_head(&priv->control_frames);
3064 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3065 const char *comp;
3066 char src_name0[50];
3067 char src_name1[50];
3068 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3070 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3071 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3073 if(vshader)
3075 /* Invert the flag. We jump to the else label if the condition is NOT true */
3076 comp = get_compare(invert_compare(ins->flags));
3077 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3078 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3080 else
3082 comp = get_compare(ins->flags);
3083 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3084 shader_addline(buffer, "IF %s.x;\n", comp);
3088 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3090 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3091 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3092 struct list *e = list_head(&priv->control_frames);
3093 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3094 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3096 if(vshader)
3098 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3099 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3100 control_frame->had_else = TRUE;
3102 else
3104 shader_addline(buffer, "ELSE;\n");
3108 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3110 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3111 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3112 struct list *e = list_head(&priv->control_frames);
3113 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3114 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3116 if(vshader)
3118 if(control_frame->had_else)
3120 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3122 else
3124 shader_addline(buffer, "#No else branch. else is endif\n");
3125 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3128 else
3130 shader_addline(buffer, "ENDIF;\n");
3134 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3136 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3137 char reg_dest[40];
3138 char reg_src[3][40];
3139 WORD flags = TEX_DERIV;
3141 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3142 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3143 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3144 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3146 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3147 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3149 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3152 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3154 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3155 char reg_dest[40];
3156 char reg_coord[40];
3157 WORD flags = TEX_LOD;
3159 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3160 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3162 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3163 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3165 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3168 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3170 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3171 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3173 priv->in_main_func = FALSE;
3174 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3175 * subroutine, don't generate a label that will make GL complain
3177 if(priv->target_version == ARB) return;
3179 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3182 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3183 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3184 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3185 struct wined3d_string_buffer *buffer)
3187 unsigned int i;
3189 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3190 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3191 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3192 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3194 if (args->super.fog_src == VS_FOG_Z)
3196 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3198 else
3200 if (!reg_maps->fog)
3202 /* posFixup.x is always 1.0, so we can safely use it */
3203 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3205 else
3207 /* Clamp fogcoord */
3208 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3209 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3211 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3212 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3216 /* Clipplanes are always stored without y inversion */
3217 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3219 if (args->super.clip_enabled)
3221 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3223 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3227 else if (args->clip.boolclip.clip_texcoord)
3229 static const char component[4] = {'x', 'y', 'z', 'w'};
3230 unsigned int cur_clip = 0;
3231 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3233 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3235 if (args->clip.boolclip.clipplane_mask & (1u << i))
3237 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3238 component[cur_clip++], i);
3241 switch (cur_clip)
3243 case 0:
3244 shader_addline(buffer, "MOV TA, %s;\n", zero);
3245 break;
3246 case 1:
3247 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3248 break;
3249 case 2:
3250 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3251 break;
3252 case 3:
3253 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3254 break;
3256 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3257 args->clip.boolclip.clip_texcoord - 1);
3260 /* Write the final position.
3262 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3263 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3264 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3265 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3267 if (!gl_info->supported[ARB_CLIP_CONTROL])
3269 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3270 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3271 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3273 /* Z coord [0;1]->[-1;1] mapping, see comment in
3274 * get_projection_matrix() in utils.c. */
3275 if (need_helper_const(shader_data, reg_maps, gl_info))
3277 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3278 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3280 else
3282 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3283 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3287 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3289 priv_ctx->footer_written = TRUE;
3292 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3294 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3295 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3296 const struct wined3d_shader *shader = ins->ctx->shader;
3297 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3299 if(priv->target_version == ARB) return;
3301 if(vshader)
3303 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3304 priv->cur_vs_args, ins->ctx->reg_maps, priv->gl_info, buffer);
3307 shader_addline(buffer, "RET;\n");
3310 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3312 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3313 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3316 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3318 const char *ptr, *end, *line;
3319 GLint native, pos;
3321 if (TRACE_ON(d3d_shader))
3323 ptr = src;
3324 end = ptr + strlen(ptr);
3325 while ((line = wined3d_get_line(&ptr, end)))
3327 TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3331 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3332 checkGLcall("glProgramStringARB()");
3334 if (FIXME_ON(d3d_shader))
3336 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3337 if (pos != -1)
3339 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3340 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3341 ptr = src;
3342 end = ptr + strlen(ptr);
3343 while ((line = wined3d_get_line(&ptr, end)))
3345 FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3347 FIXME_(d3d_shader)("\n");
3349 return FALSE;
3353 if (WARN_ON(d3d_perf))
3355 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3356 checkGLcall("glGetProgramivARB()");
3357 if (!native)
3358 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3361 return TRUE;
3364 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3365 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3367 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3369 if(condcode)
3371 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3372 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3373 /* Calculate the > 0.0031308 case */
3374 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3375 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3376 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3377 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3378 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3379 /* Calculate the < case */
3380 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3382 else
3384 /* Calculate the > 0.0031308 case */
3385 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3386 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3387 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3388 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3389 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3390 /* Calculate the < case */
3391 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3392 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3393 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3394 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3395 /* Store the components > 0.0031308 in the destination */
3396 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3397 /* Add the components that are < 0.0031308 */
3398 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3399 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3400 * result.color writes(.rgb first, then .a), or handle overwriting already written
3401 * components. The assembler uses a temporary register in this case, which is usually
3402 * not allocated from one of our registers that were used earlier.
3405 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3408 static const unsigned int *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3410 const struct wined3d_shader_lconst *constant;
3412 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3414 if (constant->idx == idx)
3416 return constant->value;
3419 return NULL;
3422 static void init_ps_input(const struct wined3d_shader *shader,
3423 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3425 static const char * const texcoords[8] =
3427 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3428 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3430 unsigned int i;
3431 const struct wined3d_shader_signature_element *input;
3432 const char *semantic_name;
3433 unsigned int semantic_idx;
3435 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3437 /* That one is easy. The vertex shaders provide v0-v7 in
3438 * fragment.texcoord and v8 and v9 in fragment.color. */
3439 for (i = 0; i < 8; ++i)
3441 priv->ps_input[i] = texcoords[i];
3443 priv->ps_input[8] = "fragment.color.primary";
3444 priv->ps_input[9] = "fragment.color.secondary";
3445 return;
3448 /* The fragment shader has to collect the varyings on its own. In any case
3449 * properly load color0 and color1. In the case of pre-transformed
3450 * vertices also load texture coordinates. Set other attributes to 0.0.
3452 * For fixed-function this behavior is correct, according to the tests.
3453 * For pre-transformed we'd either need a replacement shader that can load
3454 * other attributes like BINORMAL, or load the texture coordinate
3455 * attribute pointers to match the fragment shader signature. */
3456 for (i = 0; i < shader->input_signature.element_count; ++i)
3458 input = &shader->input_signature.elements[i];
3459 if (!(semantic_name = input->semantic_name))
3460 continue;
3461 semantic_idx = input->semantic_idx;
3463 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3465 if (!semantic_idx)
3466 priv->ps_input[input->register_idx] = "fragment.color.primary";
3467 else if (semantic_idx == 1)
3468 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3469 else
3470 priv->ps_input[input->register_idx] = "0.0";
3472 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3474 priv->ps_input[input->register_idx] = "0.0";
3476 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3478 if (semantic_idx < 8)
3479 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3480 else
3481 priv->ps_input[input->register_idx] = "0.0";
3483 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3485 if (!semantic_idx)
3486 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3487 else
3488 priv->ps_input[input->register_idx] = "0.0";
3490 else
3492 priv->ps_input[input->register_idx] = "0.0";
3495 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3496 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3500 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3501 const char *fragcolor, const char *tmp)
3503 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3504 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3505 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3508 /* Context activation is done by the caller. */
3509 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3510 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3511 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3513 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3514 GLuint retval;
3515 char fragcolor[16];
3516 unsigned int next_local = 0;
3517 struct shader_arb_ctx_priv priv_ctx;
3518 BOOL dcl_td = FALSE;
3519 BOOL want_nv_prog = FALSE;
3520 struct arb_pshader_private *shader_priv = shader->backend_data;
3521 BOOL custom_linear_fog = FALSE;
3522 uint32_t map;
3524 char srgbtmp[4][4];
3525 char ftoa_tmp[17];
3526 unsigned int i, found = 0;
3528 map = reg_maps->temporary;
3529 while (map)
3531 i = wined3d_bit_scan(&map);
3532 if ((shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3533 || (reg_maps->shader_version.major < 2 && !i))
3534 continue;
3536 sprintf(srgbtmp[found], "R%u", i);
3537 ++found;
3538 if (found == 4) break;
3541 switch(found) {
3542 case 0:
3543 sprintf(srgbtmp[0], "TA");
3544 sprintf(srgbtmp[1], "TB");
3545 sprintf(srgbtmp[2], "TC");
3546 sprintf(srgbtmp[3], "TD");
3547 dcl_td = TRUE;
3548 break;
3549 case 1:
3550 sprintf(srgbtmp[1], "TA");
3551 sprintf(srgbtmp[2], "TB");
3552 sprintf(srgbtmp[3], "TC");
3553 break;
3554 case 2:
3555 sprintf(srgbtmp[2], "TA");
3556 sprintf(srgbtmp[3], "TB");
3557 break;
3558 case 3:
3559 sprintf(srgbtmp[3], "TA");
3560 break;
3561 case 4:
3562 break;
3565 /* Create the hw ARB shader */
3566 memset(&priv_ctx, 0, sizeof(priv_ctx));
3567 priv_ctx.gl_info = gl_info;
3568 priv_ctx.cur_ps_args = args;
3569 priv_ctx.compiled_fprog = compiled;
3570 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3571 init_ps_input(shader, args, &priv_ctx);
3572 list_init(&priv_ctx.control_frames);
3573 priv_ctx.ps_post_process = args->super.srgb_correction;
3575 /* Avoid enabling NV_fragment_program* if we do not need it.
3577 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3578 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3579 * is faster than what we gain from using higher native instructions. There are some things though
3580 * that cannot be emulated. In that case enable the extensions.
3581 * If the extension is enabled, instruction handlers that support both ways will use it.
3583 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3584 * So enable the best we can get.
3586 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3587 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3589 want_nv_prog = TRUE;
3592 shader_addline(buffer, "!!ARBfp1.0\n");
3593 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3595 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3596 priv_ctx.target_version = NV3;
3598 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3600 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3601 priv_ctx.target_version = NV2;
3602 } else {
3603 if(want_nv_prog)
3605 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3606 * limits properly
3608 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3609 ERR("Try GLSL\n");
3611 priv_ctx.target_version = ARB;
3614 if (reg_maps->rt_mask > 1)
3616 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3619 if (reg_maps->shader_version.major < 3)
3621 switch (args->super.fog)
3623 case WINED3D_FFP_PS_FOG_OFF:
3624 break;
3625 case WINED3D_FFP_PS_FOG_LINEAR:
3626 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3628 custom_linear_fog = TRUE;
3629 priv_ctx.ps_post_process = TRUE;
3630 break;
3632 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3633 break;
3634 case WINED3D_FFP_PS_FOG_EXP:
3635 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3636 break;
3637 case WINED3D_FFP_PS_FOG_EXP2:
3638 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3639 break;
3643 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3644 * unused temps away(but occupies them for the whole shader if they're used once). Always
3645 * declaring them avoids tricky bookkeeping work
3647 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3648 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3649 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3650 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3651 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3652 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3653 wined3d_ftoa(eps, ftoa_tmp);
3654 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3656 if (reg_maps->shader_version.major < 2)
3658 strcpy(fragcolor, "R0");
3660 else
3662 if (priv_ctx.ps_post_process)
3664 if (shader->u.ps.color0_mov)
3666 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3668 else
3670 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3671 strcpy(fragcolor, "TMP_COLOR");
3673 } else {
3674 strcpy(fragcolor, "result.color");
3678 if (args->super.srgb_correction)
3680 shader_addline(buffer, "PARAM srgb_consts0 = ");
3681 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[0].x);
3682 shader_addline(buffer, ";\n");
3683 shader_addline(buffer, "PARAM srgb_consts1 = ");
3684 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[1].x);
3685 shader_addline(buffer, ";\n");
3688 /* Base Declarations */
3689 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3691 map = reg_maps->bumpmat;
3692 while (map)
3694 unsigned char bump_const;
3696 i = wined3d_bit_scan(&map);
3697 bump_const = compiled->numbumpenvmatconsts;
3698 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3699 compiled->bumpenvmatconst[bump_const].texunit = i;
3700 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3701 compiled->luminanceconst[bump_const].texunit = i;
3703 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3704 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3705 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3706 * textures due to conditional NP2 restrictions)
3708 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3709 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3710 * their location is shader dependent anyway and they cannot be loaded globally.
3712 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3713 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3714 i, compiled->bumpenvmatconst[bump_const].const_num);
3715 compiled->numbumpenvmatconsts = bump_const + 1;
3717 if (!(reg_maps->luminanceparams & (1u << i)))
3718 continue;
3720 compiled->luminanceconst[bump_const].const_num = next_local++;
3721 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3722 i, compiled->luminanceconst[bump_const].const_num);
3725 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3727 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3728 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3730 const unsigned int *control_values = find_loop_control_values(shader, i);
3732 if(control_values)
3734 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3735 control_values[0], control_values[1], control_values[2]);
3737 else
3739 compiled->int_consts[i] = next_local;
3740 compiled->num_int_consts++;
3741 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3746 if(reg_maps->vpos || reg_maps->usesdsy)
3748 compiled->ycorrection = next_local;
3749 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3751 if(reg_maps->vpos)
3753 shader_addline(buffer, "TEMP vpos;\n");
3754 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3755 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3756 * ycorrection.z: 1.0
3757 * ycorrection.w: 0.0
3759 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3760 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3763 else
3765 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3768 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3769 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3770 * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3771 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3772 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3773 * shader compilation errors and the subsequent errors when drawing with this shader. */
3774 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3775 unsigned char cur_fixup_sampler = 0;
3777 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3778 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3779 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3781 fixup->offset = next_local;
3782 fixup->super.active = 0;
3784 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3786 if (!(map & (1u << i)))
3787 continue;
3789 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3791 fixup->super.active |= (1u << i);
3792 fixup->super.idx[i] = cur_fixup_sampler++;
3794 else
3796 FIXME("No free constant found to load NP2 fixup data into shader. "
3797 "Sampling from this texture will probably look wrong.\n");
3798 break;
3802 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3803 if (fixup->super.num_consts) {
3804 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3805 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3809 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3811 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3814 /* Base Shader Body */
3815 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3816 return 0;
3818 if(args->super.srgb_correction) {
3819 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3820 priv_ctx.target_version >= NV2);
3823 if (custom_linear_fog)
3824 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3826 if(strcmp(fragcolor, "result.color")) {
3827 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3829 shader_addline(buffer, "END\n");
3831 /* TODO: change to resource.glObjectHandle or something like that */
3832 GL_EXTCALL(glGenProgramsARB(1, &retval));
3834 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3835 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3837 TRACE("Created hw pixel shader, prg=%d\n", retval);
3838 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3839 return 0;
3841 return retval;
3844 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3846 unsigned int i;
3847 int ret;
3849 if (sig1->element_count != sig2->element_count)
3850 return sig1->element_count < sig2->element_count ? -1 : 1;
3852 for (i = 0; i < sig1->element_count; ++i)
3854 const struct wined3d_shader_signature_element *e1, *e2;
3856 e1 = &sig1->elements[i];
3857 e2 = &sig2->elements[i];
3859 if (!e1->semantic_name || !e2->semantic_name)
3861 /* Compare pointers, not contents. One string is NULL (element
3862 * does not exist), the other one is not NULL. */
3863 if (e1->semantic_name != e2->semantic_name)
3864 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3865 continue;
3868 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3869 return ret;
3870 if ((ret = wined3d_uint32_compare(e1->semantic_idx, e2->semantic_idx)))
3871 return ret;
3872 if ((ret = wined3d_uint32_compare(e1->sysval_semantic, e2->sysval_semantic)))
3873 return ret;
3874 if ((ret = wined3d_uint32_compare(e1->component_type, e2->component_type)))
3875 return ret;
3876 if ((ret = wined3d_uint32_compare(e1->register_idx, e2->register_idx)))
3877 return ret;
3878 if ((ret = wined3d_uint32_compare(e1->mask, e2->mask)))
3879 return ret;
3881 return 0;
3884 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3886 unsigned int i;
3887 char *name;
3889 new->element_count = sig->element_count;
3890 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3891 for (i = 0; i < sig->element_count; ++i)
3893 new->elements[i] = sig->elements[i];
3895 if (!new->elements[i].semantic_name)
3896 continue;
3898 /* Clone the semantic string */
3899 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3900 strcpy(name, sig->elements[i].semantic_name);
3901 new->elements[i].semantic_name = name;
3905 static unsigned int find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3907 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3908 struct ps_signature *found_sig;
3910 if (entry)
3912 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3913 TRACE("Found existing signature %u\n", found_sig->idx);
3914 return found_sig->idx;
3916 found_sig = heap_alloc_zero(sizeof(*found_sig));
3917 clone_sig(&found_sig->sig, sig);
3918 found_sig->idx = priv->ps_sig_number++;
3919 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3920 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3922 ERR("Failed to insert program entry.\n");
3924 return found_sig->idx;
3927 static void init_output_registers(const struct wined3d_shader *shader,
3928 const struct wined3d_shader_signature *ps_input_sig,
3929 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3931 unsigned int i, j;
3932 static const char * const texcoords[8] =
3934 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3935 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3937 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3938 * and varying 9 to result.color.secondary
3940 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3942 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3943 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3944 "result.color.primary", "result.color.secondary"
3947 if (!ps_input_sig)
3949 TRACE("Pixel shader uses builtin varyings\n");
3950 /* Map builtins to builtins */
3951 for(i = 0; i < 8; i++)
3953 priv_ctx->texcrd_output[i] = texcoords[i];
3955 priv_ctx->color_output[0] = "result.color.primary";
3956 priv_ctx->color_output[1] = "result.color.secondary";
3957 priv_ctx->fog_output = "TMP_FOGCOORD";
3959 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3960 for (i = 0; i < shader->output_signature.element_count; ++i)
3962 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3964 if (!output->semantic_name)
3965 continue;
3967 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3969 TRACE("o%u is TMP_OUT\n", output->register_idx);
3970 if (!output->semantic_idx)
3971 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3972 else
3973 priv_ctx->vs_output[output->register_idx] = "TA";
3975 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3977 TRACE("o%u is result.pointsize\n", output->register_idx);
3978 if (!output->semantic_idx)
3979 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3980 else
3981 priv_ctx->vs_output[output->register_idx] = "TA";
3983 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3985 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3986 if (!output->semantic_idx)
3987 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3988 else if (output->semantic_idx == 1)
3989 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3990 else priv_ctx->vs_output[output->register_idx] = "TA";
3992 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3994 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3995 if (output->semantic_idx >= 8)
3996 priv_ctx->vs_output[output->register_idx] = "TA";
3997 else
3998 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
4000 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
4002 TRACE("o%u is result.fogcoord\n", output->register_idx);
4003 if (output->semantic_idx > 0)
4004 priv_ctx->vs_output[output->register_idx] = "TA";
4005 else
4006 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4008 else
4010 priv_ctx->vs_output[output->register_idx] = "TA";
4013 return;
4016 TRACE("Pixel shader uses declared varyings\n");
4018 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4019 for(i = 0; i < 8; i++)
4021 priv_ctx->texcrd_output[i] = "TA";
4023 priv_ctx->color_output[0] = "TA";
4024 priv_ctx->color_output[1] = "TA";
4025 priv_ctx->fog_output = "TA";
4027 for (i = 0; i < ps_input_sig->element_count; ++i)
4029 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4031 if (!input->semantic_name)
4032 continue;
4034 /* If a declared input register is not written by builtin arguments, don't write to it.
4035 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4037 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4038 * to TMP_OUT in any case
4040 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4042 if (input->semantic_idx < 8)
4043 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4045 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4047 if (input->semantic_idx < 2)
4048 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4050 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4052 if (!input->semantic_idx)
4053 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4055 else
4057 continue;
4060 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4061 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4063 compiled->need_color_unclamp = TRUE;
4067 /* Map declared to declared */
4068 for (i = 0; i < shader->output_signature.element_count; ++i)
4070 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4072 /* Write unread output to TA to throw them away */
4073 priv_ctx->vs_output[output->register_idx] = "TA";
4075 if (!output->semantic_name)
4076 continue;
4078 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4080 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4081 continue;
4083 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4085 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4086 continue;
4089 for (j = 0; j < ps_input_sig->element_count; ++j)
4091 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4093 if (!input->semantic_name)
4094 continue;
4096 if (!strcmp(input->semantic_name, output->semantic_name)
4097 && input->semantic_idx == output->semantic_idx)
4099 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4101 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4102 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4104 compiled->need_color_unclamp = TRUE;
4111 /* Context activation is done by the caller. */
4112 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4113 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4114 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4115 const struct wined3d_shader_signature *ps_input_sig)
4117 const struct arb_vshader_private *shader_data = shader->backend_data;
4118 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4119 GLuint ret;
4120 unsigned int next_local = 0;
4121 struct shader_arb_ctx_priv priv_ctx;
4122 unsigned int i;
4124 memset(&priv_ctx, 0, sizeof(priv_ctx));
4125 priv_ctx.gl_info = gl_info;
4126 priv_ctx.cur_vs_args = args;
4127 list_init(&priv_ctx.control_frames);
4128 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4130 /* Create the hw ARB shader */
4131 shader_addline(buffer, "!!ARBvp1.0\n");
4133 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4134 * mesurable performance penalty, and we can always make use of it for clipplanes.
4136 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4138 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4139 priv_ctx.target_version = NV3;
4140 shader_addline(buffer, "ADDRESS aL;\n");
4142 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4144 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4145 priv_ctx.target_version = NV2;
4146 shader_addline(buffer, "ADDRESS aL;\n");
4147 } else {
4148 priv_ctx.target_version = ARB;
4151 shader_addline(buffer, "TEMP TMP_OUT;\n");
4152 if (reg_maps->fog)
4153 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4154 if (need_helper_const(shader_data, reg_maps, gl_info))
4156 char ftoa_tmp[17];
4157 wined3d_ftoa(eps, ftoa_tmp);
4158 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4160 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4162 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4163 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4166 shader_addline(buffer, "TEMP TA;\n");
4167 shader_addline(buffer, "TEMP TB;\n");
4169 /* Base Declarations */
4170 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4171 &priv_ctx.vs_clipplanes, &priv_ctx);
4173 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4175 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4176 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4178 const unsigned int *control_values = find_loop_control_values(shader, i);
4180 if(control_values)
4182 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4183 control_values[0], control_values[1], control_values[2]);
4185 else
4187 compiled->int_consts[i] = next_local;
4188 compiled->num_int_consts++;
4189 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4194 /* We need a constant to fixup the final position */
4195 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4196 compiled->pos_fixup = next_local++;
4198 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4199 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4200 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4201 * a replacement shader depend on the texcoord.w being set properly.
4203 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4204 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4205 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4206 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4207 * this can eat a number of instructions, so skip it unless this cap is set as well
4209 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4211 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4212 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4215 /* The shader starts with the main function */
4216 priv_ctx.in_main_func = TRUE;
4217 /* Base Shader Body */
4218 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4219 return -1;
4221 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4222 shader_data, args, reg_maps, gl_info, buffer);
4224 shader_addline(buffer, "END\n");
4226 /* TODO: change to resource.glObjectHandle or something like that */
4227 GL_EXTCALL(glGenProgramsARB(1, &ret));
4229 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4230 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4232 TRACE("Created hw vertex shader, prg=%d\n", ret);
4233 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4234 return -1;
4236 return ret;
4239 /* Context activation is done by the caller. */
4240 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl *context_gl,
4241 struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
4243 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4244 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4245 struct wined3d_device *device = shader->device;
4246 UINT i;
4247 DWORD new_size;
4248 struct arb_ps_compiled_shader *new_array;
4249 struct wined3d_string_buffer buffer;
4250 struct arb_pshader_private *shader_data;
4251 GLuint ret;
4253 if (!shader->backend_data)
4255 struct shader_arb_priv *priv = device->shader_priv;
4257 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4258 shader_data = shader->backend_data;
4259 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4261 if (shader->reg_maps.shader_version.major < 3)
4262 shader_data->input_signature_idx = ~0U;
4263 else
4264 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4266 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4268 if (!d3d_info->vs_clipping)
4269 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4270 d3d_info->limits.ffp_blend_stages - 1);
4271 else
4272 shader_data->clipplane_emulation = ~0U;
4274 shader_data = shader->backend_data;
4276 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4277 * so a linear search is more performant than a hashmap or a binary search
4278 * (cache coherency etc)
4280 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4282 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4283 return &shader_data->gl_shaders[i];
4286 TRACE("No matching GL shader found, compiling a new shader\n");
4287 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4288 if (shader_data->num_gl_shaders)
4290 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4291 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4292 new_size * sizeof(*shader_data->gl_shaders));
4294 else
4296 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4297 new_size = 1;
4300 if(!new_array) {
4301 ERR("Out of memory\n");
4302 return 0;
4304 shader_data->gl_shaders = new_array;
4305 shader_data->shader_array_size = new_size;
4308 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4310 if (!string_buffer_init(&buffer))
4312 ERR("Failed to initialize shader buffer.\n");
4313 return 0;
4316 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4317 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4318 string_buffer_free(&buffer);
4319 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4321 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4324 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4325 const DWORD use_map, BOOL skip_int) {
4326 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4327 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4328 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4329 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4330 if(stored->ps_signature != new->ps_signature) return FALSE;
4331 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4332 if(skip_int) return TRUE;
4334 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4337 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4338 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4339 const struct wined3d_shader_signature *ps_input_sig)
4341 UINT i;
4342 DWORD new_size;
4343 struct arb_vs_compiled_shader *new_array;
4344 struct wined3d_string_buffer buffer;
4345 struct arb_vshader_private *shader_data;
4346 GLuint ret;
4348 if (!shader->backend_data)
4350 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4352 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4353 shader_data = shader->backend_data;
4355 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4356 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4358 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4360 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4361 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4362 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4364 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4365 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4366 else if (reg_maps->max_rel_offset > 63)
4367 shader_data->rel_offset = reg_maps->min_rel_offset;
4370 shader_data = shader->backend_data;
4372 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4373 * so a linear search is more performant than a hashmap or a binary search
4374 * (cache coherency etc)
4376 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4377 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4378 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4380 return &shader_data->gl_shaders[i];
4384 TRACE("No matching GL shader found, compiling a new shader\n");
4386 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4387 if (shader_data->num_gl_shaders)
4389 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4390 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4391 new_size * sizeof(*shader_data->gl_shaders));
4393 else
4395 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4396 new_size = 1;
4399 if(!new_array) {
4400 ERR("Out of memory\n");
4401 return 0;
4403 shader_data->gl_shaders = new_array;
4404 shader_data->shader_array_size = new_size;
4407 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4409 if (!string_buffer_init(&buffer))
4411 ERR("Failed to initialize shader buffer.\n");
4412 return 0;
4415 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4416 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4417 ps_input_sig);
4418 string_buffer_free(&buffer);
4419 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4421 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4424 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4425 struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4426 struct arb_ps_compile_args *args)
4428 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4429 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4430 struct wined3d_device *device = context_gl->c.device;
4431 const struct wined3d_ivec4 *int_consts;
4432 const BOOL *bool_consts;
4433 int i;
4434 WORD int_skip;
4436 bool_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_PS_B], &context_gl->c);
4437 int_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_PS_I], &context_gl->c);
4439 find_ps_compile_args(state, shader, context_gl->c.stream_info.position_transformed, &args->super, &context_gl->c);
4441 /* This forces all local boolean constants to 1 to make them stateblock independent */
4442 args->bools = shader->reg_maps.local_bool_consts;
4444 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4446 if (bool_consts[i])
4447 args->bools |= ( 1u << i);
4450 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4451 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4452 * duplicate the shader than have a no-op KIL instruction in every shader
4454 if (!d3d_info->vs_clipping && use_vs(state)
4455 && state->render_states[WINED3D_RS_CLIPPING]
4456 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4457 args->clip = 1;
4458 else
4459 args->clip = 0;
4461 /* Skip if unused or local, or supported natively */
4462 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4463 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4465 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4466 return;
4469 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4471 if (int_skip & (1u << i))
4473 args->loop_ctrl[i][0] = 0;
4474 args->loop_ctrl[i][1] = 0;
4475 args->loop_ctrl[i][2] = 0;
4477 else
4479 args->loop_ctrl[i][0] = int_consts[i].x;
4480 args->loop_ctrl[i][1] = int_consts[i].y;
4481 args->loop_ctrl[i][2] = int_consts[i].z;
4486 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4487 struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4488 struct arb_vs_compile_args *args)
4490 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4491 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4492 const struct wined3d_device *device = shader->device;
4493 const struct wined3d_adapter *adapter = device->adapter;
4494 const struct wined3d_ivec4 *int_consts;
4495 const BOOL *bool_consts;
4496 int i;
4497 WORD int_skip;
4499 bool_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_VS_B], &context_gl->c);
4500 int_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_VS_I], &context_gl->c);
4502 find_vs_compile_args(state, shader, &args->super, &context_gl->c);
4504 args->clip.boolclip_compare = 0;
4505 if (use_ps(state))
4507 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4508 const struct arb_pshader_private *shader_priv = ps->backend_data;
4509 args->ps_signature = shader_priv->input_signature_idx;
4511 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4513 else
4515 args->ps_signature = ~0;
4516 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4517 args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0;
4518 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4521 if (args->clip.boolclip.clip_texcoord)
4523 if (state->render_states[WINED3D_RS_CLIPPING])
4524 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4525 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4528 /* This forces all local boolean constants to 1 to make them stateblock independent */
4529 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4530 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4532 if (bool_consts[i])
4533 args->clip.boolclip.bools |= (1u << i);
4536 args->vertex.samplers[0] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0];
4537 args->vertex.samplers[1] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1];
4538 args->vertex.samplers[2] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2];
4539 args->vertex.samplers[3] = 0;
4541 /* Skip if unused or local */
4542 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4543 /* This is about flow control, not clipping. */
4544 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4546 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4547 return;
4550 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4552 if (int_skip & (1u << i))
4554 args->loop_ctrl[i][0] = 0;
4555 args->loop_ctrl[i][1] = 0;
4556 args->loop_ctrl[i][2] = 0;
4558 else
4560 args->loop_ctrl[i][0] = int_consts[i].x;
4561 args->loop_ctrl[i][1] = int_consts[i].y;
4562 args->loop_ctrl[i][2] = int_consts[i].z;
4567 /* Context activation is done by the caller. */
4568 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4569 const struct wined3d_state *state)
4571 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4572 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4573 struct shader_arb_priv *priv = shader_priv;
4574 int i;
4576 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4577 if (use_ps(state))
4579 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4580 struct arb_ps_compile_args compile_args;
4581 struct arb_ps_compiled_shader *compiled;
4583 TRACE("Using pixel shader %p.\n", ps);
4584 find_arb_ps_compile_args(state, context_gl, ps, &compile_args);
4585 compiled = find_arb_pshader(context_gl, ps, &compile_args);
4586 priv->compiled_fprog = compiled;
4588 /* Bind the fragment program */
4589 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId));
4590 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId);");
4592 if (!priv->use_arbfp_fixed_func)
4593 priv->fragment_pipe->fp_enable(context, FALSE);
4595 /* Enable OpenGL fragment programs. */
4596 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4597 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4599 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", compiled->prgId);
4601 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4602 * a 1.x and newer shader, reload the first 8 constants
4604 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4606 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4607 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4608 for(i = 0; i < 8; i++)
4610 priv->pshader_const_dirty[i] = 1;
4612 /* Also takes care of loading local constants */
4613 shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
4615 else
4617 UINT rt_height = state->fb.render_targets[0]->height;
4618 shader_arb_ps_local_constants(compiled, context_gl, state, rt_height);
4621 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4622 if (compiled->np2fixup_info.super.active)
4623 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4625 if (ps->load_local_constsF)
4626 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4628 else
4630 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4632 /* Disable only if we're not using arbfp fixed function fragment
4633 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4634 * enabled, and the fixed function pipeline will bind the fixed
4635 * function replacement shader. */
4636 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4637 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4639 priv->fragment_pipe->fp_enable(context, TRUE);
4642 if (use_vs(state))
4644 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4645 struct arb_vs_compile_args compile_args;
4646 struct arb_vs_compiled_shader *compiled;
4647 const struct wined3d_shader_signature *ps_input_sig;
4649 TRACE("Using vertex shader %p\n", vs);
4650 find_arb_vs_compile_args(state, context_gl, vs, &compile_args);
4652 /* Instead of searching for the signature in the signature list, read the one from the
4653 * current pixel shader. It's maybe not the shader where the signature came from, but it
4654 * is the same signature and faster to find. */
4655 if (compile_args.ps_signature == ~0U)
4656 ps_input_sig = NULL;
4657 else
4658 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4660 compiled = find_arb_vshader(vs, gl_info, context->stream_info.use_map,
4661 &compile_args, ps_input_sig);
4662 priv->compiled_vprog = compiled;
4664 /* Bind the vertex program */
4665 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, compiled->prgId));
4666 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, compiled->prgId);");
4668 priv->vertex_pipe->vp_enable(context, FALSE);
4670 /* Enable OpenGL vertex programs */
4671 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4672 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4673 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", compiled->prgId);
4674 shader_arb_vs_local_constants(compiled, context_gl, state);
4676 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4677 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4679 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4681 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4682 checkGLcall("glClampColorARB");
4683 } else {
4684 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4688 if (vs->load_local_constsF)
4689 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4691 else
4693 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4695 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4696 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4698 priv->vertex_pipe->vp_enable(context, TRUE);
4702 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4703 const struct wined3d_state *state)
4705 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4708 /* Context activation is done by the caller. */
4709 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4711 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4712 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4713 struct shader_arb_priv *priv = shader_priv;
4715 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4717 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4718 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4720 priv->fragment_pipe->fp_enable(context, FALSE);
4722 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4724 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4725 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4727 priv->vertex_pipe->vp_enable(context, FALSE);
4729 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4731 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4732 checkGLcall("glClampColorARB");
4733 priv->last_vs_color_unclamp = FALSE;
4736 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4737 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4738 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4739 | (1u << WINED3D_SHADER_TYPE_HULL)
4740 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4741 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4744 static void shader_arb_destroy(struct wined3d_shader *shader)
4746 struct wined3d_device *device = shader->device;
4747 const struct wined3d_gl_info *gl_info;
4748 struct wined3d_context *context;
4749 unsigned int i;
4751 /* This can happen if a shader was never compiled */
4752 if (!shader->backend_data)
4753 return;
4755 context = context_acquire(device, NULL, 0);
4756 gl_info = wined3d_context_gl(context)->gl_info;
4758 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4760 struct arb_pshader_private *shader_data = shader->backend_data;
4762 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4763 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4765 heap_free(shader_data->gl_shaders);
4767 else
4769 struct arb_vshader_private *shader_data = shader->backend_data;
4771 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4772 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4774 heap_free(shader_data->gl_shaders);
4777 checkGLcall("delete programs");
4779 context_release(context);
4781 heap_free(shader->backend_data);
4782 shader->backend_data = NULL;
4785 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4787 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4788 return compare_sig(key, &e->sig);
4791 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4792 const struct wined3d_fragment_pipe_ops *fragment_pipe)
4794 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4795 struct fragment_caps fragment_caps;
4796 void *vertex_priv, *fragment_priv;
4797 struct shader_arb_priv *priv;
4799 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4800 return E_OUTOFMEMORY;
4802 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4804 ERR("Failed to initialize vertex pipe.\n");
4805 heap_free(priv);
4806 return E_FAIL;
4809 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4811 ERR("Failed to initialize fragment pipe.\n");
4812 vertex_pipe->vp_free(device, NULL);
4813 heap_free(priv);
4814 return E_FAIL;
4817 memset(priv->vshader_const_dirty, 1,
4818 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4819 memset(priv->pshader_const_dirty, 1,
4820 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4822 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4824 priv->vertex_pipe = vertex_pipe;
4825 priv->fragment_pipe = fragment_pipe;
4826 fragment_pipe->get_caps(device->adapter, &fragment_caps);
4827 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4829 device->vertex_priv = vertex_priv;
4830 device->fragment_priv = fragment_priv;
4831 device->shader_priv = priv;
4833 return WINED3D_OK;
4836 static void release_signature(struct wine_rb_entry *entry, void *context)
4838 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4839 unsigned int i;
4841 for (i = 0; i < sig->sig.element_count; ++i)
4843 heap_free((char *)sig->sig.elements[i].semantic_name);
4845 heap_free(sig->sig.elements);
4846 heap_free(sig);
4849 /* Context activation is done by the caller. */
4850 static void shader_arb_free(struct wined3d_device *device, struct wined3d_context *context)
4852 struct shader_arb_priv *priv = device->shader_priv;
4854 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4855 priv->fragment_pipe->free_private(device, context);
4856 priv->vertex_pipe->vp_free(device, context);
4857 heap_free(device->shader_priv);
4860 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4862 return TRUE;
4865 static void shader_arb_free_context_data(struct wined3d_context *context)
4867 struct shader_arb_priv *priv;
4869 priv = context->device->shader_priv;
4870 if (priv->last_context == context)
4871 priv->last_context = NULL;
4874 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4876 static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
4878 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
4880 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4882 DWORD vs_consts;
4883 UINT vs_version;
4885 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4886 * for vertex programs. If the native limit is less than that it's
4887 * not very useful, and e.g. Mesa swrast returns 0, probably to
4888 * indicate it's a software implementation. */
4889 if (gl_info->limits.arb_vs_native_constants < 96)
4890 vs_consts = gl_info->limits.arb_vs_float_constants;
4891 else
4892 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4894 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4896 vs_version = 3;
4897 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4899 else if (vs_consts >= 256)
4901 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4902 vs_version = 2;
4903 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4905 else
4907 vs_version = 1;
4908 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4910 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4911 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4913 else
4915 caps->vs_version = 0;
4916 caps->vs_uniform_count = 0;
4919 caps->hs_version = 0;
4920 caps->ds_version = 0;
4921 caps->gs_version = 0;
4922 caps->cs_version = 0;
4924 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4926 DWORD ps_consts;
4927 UINT ps_version;
4929 /* Similar as above for vertex programs, but the minimum for fragment
4930 * programs is 24. */
4931 if (gl_info->limits.arb_ps_native_constants < 24)
4932 ps_consts = gl_info->limits.arb_ps_float_constants;
4933 else
4934 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4936 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4938 ps_version = 3;
4939 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4941 else if (ps_consts >= 32)
4943 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4944 ps_version = 2;
4945 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4947 else
4949 ps_version = 1;
4950 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4952 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4953 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4954 caps->ps_1x_max_value = 8.0f;
4956 else
4958 caps->ps_version = 0;
4959 caps->ps_uniform_count = 0;
4960 caps->ps_1x_max_value = 0.0f;
4963 caps->varying_count = 0;
4964 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4965 if (use_nv_clip(gl_info))
4966 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4969 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4971 /* We support everything except complex conversions. */
4972 return !is_complex_fixup(fixup);
4975 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4976 DWORD shift;
4977 char write_mask[20], regstr[50];
4978 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4979 BOOL is_color = FALSE;
4980 const struct wined3d_shader_dst_param *dst;
4982 if (!ins->dst_count) return;
4984 dst = &ins->dst[0];
4985 shift = dst->shift;
4986 if (!shift) return; /* Saturate alone is handled by the instructions */
4988 shader_arb_get_write_mask(ins, dst, write_mask);
4989 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4991 /* Generate a line that does the output modifier computation
4992 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4993 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4995 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4996 regstr, write_mask, regstr, shift_tab[shift]);
4999 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5001 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5002 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5003 /* WINED3DSIH_AND */ NULL,
5004 /* WINED3DSIH_ATOMIC_AND */ NULL,
5005 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5006 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5007 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5008 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5009 /* WINED3DSIH_ATOMIC_OR */ NULL,
5010 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5011 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5012 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5013 /* WINED3DSIH_BEM */ pshader_hw_bem,
5014 /* WINED3DSIH_BFI */ NULL,
5015 /* WINED3DSIH_BFREV */ NULL,
5016 /* WINED3DSIH_BREAK */ shader_hw_break,
5017 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5018 /* WINED3DSIH_BREAKP */ NULL,
5019 /* WINED3DSIH_BUFINFO */ NULL,
5020 /* WINED3DSIH_CALL */ shader_hw_call,
5021 /* WINED3DSIH_CALLNZ */ NULL,
5022 /* WINED3DSIH_CASE */ NULL,
5023 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5024 /* WINED3DSIH_CND */ pshader_hw_cnd,
5025 /* WINED3DSIH_CONTINUE */ NULL,
5026 /* WINED3DSIH_CONTINUEP */ NULL,
5027 /* WINED3DSIH_COUNTBITS */ NULL,
5028 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5029 /* WINED3DSIH_CUT */ NULL,
5030 /* WINED3DSIH_CUT_STREAM */ NULL,
5031 /* WINED3DSIH_DCL */ shader_hw_nop,
5032 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5033 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5034 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5035 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5036 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5037 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5038 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5039 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5040 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5041 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5042 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5043 /* WINED3DSIH_DCL_INPUT */ NULL,
5044 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5045 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5046 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5047 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5048 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5049 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5050 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5051 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5052 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5053 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5054 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5055 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5056 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5057 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5058 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5059 /* WINED3DSIH_DCL_STREAM */ NULL,
5060 /* WINED3DSIH_DCL_TEMPS */ NULL,
5061 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5062 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5063 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5064 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5065 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5066 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5067 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5068 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5069 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5070 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5071 /* WINED3DSIH_DEF */ shader_hw_nop,
5072 /* WINED3DSIH_DEFAULT */ NULL,
5073 /* WINED3DSIH_DEFB */ shader_hw_nop,
5074 /* WINED3DSIH_DEFI */ shader_hw_nop,
5075 /* WINED3DSIH_DIV */ NULL,
5076 /* WINED3DSIH_DP2 */ NULL,
5077 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5078 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5079 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5080 /* WINED3DSIH_DST */ shader_hw_map2gl,
5081 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5082 /* WINED3DSIH_DSX_COARSE */ NULL,
5083 /* WINED3DSIH_DSX_FINE */ NULL,
5084 /* WINED3DSIH_DSY */ shader_hw_dsy,
5085 /* WINED3DSIH_DSY_COARSE */ NULL,
5086 /* WINED3DSIH_DSY_FINE */ NULL,
5087 /* WINED3DSIH_ELSE */ shader_hw_else,
5088 /* WINED3DSIH_EMIT */ NULL,
5089 /* WINED3DSIH_EMIT_STREAM */ NULL,
5090 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5091 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5092 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5093 /* WINED3DSIH_ENDSWITCH */ NULL,
5094 /* WINED3DSIH_EQ */ NULL,
5095 /* WINED3DSIH_EVAL_CENTROID */ NULL,
5096 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5097 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5098 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5099 /* WINED3DSIH_F16TOF32 */ NULL,
5100 /* WINED3DSIH_F32TOF16 */ NULL,
5101 /* WINED3DSIH_FCALL */ NULL,
5102 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5103 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5104 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5105 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5106 /* WINED3DSIH_FTOI */ NULL,
5107 /* WINED3DSIH_FTOU */ NULL,
5108 /* WINED3DSIH_GATHER4 */ NULL,
5109 /* WINED3DSIH_GATHER4_C */ NULL,
5110 /* WINED3DSIH_GATHER4_PO */ NULL,
5111 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5112 /* WINED3DSIH_GE */ NULL,
5113 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5114 /* WINED3DSIH_HS_DECLS */ NULL,
5115 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5116 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5117 /* WINED3DSIH_IADD */ NULL,
5118 /* WINED3DSIH_IBFE */ NULL,
5119 /* WINED3DSIH_IEQ */ NULL,
5120 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5121 /* WINED3DSIH_IFC */ shader_hw_ifc,
5122 /* WINED3DSIH_IGE */ NULL,
5123 /* WINED3DSIH_ILT */ NULL,
5124 /* WINED3DSIH_IMAD */ NULL,
5125 /* WINED3DSIH_IMAX */ NULL,
5126 /* WINED3DSIH_IMIN */ NULL,
5127 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5128 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5129 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5130 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5131 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5132 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5133 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5134 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5135 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5136 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5137 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5138 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5139 /* WINED3DSIH_IMUL */ NULL,
5140 /* WINED3DSIH_INE */ NULL,
5141 /* WINED3DSIH_INEG */ NULL,
5142 /* WINED3DSIH_ISHL */ NULL,
5143 /* WINED3DSIH_ISHR */ NULL,
5144 /* WINED3DSIH_ITOF */ NULL,
5145 /* WINED3DSIH_LABEL */ shader_hw_label,
5146 /* WINED3DSIH_LD */ NULL,
5147 /* WINED3DSIH_LD2DMS */ NULL,
5148 /* WINED3DSIH_LD_RAW */ NULL,
5149 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5150 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5151 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5152 /* WINED3DSIH_LOD */ NULL,
5153 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5154 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5155 /* WINED3DSIH_LOOP */ shader_hw_loop,
5156 /* WINED3DSIH_LRP */ shader_hw_lrp,
5157 /* WINED3DSIH_LT */ NULL,
5158 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5159 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5160 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5161 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5162 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5163 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5164 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5165 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5166 /* WINED3DSIH_MOV */ shader_hw_mov,
5167 /* WINED3DSIH_MOVA */ shader_hw_mov,
5168 /* WINED3DSIH_MOVC */ NULL,
5169 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5170 /* WINED3DSIH_NE */ NULL,
5171 /* WINED3DSIH_NOP */ shader_hw_nop,
5172 /* WINED3DSIH_NOT */ NULL,
5173 /* WINED3DSIH_NRM */ shader_hw_nrm,
5174 /* WINED3DSIH_OR */ NULL,
5175 /* WINED3DSIH_PHASE */ shader_hw_nop,
5176 /* WINED3DSIH_POW */ shader_hw_pow,
5177 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5178 /* WINED3DSIH_REP */ shader_hw_rep,
5179 /* WINED3DSIH_RESINFO */ NULL,
5180 /* WINED3DSIH_RET */ shader_hw_ret,
5181 /* WINED3DSIH_RETP */ NULL,
5182 /* WINED3DSIH_ROUND_NE */ NULL,
5183 /* WINED3DSIH_ROUND_NI */ NULL,
5184 /* WINED3DSIH_ROUND_PI */ NULL,
5185 /* WINED3DSIH_ROUND_Z */ NULL,
5186 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5187 /* WINED3DSIH_SAMPLE */ NULL,
5188 /* WINED3DSIH_SAMPLE_B */ NULL,
5189 /* WINED3DSIH_SAMPLE_C */ NULL,
5190 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5191 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5192 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5193 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5194 /* WINED3DSIH_SAMPLE_POS */ NULL,
5195 /* WINED3DSIH_SETP */ NULL,
5196 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5197 /* WINED3DSIH_SGN */ shader_hw_sgn,
5198 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5199 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5200 /* WINED3DSIH_SQRT */ NULL,
5201 /* WINED3DSIH_STORE_RAW */ NULL,
5202 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5203 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5204 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5205 /* WINED3DSIH_SWAPC */ NULL,
5206 /* WINED3DSIH_SWITCH */ NULL,
5207 /* WINED3DSIH_SYNC */ NULL,
5208 /* WINED3DSIH_TEX */ pshader_hw_tex,
5209 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5210 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5211 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5212 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5213 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5214 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5215 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5216 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5217 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5218 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5219 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5220 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5221 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5222 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5223 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5224 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5225 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5226 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5227 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5228 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5229 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5230 /* WINED3DSIH_UBFE */ NULL,
5231 /* WINED3DSIH_UDIV */ NULL,
5232 /* WINED3DSIH_UGE */ NULL,
5233 /* WINED3DSIH_ULT */ NULL,
5234 /* WINED3DSIH_UMAX */ NULL,
5235 /* WINED3DSIH_UMIN */ NULL,
5236 /* WINED3DSIH_UMUL */ NULL,
5237 /* WINED3DSIH_USHR */ NULL,
5238 /* WINED3DSIH_UTOF */ NULL,
5239 /* WINED3DSIH_XOR */ NULL,
5242 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5243 const struct wined3d_shader *shader, DWORD idx)
5245 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5246 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5247 const struct wined3d_shader_lconst *constant;
5248 WORD bools = 0;
5249 WORD flag = (1u << idx);
5250 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5252 if (reg_maps->local_bool_consts & flag)
5254 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5255 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5257 if (constant->idx == idx)
5259 return constant->value[0];
5262 ERR("Local constant not found\n");
5263 return FALSE;
5265 else
5267 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5268 else bools = priv->cur_ps_args->bools;
5269 return bools & flag;
5273 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5274 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5276 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5277 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5279 /* Integer constants can either be a local constant, or they can be stored in the shader
5280 * type specific compile args. */
5281 if (reg_maps->local_int_consts & (1u << idx))
5283 const struct wined3d_shader_lconst *constant;
5285 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5287 if (constant->idx == idx)
5289 loop_control->count = constant->value[0];
5290 loop_control->start = constant->value[1];
5291 /* Step is signed. */
5292 loop_control->step = (int)constant->value[2];
5293 return;
5296 /* If this happens the flag was set incorrectly */
5297 ERR("Local constant not found\n");
5298 loop_control->count = 0;
5299 loop_control->start = 0;
5300 loop_control->step = 0;
5301 return;
5304 switch (reg_maps->shader_version.type)
5306 case WINED3D_SHADER_TYPE_VERTEX:
5307 /* Count and aL start value are unsigned */
5308 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5309 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5310 /* Step is signed. */
5311 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5312 break;
5314 case WINED3D_SHADER_TYPE_PIXEL:
5315 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5316 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5317 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5318 break;
5320 default:
5321 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5322 break;
5326 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5328 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5329 struct wined3d_shader_dst_param *dst_param;
5330 struct recorded_instruction *rec;
5331 unsigned int i;
5333 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5335 ERR("Out of memory\n");
5336 return;
5339 rec->ins = *ins;
5340 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5341 goto free;
5342 *dst_param = *ins->dst;
5343 if (ins->dst->reg.idx[0].rel_addr)
5345 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5346 goto free;
5347 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5348 dst_param->reg.idx[0].rel_addr = rel_addr;
5350 rec->ins.dst = dst_param;
5352 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5353 goto free;
5354 for (i = 0; i < ins->src_count; ++i)
5356 src_param[i] = ins->src[i];
5357 if (ins->src[i].reg.idx[0].rel_addr)
5359 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5360 goto free;
5361 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5362 src_param[i].reg.idx[0].rel_addr = rel_addr;
5365 rec->ins.src = src_param;
5366 list_add_tail(list, &rec->entry);
5367 return;
5369 free:
5370 ERR("Out of memory\n");
5371 if (dst_param)
5373 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5374 heap_free(dst_param);
5376 if (src_param)
5378 for (i = 0; i < ins->src_count; ++i)
5380 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5382 heap_free(src_param);
5384 heap_free(rec);
5387 static void free_recorded_instruction(struct list *list)
5389 struct recorded_instruction *rec_ins, *entry2;
5390 unsigned int i;
5392 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5394 list_remove(&rec_ins->entry);
5395 if (rec_ins->ins.dst)
5397 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5398 heap_free((void *)rec_ins->ins.dst);
5400 if (rec_ins->ins.src)
5402 for (i = 0; i < rec_ins->ins.src_count; ++i)
5404 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5406 heap_free((void *)rec_ins->ins.src);
5408 heap_free(rec_ins);
5412 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5414 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5415 struct control_frame *control_frame;
5417 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5419 struct list *e = list_head(&priv->control_frames);
5420 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5421 list_remove(&control_frame->entry);
5422 heap_free(control_frame);
5423 priv->loop_depth--;
5425 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5427 /* Non-ifc ENDIFs were already handled previously. */
5428 struct list *e = list_head(&priv->control_frames);
5429 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5430 list_remove(&control_frame->entry);
5431 heap_free(control_frame);
5435 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5436 SHADER_HANDLER hw_fct;
5437 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5438 const struct wined3d_shader *shader = ins->ctx->shader;
5439 struct control_frame *control_frame;
5440 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5441 BOOL bool_const;
5443 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5445 control_frame = heap_alloc_zero(sizeof(*control_frame));
5446 list_add_head(&priv->control_frames, &control_frame->entry);
5448 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5449 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5451 if(priv->target_version >= NV2)
5453 control_frame->no.loop = priv->num_loops++;
5454 priv->loop_depth++;
5456 else
5458 /* Don't bother recording when we're in a not used if branch */
5459 if(priv->muted)
5461 return;
5464 if(!priv->recording)
5466 list_init(&priv->record);
5467 priv->recording = TRUE;
5468 control_frame->outer_loop = TRUE;
5469 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5470 return; /* Instruction is handled */
5472 /* Record this loop in the outer loop's recording */
5475 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5477 if(priv->target_version >= NV2)
5479 /* Nothing to do. The control frame is popped after the HW instr handler */
5481 else
5483 struct list *e = list_head(&priv->control_frames);
5484 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5485 list_remove(&control_frame->entry);
5487 if(control_frame->outer_loop)
5489 unsigned int iteration;
5490 int aL = 0;
5491 struct list copy;
5493 /* Turn off recording before playback */
5494 priv->recording = FALSE;
5496 /* Move the recorded instructions to a separate list and get them out of the private data
5497 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5498 * be recorded again, thus priv->record might be overwritten
5500 list_init(&copy);
5501 list_move_tail(&copy, &priv->record);
5502 list_init(&priv->record);
5504 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5506 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5507 control_frame->loop_control.count, control_frame->loop_control.start,
5508 control_frame->loop_control.step);
5509 aL = control_frame->loop_control.start;
5511 else
5513 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5516 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5518 struct recorded_instruction *rec_ins;
5519 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5521 priv->aL = aL;
5522 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5524 else
5526 shader_addline(buffer, "#Iteration %u\n", iteration);
5529 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5531 shader_arb_handle_instruction(&rec_ins->ins);
5534 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5536 aL += control_frame->loop_control.step;
5539 shader_addline(buffer, "#end loop/rep\n");
5541 free_recorded_instruction(&copy);
5542 heap_free(control_frame);
5543 return; /* Instruction is handled */
5545 else
5547 /* This is a nested loop. Proceed to the normal recording function */
5548 heap_free(control_frame);
5553 if(priv->recording)
5555 record_instruction(&priv->record, ins);
5556 return;
5559 /* boolean if */
5560 if(ins->handler_idx == WINED3DSIH_IF)
5562 control_frame = heap_alloc_zero(sizeof(*control_frame));
5563 list_add_head(&priv->control_frames, &control_frame->entry);
5564 control_frame->type = IF;
5566 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5567 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5568 bool_const = !bool_const;
5569 if (!priv->muted && !bool_const)
5571 shader_addline(buffer, "#if(FALSE){\n");
5572 priv->muted = TRUE;
5573 control_frame->muting = TRUE;
5575 else shader_addline(buffer, "#if(TRUE) {\n");
5577 return; /* Instruction is handled */
5579 else if(ins->handler_idx == WINED3DSIH_IFC)
5581 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5582 control_frame = heap_alloc_zero(sizeof(*control_frame));
5583 control_frame->type = IFC;
5584 control_frame->no.ifc = priv->num_ifcs++;
5585 list_add_head(&priv->control_frames, &control_frame->entry);
5587 else if(ins->handler_idx == WINED3DSIH_ELSE)
5589 struct list *e = list_head(&priv->control_frames);
5590 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5592 if(control_frame->type == IF)
5594 shader_addline(buffer, "#} else {\n");
5595 if(!priv->muted && !control_frame->muting)
5597 priv->muted = TRUE;
5598 control_frame->muting = TRUE;
5600 else if(control_frame->muting) priv->muted = FALSE;
5601 return; /* Instruction is handled. */
5603 /* In case of an ifc, generate a HW shader instruction */
5604 if (control_frame->type != IFC)
5605 ERR("Control frame does not match.\n");
5607 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5609 struct list *e = list_head(&priv->control_frames);
5610 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5612 if(control_frame->type == IF)
5614 shader_addline(buffer, "#} endif\n");
5615 if(control_frame->muting) priv->muted = FALSE;
5616 list_remove(&control_frame->entry);
5617 heap_free(control_frame);
5618 return; /* Instruction is handled */
5620 /* In case of an ifc, generate a HW shader instruction */
5621 if (control_frame->type != IFC)
5622 ERR("Control frame does not match.\n");
5625 if(priv->muted)
5627 pop_control_frame(ins);
5628 return;
5631 /* Select handler */
5632 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5634 /* Unhandled opcode */
5635 if (!hw_fct)
5637 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5638 return;
5640 hw_fct(ins);
5642 pop_control_frame(ins);
5644 shader_arb_add_instruction_modifiers(ins);
5647 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5649 struct shader_arb_priv *priv = shader_priv;
5651 return priv->ffp_proj_control;
5654 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5656 static uint64_t shader_arb_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
5657 enum wined3d_shader_type shader_type)
5659 ERR("Not implemented.\n");
5660 return 0;
5663 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5665 shader_arb_handle_instruction,
5666 shader_arb_precompile,
5667 shader_arb_select,
5668 shader_arb_select_compute,
5669 shader_arb_disable,
5670 shader_arb_update_float_vertex_constants,
5671 shader_arb_update_float_pixel_constants,
5672 shader_arb_load_constants,
5673 shader_arb_destroy,
5674 shader_arb_alloc,
5675 shader_arb_free,
5676 shader_arb_allocate_context_data,
5677 shader_arb_free_context_data,
5678 shader_arb_init_context_state,
5679 shader_arb_get_caps,
5680 shader_arb_color_fixup_supported,
5681 shader_arb_has_ffp_proj_control,
5682 shader_arb_shader_compile,
5685 /* ARB_fragment_program fixed function pipeline replacement definitions */
5686 #define ARB_FFP_CONST_TFACTOR 0
5687 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5688 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5689 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5690 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5691 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5692 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5694 struct arbfp_ffp_desc
5696 struct ffp_frag_desc parent;
5697 GLuint shader;
5700 /* Context activation is done by the caller. */
5701 static void arbfp_enable(const struct wined3d_context *context, BOOL enable)
5703 const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
5705 if (enable)
5707 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5708 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5710 else
5712 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5713 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5717 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5719 struct shader_arb_priv *priv;
5721 /* Share private data between the shader backend and the pipeline
5722 * replacement, if both are the arb implementation. This is needed to
5723 * figure out whether ARBfp should be disabled if no pixel shader is bound
5724 * or not. */
5725 if (shader_backend == &arb_program_shader_backend)
5726 priv = shader_priv;
5727 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5728 return NULL;
5730 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5731 priv->use_arbfp_fixed_func = TRUE;
5733 return priv;
5736 /* Context activation is done by the caller. */
5737 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *param)
5739 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5740 struct wined3d_context_gl *context_gl = param;
5741 const struct wined3d_gl_info *gl_info;
5743 gl_info = context_gl->gl_info;
5744 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5745 checkGLcall("delete ffp program");
5746 heap_free(entry_arb);
5749 /* Context activation is done by the caller. */
5750 static void arbfp_free(struct wined3d_device *device, struct wined3d_context *context)
5752 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5753 struct shader_arb_priv *priv = device->fragment_priv;
5755 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, context_gl);
5756 priv->use_arbfp_fixed_func = FALSE;
5758 if (device->shader_backend != &arb_program_shader_backend)
5759 heap_free(device->fragment_priv);
5762 static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5764 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
5766 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5767 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5768 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5769 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5770 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5771 WINED3DTEXOPCAPS_SELECTARG1 |
5772 WINED3DTEXOPCAPS_SELECTARG2 |
5773 WINED3DTEXOPCAPS_MODULATE4X |
5774 WINED3DTEXOPCAPS_MODULATE2X |
5775 WINED3DTEXOPCAPS_MODULATE |
5776 WINED3DTEXOPCAPS_ADDSIGNED2X |
5777 WINED3DTEXOPCAPS_ADDSIGNED |
5778 WINED3DTEXOPCAPS_ADD |
5779 WINED3DTEXOPCAPS_SUBTRACT |
5780 WINED3DTEXOPCAPS_ADDSMOOTH |
5781 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5782 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5783 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5784 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5785 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5786 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5787 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5788 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5789 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5790 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5791 WINED3DTEXOPCAPS_MULTIPLYADD |
5792 WINED3DTEXOPCAPS_LERP |
5793 WINED3DTEXOPCAPS_BUMPENVMAP |
5794 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5796 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5798 caps->MaxTextureBlendStages = WINED3D_MAX_FFP_TEXTURES;
5799 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FFP_TEXTURES);
5802 static unsigned int arbfp_get_emul_mask(const struct wined3d_adapter *adapter)
5804 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5807 static void state_texfactor_arbfp(struct wined3d_context *context,
5808 const struct wined3d_state *state, DWORD state_id)
5810 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5811 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5812 struct wined3d_device *device = context->device;
5813 struct wined3d_color color;
5815 if (device->shader_backend == &arb_program_shader_backend)
5817 struct shader_arb_priv *priv;
5819 /* Don't load the parameter if we're using an arbfp pixel shader,
5820 * otherwise we'll overwrite application provided constants. */
5821 if (use_ps(state))
5822 return;
5824 priv = device->shader_priv;
5825 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5826 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5829 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5830 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5831 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5834 static void state_tss_constant_arbfp(struct wined3d_context *context,
5835 const struct wined3d_state *state, DWORD state_id)
5837 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5838 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5839 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5840 struct wined3d_device *device = context->device;
5841 struct wined3d_color color;
5843 if (device->shader_backend == &arb_program_shader_backend)
5845 struct shader_arb_priv *priv;
5847 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5848 * application provided constants.
5850 if (use_ps(state))
5851 return;
5853 priv = device->shader_priv;
5854 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5855 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5858 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5859 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5860 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5863 static void state_arb_specularenable(struct wined3d_context *context,
5864 const struct wined3d_state *state, DWORD state_id)
5866 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5867 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5868 struct wined3d_device *device = context->device;
5869 float col[4];
5871 if (device->shader_backend == &arb_program_shader_backend)
5873 struct shader_arb_priv *priv;
5875 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5876 * application provided constants.
5878 if (use_ps(state))
5879 return;
5881 priv = device->shader_priv;
5882 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5883 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5886 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5888 /* The specular color has no alpha */
5889 col[0] = 1.0f; col[1] = 1.0f;
5890 col[2] = 1.0f; col[3] = 0.0f;
5891 } else {
5892 col[0] = 0.0f; col[1] = 0.0f;
5893 col[2] = 0.0f; col[3] = 0.0f;
5895 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5896 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5899 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5901 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5902 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5903 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5904 struct wined3d_device *device = context->device;
5905 float mat[2][2];
5907 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5909 if (device->shader_backend == &arb_program_shader_backend)
5911 struct shader_arb_priv *priv = device->shader_priv;
5913 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5914 if (use_ps(state))
5915 return;
5917 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5918 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5921 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5922 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5923 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5924 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5926 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5927 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5930 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5931 const struct wined3d_state *state, DWORD state_id)
5933 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5934 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5935 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5936 struct wined3d_device *device = context->device;
5937 float param[4];
5939 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5941 if (device->shader_backend == &arb_program_shader_backend)
5943 struct shader_arb_priv *priv = device->shader_priv;
5945 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5946 if (use_ps(state))
5947 return;
5949 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5950 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5953 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5954 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5955 param[2] = 0.0f;
5956 param[3] = 0.0f;
5958 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5959 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5962 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5964 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5965 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5966 int glParm;
5967 float ref;
5969 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
5971 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5973 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5974 checkGLcall("glEnable GL_ALPHA_TEST");
5976 else
5978 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5979 checkGLcall("glDisable GL_ALPHA_TEST");
5980 return;
5983 ref = wined3d_alpha_ref(state);
5984 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5986 if (glParm)
5988 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5989 checkGLcall("glAlphaFunc");
5993 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5995 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5996 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5997 const struct wined3d_texture *texture = state->textures[0];
5998 struct wined3d_device *device = context->device;
5999 struct wined3d_color float_key[2];
6001 if (!texture)
6002 return;
6004 if (device->shader_backend == &arb_program_shader_backend)
6006 struct shader_arb_priv *priv;
6008 /* Don't load the parameter if we're using an arbfp pixel shader,
6009 * otherwise we'll overwrite application provided constants. */
6010 if (use_ps(state))
6011 return;
6013 priv = device->shader_priv;
6014 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6015 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6016 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6019 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6021 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6022 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6023 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6024 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6027 static const char *get_argreg(struct wined3d_string_buffer *buffer, unsigned int argnum, unsigned int stage, DWORD arg)
6029 const char *ret;
6031 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6033 switch(arg & WINED3DTA_SELECTMASK) {
6034 case WINED3DTA_DIFFUSE:
6035 ret = "fragment.color.primary"; break;
6037 case WINED3DTA_CURRENT:
6038 ret = "ret";
6039 break;
6041 case WINED3DTA_TEXTURE:
6042 switch(stage) {
6043 case 0: ret = "tex0"; break;
6044 case 1: ret = "tex1"; break;
6045 case 2: ret = "tex2"; break;
6046 case 3: ret = "tex3"; break;
6047 case 4: ret = "tex4"; break;
6048 case 5: ret = "tex5"; break;
6049 case 6: ret = "tex6"; break;
6050 case 7: ret = "tex7"; break;
6051 default: ret = "unknown texture";
6053 break;
6055 case WINED3DTA_TFACTOR:
6056 ret = "tfactor"; break;
6058 case WINED3DTA_SPECULAR:
6059 ret = "fragment.color.secondary"; break;
6061 case WINED3DTA_TEMP:
6062 ret = "tempreg"; break;
6064 case WINED3DTA_CONSTANT:
6065 switch(stage) {
6066 case 0: ret = "const0"; break;
6067 case 1: ret = "const1"; break;
6068 case 2: ret = "const2"; break;
6069 case 3: ret = "const3"; break;
6070 case 4: ret = "const4"; break;
6071 case 5: ret = "const5"; break;
6072 case 6: ret = "const6"; break;
6073 case 7: ret = "const7"; break;
6074 default: ret = "unknown constant";
6076 break;
6078 default:
6079 return "unknown";
6082 if(arg & WINED3DTA_COMPLEMENT) {
6083 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6084 if(argnum == 0) ret = "arg0";
6085 if(argnum == 1) ret = "arg1";
6086 if(argnum == 2) ret = "arg2";
6088 if(arg & WINED3DTA_ALPHAREPLICATE) {
6089 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6090 if(argnum == 0) ret = "arg0";
6091 if(argnum == 1) ret = "arg1";
6092 if(argnum == 2) ret = "arg2";
6094 return ret;
6097 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6098 BOOL alpha, BOOL tmp_dst, unsigned int op, unsigned int dw_arg0, unsigned int dw_arg1, unsigned int dw_arg2)
6100 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6101 unsigned int mul = 1;
6103 if (color && alpha)
6104 dstmask = "";
6105 else if (color)
6106 dstmask = ".xyz";
6107 else
6108 dstmask = ".w";
6110 dstreg = tmp_dst ? "tempreg" : "ret";
6112 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6113 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6114 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6116 switch (op)
6118 case WINED3D_TOP_DISABLE:
6119 break;
6121 case WINED3D_TOP_SELECT_ARG2:
6122 arg1 = arg2;
6123 /* FALLTHROUGH */
6124 case WINED3D_TOP_SELECT_ARG1:
6125 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6126 break;
6128 case WINED3D_TOP_MODULATE_4X:
6129 mul = 2;
6130 /* FALLTHROUGH */
6131 case WINED3D_TOP_MODULATE_2X:
6132 mul *= 2;
6133 /* FALLTHROUGH */
6134 case WINED3D_TOP_MODULATE:
6135 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6136 break;
6138 case WINED3D_TOP_ADD_SIGNED_2X:
6139 mul = 2;
6140 /* FALLTHROUGH */
6141 case WINED3D_TOP_ADD_SIGNED:
6142 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6143 arg2 = "arg2";
6144 /* FALLTHROUGH */
6145 case WINED3D_TOP_ADD:
6146 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6147 break;
6149 case WINED3D_TOP_SUBTRACT:
6150 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6151 break;
6153 case WINED3D_TOP_ADD_SMOOTH:
6154 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6155 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6156 break;
6158 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6159 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6160 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6161 break;
6162 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6163 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6164 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6165 break;
6166 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6167 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6168 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6169 break;
6170 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6171 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6172 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6173 break;
6175 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6176 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6177 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6178 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6179 break;
6181 /* D3DTOP_PREMODULATE ???? */
6183 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6184 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6185 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6186 break;
6187 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6188 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6189 break;
6190 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6191 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6192 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6193 break;
6194 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6195 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6196 break;
6198 case WINED3D_TOP_DOTPRODUCT3:
6199 mul = 4;
6200 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6201 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6202 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6203 break;
6205 case WINED3D_TOP_MULTIPLY_ADD:
6206 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6207 break;
6209 case WINED3D_TOP_LERP:
6210 /* The msdn is not quite right here */
6211 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6212 break;
6214 case WINED3D_TOP_BUMPENVMAP:
6215 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6216 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6217 break;
6219 default:
6220 FIXME("Unhandled texture op %08x\n", op);
6223 if (mul == 2)
6224 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6225 else if (mul == 4)
6226 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6229 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6231 switch(type)
6233 case WINED3D_GL_RES_TYPE_TEX_1D:
6234 return "1D";
6235 case WINED3D_GL_RES_TYPE_TEX_2D:
6236 return "2D";
6237 case WINED3D_GL_RES_TYPE_TEX_3D:
6238 return "3D";
6239 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6240 return "CUBE";
6241 case WINED3D_GL_RES_TYPE_TEX_RECT:
6242 return "RECT";
6243 default:
6244 return "unexpected_resource_type";
6248 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6250 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6251 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6252 unsigned int stage, lowest_disabled_stage;
6253 struct wined3d_string_buffer buffer;
6254 struct color_fixup_masks masks;
6255 BOOL custom_linear_fog = FALSE;
6256 const char *textype, *instr;
6257 DWORD arg0, arg1, arg2;
6258 char colorcor_dst[8];
6259 BOOL op_equal;
6260 GLuint ret;
6262 if (!string_buffer_init(&buffer))
6264 ERR("Failed to initialize shader buffer.\n");
6265 return 0;
6268 shader_addline(&buffer, "!!ARBfp1.0\n");
6270 if (settings->color_key_enabled)
6272 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6273 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6274 tex_read |= 1;
6277 /* Find out which textures are read */
6278 for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage)
6280 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6281 break;
6283 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6284 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6285 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6287 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6288 tex_read |= 1u << stage;
6289 if (settings->op[stage].tmp_dst)
6290 tempreg_used = TRUE;
6291 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6292 tempreg_used = TRUE;
6293 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6294 tfactor_used = TRUE;
6295 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6296 constant_used |= 1u << stage;
6298 switch (settings->op[stage].cop)
6300 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6301 luminance_used |= 1u << stage;
6302 /* fall through */
6303 case WINED3D_TOP_BUMPENVMAP:
6304 bump_used |= 1u << stage;
6305 /* fall through */
6306 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6307 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6308 tex_read |= 1u << stage;
6309 break;
6311 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6312 tfactor_used = TRUE;
6313 break;
6315 default:
6316 break;
6319 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6320 continue;
6322 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6323 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6324 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6326 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6327 tex_read |= 1u << stage;
6328 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6329 tempreg_used = TRUE;
6330 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6331 tfactor_used = TRUE;
6332 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6333 constant_used |= 1u << stage;
6335 lowest_disabled_stage = stage;
6337 switch (settings->fog)
6339 case WINED3D_FFP_PS_FOG_OFF: break;
6340 case WINED3D_FFP_PS_FOG_LINEAR:
6341 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6343 custom_linear_fog = TRUE;
6344 break;
6346 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6347 break;
6349 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6350 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6351 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6354 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6355 shader_addline(&buffer, "TEMP TMP;\n");
6356 shader_addline(&buffer, "TEMP ret;\n");
6357 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6358 shader_addline(&buffer, "TEMP arg0;\n");
6359 shader_addline(&buffer, "TEMP arg1;\n");
6360 shader_addline(&buffer, "TEMP arg2;\n");
6361 for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage)
6363 if (constant_used & (1u << stage))
6364 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6366 if (!(tex_read & (1u << stage)))
6367 continue;
6369 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6371 if (!(bump_used & (1u << stage)))
6372 continue;
6373 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6375 if (!(luminance_used & (1u << stage)))
6376 continue;
6377 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6379 if (tfactor_used)
6380 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6381 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6383 if (settings->sRGB_write)
6385 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6386 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[0].x);
6387 shader_addline(&buffer, ";\n");
6388 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6389 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[1].x);
6390 shader_addline(&buffer, ";\n");
6393 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6394 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6396 if (tempreg_used || settings->sRGB_write)
6397 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6399 /* Generate texture sampling instructions */
6400 for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6402 if (!(tex_read & (1u << stage)))
6403 continue;
6405 textype = arbfp_texture_target(settings->op[stage].tex_type);
6407 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6409 instr = "TEX";
6411 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6412 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6414 instr = "TXP";
6416 else
6418 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6419 instr = "TXP";
6422 if (stage > 0
6423 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6424 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6426 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6427 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6428 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6429 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6431 /* With projective textures, texbem only divides the static
6432 * texture coordinate, not the displacement, so multiply the
6433 * displacement with the dividing parameter before passing it to
6434 * TXP. */
6435 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6437 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6439 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6440 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6441 stage, stage);
6443 else
6445 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6446 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6447 stage, stage);
6450 else
6452 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6455 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6456 instr, stage, stage, textype);
6457 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6459 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6460 stage - 1, stage - 1, stage - 1);
6461 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6464 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6466 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6467 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6468 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6469 instr, stage, stage, textype);
6471 else
6473 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6474 instr, stage, stage, stage, textype);
6477 sprintf(colorcor_dst, "tex%u", stage);
6478 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6479 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6480 settings->op[stage].color_fixup, masks);
6483 if (settings->color_key_enabled)
6485 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6486 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6487 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6488 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6489 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6490 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6493 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6495 /* Generate the main shader */
6496 for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage)
6498 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6499 break;
6501 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6502 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6503 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6504 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6505 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6506 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6507 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6508 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6509 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6510 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6511 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6512 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6513 else
6514 op_equal = settings->op[stage].aop == settings->op[stage].cop
6515 && settings->op[stage].carg0 == settings->op[stage].aarg0
6516 && settings->op[stage].carg1 == settings->op[stage].aarg1
6517 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6519 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6521 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6522 settings->op[stage].cop, settings->op[stage].carg0,
6523 settings->op[stage].carg1, settings->op[stage].carg2);
6525 else if (op_equal)
6527 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6528 settings->op[stage].cop, settings->op[stage].carg0,
6529 settings->op[stage].carg1, settings->op[stage].carg2);
6531 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6532 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6534 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6535 settings->op[stage].cop, settings->op[stage].carg0,
6536 settings->op[stage].carg1, settings->op[stage].carg2);
6537 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6538 settings->op[stage].aop, settings->op[stage].aarg0,
6539 settings->op[stage].aarg1, settings->op[stage].aarg2);
6543 if (settings->sRGB_write || custom_linear_fog)
6545 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6546 if (settings->sRGB_write)
6547 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6548 if (custom_linear_fog)
6549 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6550 shader_addline(&buffer, "MOV result.color, ret;\n");
6552 else
6554 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6557 /* Footer */
6558 shader_addline(&buffer, "END\n");
6560 /* Generate the shader */
6561 GL_EXTCALL(glGenProgramsARB(1, &ret));
6562 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6563 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6565 string_buffer_free(&buffer);
6566 return ret;
6569 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6571 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6572 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6573 const struct wined3d_device *device = context->device;
6574 struct shader_arb_priv *priv = device->fragment_priv;
6575 BOOL use_pshader = use_ps(state);
6576 struct ffp_frag_settings settings;
6577 const struct arbfp_ffp_desc *desc;
6578 unsigned int i;
6580 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
6582 if (!use_pshader)
6584 /* Find or create a shader implementing the fixed function pipeline
6585 * settings, then activate it. */
6586 wined3d_ffp_get_fs_settings(context, state, &settings, FALSE);
6587 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6588 if (!desc)
6590 struct arbfp_ffp_desc *new_desc;
6592 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6594 ERR("Out of memory\n");
6595 return;
6598 new_desc->parent.settings = settings;
6599 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6600 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6601 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6602 desc = new_desc;
6605 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6606 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6607 * deactivate it.
6609 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6610 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6612 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6614 /* Reload fixed function constants since they collide with the
6615 * pixel shader constants. */
6616 for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
6618 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6619 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6621 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6622 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6623 color_key_arbfp(context, state, STATE_COLOR_KEY);
6625 context->last_was_pshader = FALSE;
6627 else if (!context->last_was_pshader)
6629 if (device->shader_backend == &arb_program_shader_backend)
6630 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6631 context->last_was_pshader = TRUE;
6634 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6637 /* We can't link the fog states to the fragment state directly since the
6638 * vertex pipeline links them to FOGENABLE. A different linking in different
6639 * pipeline parts can't be expressed in the combined state table, so we need
6640 * to handle that with a forwarding function. The other invisible side effect
6641 * is that changing the fog start and fog end (which links to FOGENABLE in
6642 * vertex) results in the fragment_prog_arbfp function being called because
6643 * FOGENABLE is dirty, which calls this function here. */
6644 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6646 enum fogsource new_source;
6647 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6648 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6650 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
6652 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6653 fragment_prog_arbfp(context, state, state_id);
6655 if (!state->render_states[WINED3D_RS_FOGENABLE])
6656 return;
6658 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6660 if (use_vs(state))
6662 new_source = FOGSOURCE_VS;
6664 else
6666 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6667 new_source = FOGSOURCE_COORD;
6668 else
6669 new_source = FOGSOURCE_FFP;
6672 else
6674 new_source = FOGSOURCE_FFP;
6677 if (new_source != context->fog_source || fogstart == fogend)
6679 context->fog_source = new_source;
6680 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6684 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6686 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6687 fragment_prog_arbfp(context, state, state_id);
6690 static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
6692 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6814 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6816 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6817 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6819 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6820 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6822 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6823 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6824 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6825 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6826 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6827 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6833 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6844 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6845 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6846 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6849 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6851 return TRUE;
6854 static void arbfp_free_context_data(struct wined3d_context *context)
6858 const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =
6860 arbfp_enable,
6861 arbfp_get_caps,
6862 arbfp_get_emul_mask,
6863 arbfp_alloc,
6864 arbfp_free,
6865 arbfp_alloc_context_data,
6866 arbfp_free_context_data,
6867 shader_arb_color_fixup_supported,
6868 arbfp_fragmentstate_template,
6871 struct arbfp_blit_type
6873 enum complex_fixup fixup : 4;
6874 enum wined3d_gl_resource_type res_type : 3;
6875 DWORD use_color_key : 1;
6876 DWORD padding : 24;
6879 struct arbfp_blit_desc
6881 GLuint shader;
6882 struct arbfp_blit_type type;
6883 struct wine_rb_entry entry;
6886 #define ARBFP_BLIT_PARAM_SIZE 0
6887 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6888 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6890 struct wined3d_arbfp_blitter
6892 struct wined3d_blitter blitter;
6893 struct wine_rb_tree shaders;
6894 GLuint palette_texture;
6897 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6899 const struct arbfp_blit_type *ka = key;
6900 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6902 return memcmp(ka, kb, sizeof(*ka));
6905 /* Context activation is done by the caller. */
6906 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6908 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6909 const struct wined3d_gl_info *gl_info;
6910 struct wined3d_context_gl *context_gl;
6912 context_gl = ctx;
6913 gl_info = context_gl->gl_info;
6915 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6916 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6917 heap_free(entry_arb);
6920 /* Context activation is done by the caller. */
6921 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6923 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6924 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6925 struct wined3d_arbfp_blitter *arbfp_blitter;
6926 struct wined3d_blitter *next;
6928 if ((next = blitter->next))
6929 next->ops->blitter_destroy(next, &context_gl->c);
6931 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6933 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context_gl);
6934 checkGLcall("Delete blit programs");
6936 if (arbfp_blitter->palette_texture)
6937 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6939 heap_free(arbfp_blitter);
6942 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6943 const struct arbfp_blit_type *type, char *luminance)
6945 char chroma;
6946 const char *tex, *texinstr = "TXP";
6948 if (type->fixup == COMPLEX_FIXUP_UYVY)
6950 chroma = 'x';
6951 *luminance = 'w';
6953 else
6955 chroma = 'w';
6956 *luminance = 'x';
6959 tex = arbfp_texture_target(type->res_type);
6960 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6961 texinstr = "TEX";
6963 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6964 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6965 * filtering when we sample the texture.
6967 * These are the rules for reading the chroma:
6969 * Even pixel: Cr
6970 * Even pixel: U
6971 * Odd pixel: V
6973 * So we have to get the sampling x position in non-normalized coordinates in integers
6975 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6977 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6978 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6980 else
6982 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6984 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6985 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6986 * 0.5, so add 0.5.
6988 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6989 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6991 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
6992 * and 0.75 for the even and odd pixels respectively. */
6993 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6994 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6996 /* Sample Pixel 1. */
6997 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6999 /* Put the value into either of the chroma values */
7000 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7001 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7002 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7003 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7005 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7006 * the pixel right to the current one. Otherwise, sample the left pixel.
7007 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7009 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7010 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7011 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7013 /* Put the value into the other chroma */
7014 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7015 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7016 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7017 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7019 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7020 * the current one and lerp the two U and V values
7023 /* This gives the correctly filtered luminance value */
7024 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7027 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7028 const struct arbfp_blit_type *type, char *luminance)
7030 const char *tex;
7031 static const float yv12_coef[]
7032 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7034 tex = arbfp_texture_target(type->res_type);
7036 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7037 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7038 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7039 * pitch of the luminance plane, the packing into the gl texture is a bit
7040 * unfortunate. If the whole texture is interpreted as luminance data it looks
7041 * approximately like this:
7043 * +----------------------------------+----
7044 * | |
7045 * | |
7046 * | |
7047 * | |
7048 * | | 2
7049 * | LUMINANCE | -
7050 * | | 3
7051 * | |
7052 * | |
7053 * | |
7054 * | |
7055 * +----------------+-----------------+----
7056 * | | |
7057 * | V even rows | V odd rows |
7058 * | | | 1
7059 * +----------------+------------------ -
7060 * | | | 3
7061 * | U even rows | U odd rows |
7062 * | | |
7063 * +----------------+-----------------+----
7064 * | | |
7065 * | 0.5 | 0.5 |
7067 * So it appears as if there are 4 chroma images, but in fact the odd rows
7068 * in the chroma images are in the same row as the even ones. So it is
7069 * kinda tricky to read
7071 * When reading from rectangle textures, keep in mind that the input y coordinates
7072 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7074 shader_addline(buffer, "PARAM yv12_coef = ");
7075 shader_arb_append_imm_vec4(buffer, yv12_coef);
7076 shader_addline(buffer, ";\n");
7078 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7079 /* the chroma planes have only half the width */
7080 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7082 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7083 * the coordinate. Also read the right side of the image when reading odd lines
7085 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7086 * bleeding
7088 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7090 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7092 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7094 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7095 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7097 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7098 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7099 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7100 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7101 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7103 /* clamp, keep the half pixel origin in mind */
7104 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7105 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7106 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7107 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7109 else
7111 /* The y coordinate for V is in the range [size, size + size / 4). */
7112 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7113 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7115 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7116 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7117 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7118 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7119 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7120 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7122 /* Make sure to read exactly from the pixel center */
7123 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7124 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7126 /* Clamp */
7127 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7128 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7129 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7130 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7131 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7133 /* Read the texture, put the result into the output register */
7134 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7135 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7137 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7138 * No need to clamp because we're just reusing the already clamped value from above
7140 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7141 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7142 else
7143 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7144 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7145 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7147 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7148 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7149 * values due to filtering
7151 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7152 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7154 /* Multiply the y coordinate by 2/3 and clamp it */
7155 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7156 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7157 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7158 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7160 else
7162 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7163 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7164 * is bigger
7166 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7167 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7168 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7170 *luminance = 'a';
7173 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7174 const struct arbfp_blit_type *type, char *luminance)
7176 const char *tex;
7177 static const float nv12_coef[]
7178 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7180 tex = arbfp_texture_target(type->res_type);
7182 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7183 * sized plane where each component is an UV pair. So the effective
7184 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7185 * data it looks approximately like this:
7187 * +----------------------------------+----
7188 * | |
7189 * | |
7190 * | |
7191 * | |
7192 * | | 2
7193 * | LUMINANCE | -
7194 * | | 3
7195 * | |
7196 * | |
7197 * | |
7198 * | |
7199 * +----------------------------------+----
7200 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7201 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7202 * | | 1
7203 * | | -
7204 * | | 3
7205 * | |
7206 * | |
7207 * +----------------------------------+----
7209 * When reading from rectangle textures, keep in mind that the input y coordinates
7210 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7212 shader_addline(buffer, "PARAM nv12_coef = ");
7213 shader_arb_append_imm_vec4(buffer, nv12_coef);
7214 shader_addline(buffer, ";\n");
7216 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7217 /* We only have half the number of chroma pixels. */
7218 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7220 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7222 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7223 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7225 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7227 /* We must not allow filtering horizontally, this would mix U and V.
7228 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7229 * 0.5, so add 0.5. */
7231 /* Convert to non-normalized coordinates so we can find the
7232 * individual pixel. */
7233 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7234 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7235 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7236 * add 0.5 to hit the center of the pixel. */
7237 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7239 /* Convert back to normalized coordinates. */
7240 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7242 /* Clamp, keep the half pixel origin in mind. */
7243 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7244 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7245 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7246 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7248 else
7250 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7251 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7253 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7254 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7255 * add 0.5 to hit the center of the pixel. */
7256 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7258 /* Clamp */
7259 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7260 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7261 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7262 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7263 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7265 /* Read the texture, put the result into the output register. */
7266 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7267 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7269 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7271 /* Add 1/size.x */
7272 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7274 else
7276 /* Add 1 */
7277 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7279 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7280 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7282 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7283 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7284 * values due to filtering. */
7285 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7286 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7288 /* Multiply the y coordinate by 2/3 and clamp it */
7289 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7290 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7291 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7292 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7294 else
7296 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7297 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7298 * is bigger
7300 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7301 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7302 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7304 *luminance = 'a';
7307 /* Context activation is done by the caller. */
7308 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7310 GLuint shader;
7311 struct wined3d_string_buffer buffer;
7312 const char *tex_target = arbfp_texture_target(type->res_type);
7314 /* This should not happen because we only use this conversion for
7315 * present blits which don't use color keying. */
7316 if (type->use_color_key)
7317 FIXME("Implement P8 color keying.\n");
7319 /* Shader header */
7320 if (!string_buffer_init(&buffer))
7322 ERR("Failed to initialize shader buffer.\n");
7323 return 0;
7326 GL_EXTCALL(glGenProgramsARB(1, &shader));
7327 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7328 if (!shader)
7330 string_buffer_free(&buffer);
7331 return 0;
7334 shader_addline(&buffer, "!!ARBfp1.0\n");
7335 shader_addline(&buffer, "TEMP index;\n");
7337 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7338 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7340 /* The alpha-component contains the palette index */
7341 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7343 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7344 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7346 /* Use the alpha-component as an index in the palette to get the final color */
7347 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7348 shader_addline(&buffer, "END\n");
7350 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7352 string_buffer_free(&buffer);
7354 return shader;
7357 /* Context activation is done by the caller. */
7358 static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter *blitter,
7359 const struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl)
7361 const struct wined3d_palette *palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
7362 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7364 if (!blitter->palette_texture)
7365 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7367 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7368 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7370 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7372 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7373 /* Make sure we have discrete color levels. */
7374 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7375 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7376 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7377 if (palette)
7379 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7380 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7382 else
7384 static const DWORD black;
7385 FIXME("P8 surface loaded without a palette.\n");
7386 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7387 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7390 /* Switch back to unit 0 in which the 2D texture will be stored. */
7391 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
7394 /* Context activation is done by the caller. */
7395 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7397 GLuint shader;
7398 struct wined3d_string_buffer buffer;
7399 char luminance_component;
7401 if (type->use_color_key)
7402 FIXME("Implement YUV color keying.\n");
7404 /* Shader header */
7405 if (!string_buffer_init(&buffer))
7407 ERR("Failed to initialize shader buffer.\n");
7408 return 0;
7411 GL_EXTCALL(glGenProgramsARB(1, &shader));
7412 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7413 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7414 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7415 if (!shader)
7417 string_buffer_free(&buffer);
7418 return 0;
7421 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7422 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7423 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7424 * each single pixel it contains, and one U and one V value shared between both
7425 * pixels.
7427 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7428 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7429 * take the format into account when generating the read swizzles
7431 * Reading the Y value is straightforward - just sample the texture. The hardware
7432 * takes care of filtering in the horizontal and vertical direction.
7434 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7435 * because that would mix the U and V values of one pixel or two adjacent pixels.
7436 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7437 * regardless of the filtering setting. Vertical filtering works automatically
7438 * though - the U and V values of two rows are mixed nicely.
7440 * Apart of avoiding filtering issues, the code has to know which value it just
7441 * read, and where it can find the other one. To determine this, it checks if
7442 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7444 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7445 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7447 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7448 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7449 * in an unfiltered situation. Finding the luminance on the other hand requires
7450 * finding out if it is an odd or even pixel. The real drawback of this approach
7451 * is filtering. This would have to be emulated completely in the shader, reading
7452 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7453 * vertically. Beyond that it would require adjustments to the texture handling
7454 * code to deal with the width scaling
7456 shader_addline(&buffer, "!!ARBfp1.0\n");
7457 shader_addline(&buffer, "TEMP luminance;\n");
7458 shader_addline(&buffer, "TEMP temp;\n");
7459 shader_addline(&buffer, "TEMP chroma;\n");
7460 shader_addline(&buffer, "TEMP texcrd;\n");
7461 shader_addline(&buffer, "TEMP texcrd2;\n");
7462 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7463 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7464 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7466 switch (type->fixup)
7468 case COMPLEX_FIXUP_UYVY:
7469 case COMPLEX_FIXUP_YUY2:
7470 gen_packed_yuv_read(&buffer, type, &luminance_component);
7471 break;
7473 case COMPLEX_FIXUP_YV12:
7474 gen_yv12_read(&buffer, type, &luminance_component);
7475 break;
7477 case COMPLEX_FIXUP_NV12:
7478 gen_nv12_read(&buffer, type, &luminance_component);
7479 break;
7481 default:
7482 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7483 string_buffer_free(&buffer);
7484 return 0;
7487 /* Calculate the final result. Formula is taken from
7488 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7489 * ranges from -0.5 to 0.5
7491 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7493 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7494 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7495 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7496 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7497 shader_addline(&buffer, "END\n");
7499 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7501 string_buffer_free(&buffer);
7503 return shader;
7506 /* Context activation is done by the caller. */
7507 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7509 GLuint shader;
7510 struct wined3d_string_buffer buffer;
7511 const char *tex_target = arbfp_texture_target(type->res_type);
7513 /* Shader header */
7514 if (!string_buffer_init(&buffer))
7516 ERR("Failed to initialize shader buffer.\n");
7517 return 0;
7520 GL_EXTCALL(glGenProgramsARB(1, &shader));
7521 if (!shader)
7523 string_buffer_free(&buffer);
7524 return 0;
7526 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7528 shader_addline(&buffer, "!!ARBfp1.0\n");
7530 if (type->use_color_key)
7532 shader_addline(&buffer, "TEMP color;\n");
7533 shader_addline(&buffer, "TEMP less, greater;\n");
7534 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7535 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7536 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7537 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7538 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7539 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7540 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7541 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7542 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7543 shader_addline(&buffer, "MOV result.color, color;\n");
7545 else
7547 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7550 shader_addline(&buffer, "END\n");
7552 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7554 string_buffer_free(&buffer);
7556 return shader;
7559 /* Context activation is done by the caller. */
7560 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context_gl *context_gl,
7561 const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
7562 const struct wined3d_color_key *color_key)
7564 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7565 enum complex_fixup fixup;
7566 struct wine_rb_entry *entry;
7567 struct arbfp_blit_type type;
7568 struct arbfp_blit_desc *desc;
7569 struct wined3d_color float_color_key[2];
7570 struct wined3d_vec4 size;
7571 unsigned int level;
7572 GLuint shader;
7574 level = sub_resource_idx % texture_gl->t.level_count;
7575 size.x = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
7576 size.y = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
7577 size.z = 1.0f;
7578 size.w = 1.0f;
7580 if (is_complex_fixup(texture_gl->t.resource.format->color_fixup))
7581 fixup = get_complex_fixup(texture_gl->t.resource.format->color_fixup);
7582 else
7583 fixup = COMPLEX_FIXUP_NONE;
7585 switch (texture_gl->target)
7587 case GL_TEXTURE_1D:
7588 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7589 break;
7591 case GL_TEXTURE_2D:
7592 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7593 break;
7595 case GL_TEXTURE_3D:
7596 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7597 break;
7599 case GL_TEXTURE_CUBE_MAP_ARB:
7600 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7601 break;
7603 case GL_TEXTURE_RECTANGLE_ARB:
7604 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7605 break;
7607 default:
7608 ERR("Unexpected GL texture type %#x.\n", texture_gl->target);
7609 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7611 type.fixup = fixup;
7612 type.use_color_key = !!color_key;
7613 type.padding = 0;
7615 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7617 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7618 shader = desc->shader;
7620 else
7622 switch (fixup)
7624 case COMPLEX_FIXUP_NONE:
7625 if (!is_identity_fixup(texture_gl->t.resource.format->color_fixup))
7626 FIXME("Implement support for sign or swizzle fixups.\n");
7627 shader = arbfp_gen_plain_shader(gl_info, &type);
7628 break;
7630 case COMPLEX_FIXUP_P8:
7631 shader = gen_p8_shader(gl_info, &type);
7632 break;
7634 case COMPLEX_FIXUP_YUY2:
7635 case COMPLEX_FIXUP_UYVY:
7636 case COMPLEX_FIXUP_YV12:
7637 case COMPLEX_FIXUP_NV12:
7638 shader = gen_yuv_shader(gl_info, &type);
7639 break;
7641 default:
7642 FIXME("Unsupported fixup %#x.\n", fixup);
7643 return E_NOTIMPL;
7646 if (!shader)
7648 ERR("Failed to get shader for fixup %#x.\n", fixup);
7649 return E_NOTIMPL;
7652 if (!(desc = heap_alloc(sizeof(*desc))))
7653 goto err_out;
7655 desc->type = type;
7656 desc->shader = shader;
7657 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7659 err_out:
7660 ERR("Out of memory\n");
7661 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7662 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7663 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7664 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7665 heap_free(desc);
7666 return E_OUTOFMEMORY;
7670 if (fixup == COMPLEX_FIXUP_P8)
7671 arbfp_blitter_upload_palette(blitter, texture_gl, context_gl);
7673 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7674 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7675 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7676 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7677 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7678 checkGLcall("glProgramLocalParameter4fvARB");
7679 if (type.use_color_key)
7681 wined3d_format_get_float_color_key(texture_gl->t.resource.format, color_key, float_color_key);
7682 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7683 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7684 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7685 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7686 checkGLcall("glProgramLocalParameter4fvARB");
7689 return WINED3D_OK;
7692 /* Context activation is done by the caller. */
7693 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7695 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7696 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7699 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7700 const struct wined3d_resource *src_resource, DWORD src_location,
7701 const struct wined3d_resource *dst_resource, DWORD dst_location)
7703 const struct wined3d_format *src_format = src_resource->format;
7704 const struct wined3d_format *dst_format = dst_resource->format;
7705 enum complex_fixup src_fixup;
7706 BOOL decompress;
7708 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7709 return FALSE;
7711 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7713 if (dst_format->depth_size || dst_format->stencil_size)
7714 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7715 else
7716 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7719 switch (blit_op)
7721 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7722 if (!context->d3d_info->shader_color_key)
7724 /* The conversion modifies the alpha channel so the color key might no longer match. */
7725 TRACE("Color keying not supported with converted textures.\n");
7726 return FALSE;
7728 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7729 case WINED3D_BLIT_OP_COLOR_BLIT:
7730 break;
7732 default:
7733 TRACE("Unsupported blit_op=%d\n", blit_op);
7734 return FALSE;
7737 decompress = (src_format->attrs & WINED3D_FORMAT_ATTR_COMPRESSED)
7738 && !(dst_format->attrs & WINED3D_FORMAT_ATTR_COMPRESSED);
7739 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7740 return FALSE;
7742 src_fixup = get_complex_fixup(src_format->color_fixup);
7743 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7745 TRACE("Checking support for fixup:\n");
7746 dump_color_fixup_desc(src_format->color_fixup);
7749 if (!is_identity_fixup(dst_format->color_fixup)
7750 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7752 TRACE("Destination fixups are not supported\n");
7753 return FALSE;
7756 if (is_identity_fixup(src_format->color_fixup))
7758 TRACE("[OK]\n");
7759 return TRUE;
7762 /* We only support YUV conversions. */
7763 if (!is_complex_fixup(src_format->color_fixup))
7765 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7767 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7768 return TRUE;
7771 TRACE("[FAILED]\n");
7772 return FALSE;
7775 switch(src_fixup)
7777 case COMPLEX_FIXUP_YUY2:
7778 case COMPLEX_FIXUP_UYVY:
7779 case COMPLEX_FIXUP_YV12:
7780 case COMPLEX_FIXUP_NV12:
7781 case COMPLEX_FIXUP_P8:
7782 TRACE("[OK]\n");
7783 return TRUE;
7785 default:
7786 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7787 TRACE("[FAILED]\n");
7788 return FALSE;
7792 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7793 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7794 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7795 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7796 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter,
7797 const struct wined3d_format *resolve_format)
7799 struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
7800 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
7801 struct wined3d_device *device = dst_texture->resource.device;
7802 struct wined3d_texture *staging_texture = NULL;
7803 struct wined3d_arbfp_blitter *arbfp_blitter;
7804 struct wined3d_color_key alpha_test_key;
7805 struct wined3d_blitter *next;
7806 unsigned int src_level;
7807 RECT s, d;
7809 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
7810 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
7811 "colour_key %p, filter %s, resolve format %p.\n",
7812 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7813 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7814 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter), resolve_format);
7816 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7817 &dst_texture->resource, dst_location))
7819 if (!(next = blitter->next))
7821 ERR("No blitter to handle blit op %#x.\n", op);
7822 return dst_location;
7825 TRACE("Forwarding to blitter %p.\n", next);
7826 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7827 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter, resolve_format);
7830 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7832 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7834 struct wined3d_resource_desc desc;
7835 struct wined3d_box upload_box;
7836 HRESULT hr;
7838 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7840 src_level = src_sub_resource_idx % src_texture->level_count;
7841 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7842 desc.format = src_texture->resource.format->id;
7843 desc.multisample_type = src_texture->resource.multisample_type;
7844 desc.multisample_quality = src_texture->resource.multisample_quality;
7845 desc.usage = WINED3DUSAGE_PRIVATE;
7846 desc.bind_flags = 0;
7847 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7848 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7849 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7850 desc.depth = 1;
7851 desc.size = 0;
7853 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7854 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7856 ERR("Failed to create staging texture, hr %#lx.\n", hr);
7857 return dst_location;
7860 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7861 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7862 src_texture, src_sub_resource_idx, &upload_box);
7864 src_texture = staging_texture;
7865 src_texture_gl = wined3d_texture_gl(src_texture);
7866 src_sub_resource_idx = 0;
7868 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7869 && (src_texture->sub_resources[src_sub_resource_idx].locations
7870 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7871 && !wined3d_resource_is_offscreen(&src_texture->resource))
7874 /* Without FBO blits transferring from the drawable to the texture is
7875 * expensive, because we have to flip the data in sysmem. Since we can
7876 * flip in the blitter, we don't actually need that flip anyway. So we
7877 * use the surface's texture as scratch texture, and flip the source
7878 * rectangle instead. */
7879 texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
7881 s = *src_rect;
7882 src_level = src_sub_resource_idx % src_texture->level_count;
7883 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7884 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7885 src_rect = &s;
7887 else
7889 wined3d_texture_load(src_texture, context, FALSE);
7892 if (wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
7893 wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
7894 else
7895 wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
7897 context_gl_apply_texture_draw_state(context_gl, dst_texture, dst_sub_resource_idx, dst_location);
7898 wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
7900 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7902 d = *dst_rect;
7903 wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
7904 dst_rect = &d;
7907 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7909 const struct wined3d_format *fmt = src_texture->resource.format;
7910 alpha_test_key.color_space_low_value = 0;
7911 alpha_test_key.color_space_high_value = ~(wined3d_mask_from_size(fmt->alpha_size) << fmt->alpha_offset);
7912 color_key = &alpha_test_key;
7915 arbfp_blit_set(arbfp_blitter, context_gl, src_texture_gl, src_sub_resource_idx, color_key);
7917 /* Draw a textured quad */
7918 wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
7919 src_sub_resource_idx, src_rect, dst_rect, filter);
7921 /* Leave the opengl state valid for blitting */
7922 arbfp_blit_unset(context_gl->gl_info);
7924 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7925 context_gl->gl_info->gl_ops.gl.p_glFlush();
7927 if (staging_texture)
7928 wined3d_texture_decref(staging_texture);
7930 return dst_location;
7933 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7934 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7935 const RECT *draw_rect, uint32_t flags, const struct wined3d_color *colour, float depth, unsigned int stencil)
7937 struct wined3d_blitter *next;
7939 if ((next = blitter->next))
7940 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7941 clear_rects, draw_rect, flags, colour, depth, stencil);
7944 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7946 arbfp_blitter_destroy,
7947 arbfp_blitter_clear,
7948 arbfp_blitter_blit,
7951 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7953 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl(device->adapter)->gl_info;
7954 struct wined3d_arbfp_blitter *blitter;
7956 if (device->shader_backend != &arb_program_shader_backend
7957 && device->shader_backend != &glsl_shader_backend)
7958 return;
7960 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7961 return;
7963 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7964 return;
7966 if (!(blitter = heap_alloc(sizeof(*blitter))))
7968 ERR("Failed to allocate blitter.\n");
7969 return;
7972 TRACE("Created blitter %p.\n", blitter);
7974 blitter->blitter.ops = &arbfp_blitter_ops;
7975 blitter->blitter.next = *next;
7976 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7977 blitter->palette_texture = 0;
7978 *next = &blitter->blitter;