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
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 #define GLINFO_LOCATION (*gl_info)
40 /********************************************************
41 * ARB_[vertex/fragment]_program helper functions follow
42 ********************************************************/
45 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
46 * When constant_list == NULL, it will load all the constants.
48 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
49 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
51 static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
, GLuint target_type
,
52 unsigned int max_constants
, float* constants
, struct list
*constant_list
) {
53 constants_entry
*constant
;
54 local_constant
* lconst
;
58 if (TRACE_ON(d3d_shader
)) {
59 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
64 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
65 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
66 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
70 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
75 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
78 checkGLcall("glProgramEnvParameter4fvARB()");
80 /* Load immediate constants */
81 if (TRACE_ON(d3d_shader
)) {
82 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
83 GLfloat
* values
= (GLfloat
*)lconst
->value
;
84 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
85 values
[0], values
[1], values
[2], values
[3]);
88 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
89 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
91 checkGLcall("glProgramEnvParameter4fvARB()");
95 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
97 * We only support float constants in ARB at the moment, so don't
98 * worry about the Integers or Booleans
100 void shader_arb_load_constants(
101 IWineD3DDevice
* device
,
103 char useVertexShader
) {
105 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
106 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
107 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
109 if (useVertexShader
) {
110 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
112 /* Load DirectX 9 float constants for vertex shader */
113 shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
114 GL_LIMITS(vshader_constantsF
),
115 stateBlock
->vertexShaderConstantF
,
116 &stateBlock
->set_vconstantsF
);
118 /* Upload the position fixup */
119 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
122 if (usePixelShader
) {
124 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
126 /* Load DirectX 9 float constants for pixel shader */
127 shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
128 GL_LIMITS(pshader_constantsF
),
129 stateBlock
->pixelShaderConstantF
,
130 &stateBlock
->set_pconstantsF
);
131 if(((IWineD3DPixelShaderImpl
*) pshader
)->bumpenvmatconst
) {
132 /* needsbumpmat stores the stage number from where to load the matrix. bumpenvmatconst stores the
133 * number of the constant to load the matrix into.
134 * The state manager takes care that this function is always called if the bump env matrix changes
136 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
137 float *data
= (float *) &stateBlock
->textureState
[(int) psi
->needsbumpmat
][WINED3DTSS_BUMPENVMAT00
];
138 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
, data
));
143 /* Generate the variable & register declarations for the ARB_vertex_program output target */
144 void shader_generate_arb_declarations(
145 IWineD3DBaseShader
*iface
,
146 shader_reg_maps
* reg_maps
,
147 SHADER_BUFFER
* buffer
,
148 WineD3D_GL_Info
* gl_info
) {
150 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
152 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
153 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
154 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
156 /* Temporary Output register */
157 shader_addline(buffer
, "TEMP TMP_OUT;\n");
159 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
160 if (reg_maps
->temporary
[i
])
161 shader_addline(buffer
, "TEMP R%u;\n", i
);
164 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
165 if (reg_maps
->address
[i
])
166 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
169 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
170 if (reg_maps
->texcoord
[i
])
171 shader_addline(buffer
,"TEMP T%u;\n", i
);
174 /* Texture coordinate registers must be pre-loaded */
175 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
176 if (reg_maps
->texcoord
[i
])
177 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
180 if(reg_maps
->bumpmat
!= -1 /* Only a pshader can use texbem */) {
181 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
182 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
185 if(max_constantsF
< GL_LIMITS(pshader_constantsF
)) {
186 ((IWineD3DPixelShaderImpl
*)This
)->bumpenvmatconst
= max_constantsF
;
187 shader_addline(buffer
, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl
*)This
)->bumpenvmatconst
);
189 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
193 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
194 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
195 max_constantsF
, max_constantsF
- 1);
198 static const char * const shift_tab
[] = {
199 "dummy", /* 0 (none) */
200 "coefmul.x", /* 1 (x2) */
201 "coefmul.y", /* 2 (x4) */
202 "coefmul.z", /* 3 (x8) */
203 "coefmul.w", /* 4 (x16) */
204 "dummy", /* 5 (x32) */
205 "dummy", /* 6 (x64) */
206 "dummy", /* 7 (x128) */
207 "dummy", /* 8 (d256) */
208 "dummy", /* 9 (d128) */
209 "dummy", /* 10 (d64) */
210 "dummy", /* 11 (d32) */
211 "coefdiv.w", /* 12 (d16) */
212 "coefdiv.z", /* 13 (d8) */
213 "coefdiv.y", /* 14 (d4) */
214 "coefdiv.x" /* 15 (d2) */
217 static void shader_arb_get_write_mask(const DWORD param
, char *write_mask
) {
218 char *ptr
= write_mask
;
220 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
222 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
223 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
224 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
225 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
231 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
232 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
233 * but addressed as "rgba". To fix this we need to swap the register's x
234 * and z components. */
235 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
236 char *ptr
= swizzle_str
;
238 /* swizzle bits fields: wwzzyyxx */
239 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
240 DWORD swizzle_x
= swizzle
& 0x03;
241 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
242 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
243 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
245 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
246 * generate a swizzle string. Unless we need to our own swizzling. */
247 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
249 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
250 *ptr
++ = swizzle_chars
[swizzle_x
];
252 *ptr
++ = swizzle_chars
[swizzle_x
];
253 *ptr
++ = swizzle_chars
[swizzle_y
];
254 *ptr
++ = swizzle_chars
[swizzle_z
];
255 *ptr
++ = swizzle_chars
[swizzle_w
];
262 static void pshader_get_register_name(
263 const DWORD param
, char* regstr
) {
265 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
266 DWORD regtype
= shader_get_regtype(param
);
269 case WINED3DSPR_TEMP
:
270 sprintf(regstr
, "R%u", reg
);
272 case WINED3DSPR_INPUT
:
274 strcpy(regstr
, "fragment.color.primary");
276 strcpy(regstr
, "fragment.color.secondary");
279 case WINED3DSPR_CONST
:
280 sprintf(regstr
, "C[%u]", reg
);
282 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
283 sprintf(regstr
,"T%u", reg
);
285 case WINED3DSPR_COLOROUT
:
287 sprintf(regstr
, "TMP_COLOR");
289 /* TODO: See GL_ARB_draw_buffers */
290 FIXME("Unsupported write to render target %u\n", reg
);
291 sprintf(regstr
, "unsupported_register");
294 case WINED3DSPR_DEPTHOUT
:
295 sprintf(regstr
, "result.depth");
297 case WINED3DSPR_ATTROUT
:
298 sprintf(regstr
, "oD[%u]", reg
);
300 case WINED3DSPR_TEXCRDOUT
:
301 sprintf(regstr
, "oT[%u]", reg
);
304 FIXME("Unhandled register name Type(%d)\n", regtype
);
305 sprintf(regstr
, "unrecognized_register");
310 /* TODO: merge with pixel shader */
311 static void vshader_program_add_param(SHADER_OPCODE_ARG
*arg
, const DWORD param
, BOOL is_input
, char *hwLine
) {
313 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
315 /* oPos, oFog and oPts in D3D */
316 static const char * const hwrastout_reg_names
[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
318 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
319 DWORD regtype
= shader_get_regtype(param
);
321 BOOL is_color
= FALSE
;
323 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) {
324 strcat(hwLine
, " -");
330 case WINED3DSPR_TEMP
:
331 sprintf(tmpReg
, "R%u", reg
);
332 strcat(hwLine
, tmpReg
);
334 case WINED3DSPR_INPUT
:
336 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
339 sprintf(tmpReg
, "vertex.attrib[%u]", reg
);
340 strcat(hwLine
, tmpReg
);
342 case WINED3DSPR_CONST
:
343 sprintf(tmpReg
, "C[%s%u]", (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) ? "A0.x + " : "", reg
);
344 strcat(hwLine
, tmpReg
);
346 case WINED3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
347 sprintf(tmpReg
, "A%u", reg
);
348 strcat(hwLine
, tmpReg
);
350 case WINED3DSPR_RASTOUT
:
351 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
352 strcat(hwLine
, tmpReg
);
354 case WINED3DSPR_ATTROUT
:
356 strcat(hwLine
, "result.color.primary");
358 strcat(hwLine
, "result.color.secondary");
361 case WINED3DSPR_TEXCRDOUT
:
362 sprintf(tmpReg
, "result.texcoord[%u]", reg
);
363 strcat(hwLine
, tmpReg
);
366 FIXME("Unknown reg type %d %d\n", regtype
, reg
);
367 strcat(hwLine
, "unrecognized_register");
373 shader_arb_get_write_mask(param
, write_mask
);
374 strcat(hwLine
, write_mask
);
377 shader_arb_get_swizzle(param
, is_color
, swizzle
);
378 strcat(hwLine
, swizzle
);
382 static void shader_hw_sample(SHADER_OPCODE_ARG
* arg
, DWORD sampler_idx
, const char *dst_str
, const char *coord_reg
, BOOL projective
) {
383 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
384 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
385 IWineD3DBaseTextureImpl
*texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
386 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
388 SHADER_BUFFER
* buffer
= arg
->buffer
;
389 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
390 const char *tex_type
;
392 switch(sampler_type
) {
401 case WINED3DSTT_VOLUME
:
405 case WINED3DSTT_CUBE
:
410 ERR("Unexpected texture type %d\n", sampler_type
);
414 if (projective
&& deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
) {
415 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
417 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
420 /* Signedness correction */
421 if(!GL_SUPPORT(NV_TEXTURE_SHADER3
) /* Provides signed formats */ && texture
) {
422 WINED3DFORMAT format
= texture
->resource
.format
;
424 if((format
== WINED3DFMT_V8U8
&& !GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) ||
425 format
== WINED3DFMT_Q8W8V8U8
||
426 format
== WINED3DFMT_V16U16
) {
427 shader_addline(buffer
, "MAD %s, %s, coefmul.x, -one;\n", dst_str
, dst_str
);
428 } else if(format
== WINED3DFMT_X8L8V8U8
) {
429 shader_addline(buffer
, "MAD %s.rg, %s, coefmul.x, -one;\n", dst_str
, dst_str
);
435 static void pshader_gen_input_modifier_line (
436 SHADER_BUFFER
* buffer
,
441 /* Generate a line that does the input modifier computation and return the input register to use */
446 /* Assume a new line will be added */
449 /* Get register name */
450 pshader_get_register_name(instr
, regstr
);
451 shader_arb_get_swizzle(instr
, FALSE
, swzstr
);
453 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
454 case WINED3DSPSM_NONE
:
455 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
458 case WINED3DSPSM_NEG
:
459 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
462 case WINED3DSPSM_BIAS
:
463 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
465 case WINED3DSPSM_BIASNEG
:
466 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
468 case WINED3DSPSM_SIGN
:
469 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
471 case WINED3DSPSM_SIGNNEG
:
472 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
474 case WINED3DSPSM_COMP
:
475 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
478 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
480 case WINED3DSPSM_X2NEG
:
481 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
484 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
485 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
488 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
489 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
492 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
496 /* Return modified or original register, with swizzle */
498 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
501 static inline void pshader_gen_output_modifier_line(
502 SHADER_BUFFER
* buffer
,
508 /* Generate a line that does the output modifier computation */
509 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
510 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
513 void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
) {
514 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
516 SHADER_BUFFER
* buffer
= arg
->buffer
;
518 char src_name
[2][50];
521 pshader_get_register_name(arg
->dst
, dst_name
);
522 shader_arb_get_write_mask(arg
->dst
, dst_wmask
);
523 strcat(dst_name
, dst_wmask
);
525 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
[0]);
526 pshader_gen_input_modifier_line(buffer
, arg
->src
[1], 1, src_name
[1]);
528 if(This
->bumpenvmatconst
!= -1) {
529 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
530 shader_addline(buffer
, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
531 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
532 shader_addline(buffer
, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
533 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
535 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
537 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
541 void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
) {
543 SHADER_BUFFER
* buffer
= arg
->buffer
;
546 char src_name
[3][50];
548 /* FIXME: support output modifiers */
550 /* Handle output register */
551 pshader_get_register_name(arg
->dst
, dst_name
);
552 shader_arb_get_write_mask(arg
->dst
, dst_wmask
);
553 strcat(dst_name
, dst_wmask
);
555 /* Generate input register names (with modifiers) */
556 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
[0]);
557 pshader_gen_input_modifier_line(buffer
, arg
->src
[1], 1, src_name
[1]);
558 pshader_gen_input_modifier_line(buffer
, arg
->src
[2], 2, src_name
[2]);
560 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
561 shader_addline(buffer
, "CMP %s, TMP, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
564 void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
) {
566 SHADER_BUFFER
* buffer
= arg
->buffer
;
569 char src_name
[3][50];
571 /* FIXME: support output modifiers */
573 /* Handle output register */
574 pshader_get_register_name(arg
->dst
, dst_name
);
575 shader_arb_get_write_mask(arg
->dst
, dst_wmask
);
576 strcat(dst_name
, dst_wmask
);
578 /* Generate input register names (with modifiers) */
579 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
[0]);
580 pshader_gen_input_modifier_line(buffer
, arg
->src
[1], 1, src_name
[1]);
581 pshader_gen_input_modifier_line(buffer
, arg
->src
[2], 2, src_name
[2]);
583 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
584 src_name
[0], src_name
[2], src_name
[1]);
587 /* Map the opcode 1-to-1 to the GL code */
588 void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
) {
590 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
591 SHADER_BUFFER
* buffer
= arg
->buffer
;
592 DWORD dst
= arg
->dst
;
593 DWORD
* src
= arg
->src
;
598 /* Output token related */
599 char output_rname
[256];
600 char output_wmask
[20];
601 BOOL saturate
= FALSE
;
602 BOOL centroid
= FALSE
;
603 BOOL partialprecision
= FALSE
;
606 strcpy(tmpLine
, curOpcode
->glname
);
608 /* Process modifiers */
609 if (0 != (dst
& WINED3DSP_DSTMOD_MASK
)) {
610 DWORD mask
= dst
& WINED3DSP_DSTMOD_MASK
;
612 saturate
= mask
& WINED3DSPDM_SATURATE
;
613 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
614 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
615 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
617 FIXME("Unrecognized modifier(0x%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
620 FIXME("Unhandled modifier(0x%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
622 shift
= (dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
624 /* Generate input and output registers */
625 if (curOpcode
->num_params
> 0) {
626 char operands
[4][100];
628 /* Generate input register names (with modifiers) */
629 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
630 pshader_gen_input_modifier_line(buffer
, src
[i
-1], i
-1, operands
[i
]);
632 /* Handle output register */
633 pshader_get_register_name(dst
, output_rname
);
634 strcpy(operands
[0], output_rname
);
635 shader_arb_get_write_mask(dst
, output_wmask
);
636 strcat(operands
[0], output_wmask
);
638 if (saturate
&& (shift
== 0))
639 strcat(tmpLine
, "_SAT");
640 strcat(tmpLine
, " ");
641 strcat(tmpLine
, operands
[0]);
642 for (i
= 1; i
< curOpcode
->num_params
; i
++) {
643 strcat(tmpLine
, ", ");
644 strcat(tmpLine
, operands
[i
]);
646 strcat(tmpLine
,";\n");
647 shader_addline(buffer
, tmpLine
);
649 /* A shift requires another line. */
651 pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
655 void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
) {
657 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
659 DWORD dst
= arg
->dst
;
660 DWORD
* src
= arg
->src
;
661 SHADER_BUFFER
* buffer
= arg
->buffer
;
662 DWORD hex_version
= This
->baseShader
.hex_version
;
667 DWORD reg_sampler_code
;
669 /* All versions have a destination register */
670 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
671 pshader_get_register_name(dst
, reg_dest
);
673 /* 1.0-1.3: Use destination register as coordinate source.
674 1.4+: Use provided coordinate source register. */
675 if (hex_version
< WINED3DPS_VERSION(1,4))
676 strcpy(reg_coord
, reg_dest
);
678 pshader_gen_input_modifier_line(buffer
, src
[0], 0, reg_coord
);
680 /* 1.0-1.4: Use destination register number as texture code.
681 2.0+: Use provided sampler number as texure code. */
682 if (hex_version
< WINED3DPS_VERSION(2,0))
683 reg_sampler_code
= reg_dest_code
;
685 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
687 shader_hw_sample(arg
, reg_sampler_code
, reg_dest
, reg_coord
, TRUE
);
690 void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
) {
692 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
693 DWORD dst
= arg
->dst
;
694 SHADER_BUFFER
* buffer
= arg
->buffer
;
695 DWORD hex_version
= This
->baseShader
.hex_version
;
698 shader_arb_get_write_mask(dst
, tmp
);
699 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
700 DWORD reg
= dst
& WINED3DSP_REGNUM_MASK
;
701 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
703 DWORD reg1
= dst
& WINED3DSP_REGNUM_MASK
;
706 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, reg_src
);
707 shader_addline(buffer
, "MOV R%u%s, %s;\n", reg1
, tmp
, reg_src
);
711 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
713 SHADER_BUFFER
* buffer
= arg
->buffer
;
715 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
716 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
719 sprintf(dst_str
, "T%u", reg1
);
720 shader_addline(buffer
, "MOV TMP.r, T%u.a;\n", reg2
);
721 shader_addline(buffer
, "MOV TMP.g, T%u.r;\n", reg2
);
722 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", TRUE
);
725 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
727 SHADER_BUFFER
* buffer
= arg
->buffer
;
729 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
730 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
733 sprintf(dst_str
, "T%u", reg1
);
734 shader_addline(buffer
, "MOV TMP.r, T%u.g;\n", reg2
);
735 shader_addline(buffer
, "MOV TMP.g, T%u.b;\n", reg2
);
736 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", TRUE
);
739 void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
) {
740 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
742 DWORD dst
= arg
->dst
;
743 DWORD src
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
744 SHADER_BUFFER
* buffer
= arg
->buffer
;
749 /* All versions have a destination register */
750 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
751 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
752 pshader_get_register_name(dst
, reg_coord
);
754 if(This
->bumpenvmatconst
!= -1) {
755 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
757 shader_addline(buffer
, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
758 shader_addline(buffer
, "DP3 TMP.r, TMP2, T%u;\n", src
);
759 shader_addline(buffer
, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
760 shader_addline(buffer
, "DP3 TMP.g, TMP2, T%u;\n", src
);
762 /* with projective textures, texbem only divides the static texture coord, not the displacement,
763 * so we can't let the GL handle this.
765 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
766 & WINED3DTTFF_PROJECTED
) {
767 shader_addline(buffer
, "RCP TMP2.a, %s.a;\n", reg_coord
);
768 shader_addline(buffer
, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord
);
769 shader_addline(buffer
, "ADD TMP.rg, TMP, TMP2;\n");
771 shader_addline(buffer
, "ADD TMP.rg, TMP, %s;\n", reg_coord
);
774 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, "TMP", FALSE
);
776 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
777 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, reg_coord
, TRUE
);
781 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
783 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
784 SHADER_BUFFER
* buffer
= arg
->buffer
;
787 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
788 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
791 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
793 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
794 SHADER_BUFFER
* buffer
= arg
->buffer
;
798 sprintf(dst_str
, "T%u", reg
);
799 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
800 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
801 shader_hw_sample(arg
, reg
, dst_str
, "TMP", TRUE
);
804 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
806 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
807 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
808 SHADER_BUFFER
* buffer
= arg
->buffer
;
809 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
812 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
813 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
814 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
817 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
819 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
820 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
821 SHADER_BUFFER
* buffer
= arg
->buffer
;
822 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
826 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
827 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
829 /* Sample the texture using the calculated coordinates */
830 sprintf(dst_str
, "T%u", reg
);
831 shader_hw_sample(arg
, reg
, dst_str
, "TMP", TRUE
);
832 current_state
->current_row
= 0;
835 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
837 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
838 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
839 SHADER_BUFFER
* buffer
= arg
->buffer
;
840 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
844 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
845 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
847 /* Construct the eye-ray vector from w coordinates */
848 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
849 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
850 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
852 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
853 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
854 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
855 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
857 /* Sample the texture using the calculated coordinates */
858 sprintf(dst_str
, "T%u", reg
);
859 shader_hw_sample(arg
, reg
, dst_str
, "TMP", TRUE
);
860 current_state
->current_row
= 0;
863 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
865 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
866 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
867 DWORD reg3
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
868 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
869 SHADER_BUFFER
* buffer
= arg
->buffer
;
873 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
874 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
876 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
877 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
878 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
879 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
881 /* Sample the texture using the calculated coordinates */
882 sprintf(dst_str
, "T%u", reg
);
883 shader_hw_sample(arg
, reg
, dst_str
, "TMP", TRUE
);
884 current_state
->current_row
= 0;
887 /** Handles transforming all WINED3DSIO_M?x? opcodes for
888 Vertex shaders to ARB_vertex_program codes */
889 void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
) {
893 SHADER_OPCODE_ARG tmpArg
;
895 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
897 /* Set constants for the temporary argument */
898 tmpArg
.shader
= arg
->shader
;
899 tmpArg
.buffer
= arg
->buffer
;
900 tmpArg
.src
[0] = arg
->src
[0];
901 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
902 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
903 tmpArg
.reg_maps
= arg
->reg_maps
;
905 switch(arg
->opcode
->opcode
) {
906 case WINED3DSIO_M4x4
:
908 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
910 case WINED3DSIO_M4x3
:
912 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
914 case WINED3DSIO_M3x4
:
916 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
918 case WINED3DSIO_M3x3
:
920 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
922 case WINED3DSIO_M3x2
:
924 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
930 for (i
= 0; i
< nComponents
; i
++) {
931 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
932 tmpArg
.src
[1] = arg
->src
[1]+i
;
933 vshader_hw_map2gl(&tmpArg
);
937 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
) {
938 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
939 SHADER_BUFFER
* buffer
= arg
->buffer
;
940 DWORD dst
= arg
->dst
;
941 DWORD src
= arg
->src
[0];
942 DWORD swizzle
= (src
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
946 strcpy(tmpLine
, curOpcode
->glname
); /* Opcode */
947 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
); /* Destination */
948 strcat(tmpLine
, ",");
949 vshader_program_add_param(arg
, src
, TRUE
, tmpLine
);
950 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) == swizzle
) {
951 /* Dx sdk says .x is used if no swizzle is given */
952 strcat(tmpLine
, ".x");
955 shader_addline(buffer
, "%s;\n", tmpLine
);
958 /* TODO: merge with pixel shader */
959 /* Map the opcode 1-to-1 to the GL code */
960 void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
) {
962 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
963 SHADER_BUFFER
* buffer
= arg
->buffer
;
964 DWORD dst
= arg
->dst
;
965 DWORD
* src
= arg
->src
;
967 DWORD dst_regtype
= shader_get_regtype(dst
);
971 if ((curOpcode
->opcode
== WINED3DSIO_MOV
&& dst_regtype
== WINED3DSPR_ADDR
) || curOpcode
->opcode
== WINED3DSIO_MOVA
)
972 strcpy(tmpLine
, "ARL");
974 strcpy(tmpLine
, curOpcode
->glname
);
976 if (curOpcode
->num_params
> 0) {
977 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
);
978 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
979 strcat(tmpLine
, ",");
980 vshader_program_add_param(arg
, src
[i
-1], TRUE
, tmpLine
);
983 shader_addline(buffer
, "%s;\n", tmpLine
);
986 static GLuint
create_arb_blt_vertex_program(WineD3D_GL_Info
*gl_info
) {
987 GLuint program_id
= 0;
988 const char *blt_vprogram
=
990 "PARAM c[1] = { { 1, 0.5 } };\n"
991 "MOV result.position, vertex.position;\n"
992 "MOV result.color, c[0].x;\n"
993 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
994 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
997 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
998 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
999 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1001 if (glGetError() == GL_INVALID_OPERATION
) {
1003 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1004 FIXME("Vertex program error at position %d: %s\n", pos
,
1005 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1011 static GLuint
create_arb_blt_fragment_program(WineD3D_GL_Info
*gl_info
) {
1012 GLuint program_id
= 0;
1013 const char *blt_fprogram
=
1016 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1017 "MOV result.depth.z, R0.x;\n"
1020 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1021 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1022 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprogram
), blt_fprogram
));
1024 if (glGetError() == GL_INVALID_OPERATION
) {
1026 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1027 FIXME("Fragment program error at position %d: %s\n", pos
,
1028 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1034 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1035 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1036 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1039 TRACE("Using vertex shader\n");
1041 /* Bind the vertex program */
1042 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
,
1043 ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->baseShader
.prgId
));
1044 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1046 /* Enable OpenGL vertex programs */
1047 glEnable(GL_VERTEX_PROGRAM_ARB
);
1048 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1049 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
1050 This
, ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->baseShader
.prgId
);
1051 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1052 glDisable(GL_VERTEX_PROGRAM_ARB
);
1053 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1057 TRACE("Using pixel shader\n");
1059 /* Bind the fragment program */
1060 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
,
1061 ((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
)->baseShader
.prgId
));
1062 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1064 /* Enable OpenGL fragment programs */
1065 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1066 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1067 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
1068 This
, ((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
)->baseShader
.prgId
);
1069 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
1070 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1071 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1075 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
) {
1076 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1077 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1078 static GLuint vprogram_id
= 0;
1079 static GLuint fprogram_id
= 0;
1081 if (!vprogram_id
) vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1082 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, vprogram_id
));
1083 glEnable(GL_VERTEX_PROGRAM_ARB
);
1085 if (!fprogram_id
) fprogram_id
= create_arb_blt_fragment_program(gl_info
);
1086 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, fprogram_id
));
1087 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1090 static void shader_arb_cleanup(IWineD3DDevice
*iface
) {
1091 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1092 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1093 if (GL_SUPPORT(ARB_VERTEX_PROGRAM
)) glDisable(GL_VERTEX_PROGRAM_ARB
);
1094 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1097 const shader_backend_t arb_program_shader_backend
= {
1099 &shader_arb_select_depth_blt
,
1100 &shader_arb_load_constants
,