wininet: Add tests for passing invalid parameters into InternetTimeFromSystemTimeA/W.
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob233098b7299da1d7a38dd5996cd322fd47777437
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
31 #include <math.h>
32 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 #define GLINFO_LOCATION (*gl_info)
42 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
43 * so upload them above that
45 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
46 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
48 /* ARB_program_shader private data */
49 struct shader_arb_priv {
50 GLuint current_vprogram_id;
51 GLuint current_fprogram_id;
52 GLuint depth_blt_vprogram_id;
53 GLuint depth_blt_fprogram_id;
54 BOOL use_arbfp_fixed_func;
55 struct hash_table_t *fragment_shaders;
58 /********************************************************
59 * ARB_[vertex/fragment]_program helper functions follow
60 ********************************************************/
62 /**
63 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
64 * When constant_list == NULL, it will load all the constants.
66 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
67 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
69 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
70 unsigned int max_constants, float* constants, char *dirty_consts) {
71 local_constant* lconst;
72 DWORD i, j;
73 unsigned int ret;
75 if (TRACE_ON(d3d_shader)) {
76 for(i = 0; i < max_constants; i++) {
77 if(!dirty_consts[i]) continue;
78 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
79 constants[i * 4 + 0], constants[i * 4 + 1],
80 constants[i * 4 + 2], constants[i * 4 + 3]);
83 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
84 if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
85 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
86 float lcl_const[4];
87 for(i = 0; i < max_constants; i++) {
88 if(!dirty_consts[i]) continue;
89 dirty_consts[i] = 0;
91 j = 4 * i;
92 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
93 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
94 else lcl_const[0] = constants[j + 0];
96 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
97 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
98 else lcl_const[1] = constants[j + 1];
100 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
101 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
102 else lcl_const[2] = constants[j + 2];
104 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
105 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
106 else lcl_const[3] = constants[j + 3];
108 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
110 } else {
111 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
112 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
113 * or just reloading *all* constants at once
115 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
117 for(i = 0; i < max_constants; i++) {
118 if(!dirty_consts[i]) continue;
120 /* Find the next block of dirty constants */
121 dirty_consts[i] = 0;
122 j = i;
123 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
124 dirty_consts[i] = 0;
127 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
129 } else {
130 for(i = 0; i < max_constants; i++) {
131 if(dirty_consts[i]) {
132 dirty_consts[i] = 0;
133 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
138 checkGLcall("glProgramEnvParameter4fvARB()");
140 /* Load immediate constants */
141 if(This->baseShader.load_local_constsF) {
142 if (TRACE_ON(d3d_shader)) {
143 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
144 GLfloat* values = (GLfloat*)lconst->value;
145 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
146 values[0], values[1], values[2], values[3]);
149 /* Immediate constants are clamped for 1.X shaders at loading times */
150 ret = 0;
151 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
152 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
153 ret = max(ret, lconst->idx + 1);
154 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
156 checkGLcall("glProgramEnvParameter4fvARB()");
157 return ret; /* The loaded immediate constants need reloading for the next shader */
158 } else {
159 return 0; /* No constants are dirty now */
164 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
166 * We only support float constants in ARB at the moment, so don't
167 * worry about the Integers or Booleans
169 static void shader_arb_load_constants(
170 IWineD3DDevice* device,
171 char usePixelShader,
172 char useVertexShader) {
174 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
175 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
176 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
177 unsigned char i;
179 if (useVertexShader) {
180 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
182 /* Load DirectX 9 float constants for vertex shader */
183 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
184 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
185 deviceImpl->highest_dirty_vs_const,
186 stateBlock->vertexShaderConstantF,
187 deviceImpl->activeContext->vshader_const_dirty);
189 /* Upload the position fixup */
190 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
193 if (usePixelShader) {
195 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
196 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
198 /* Load DirectX 9 float constants for pixel shader */
199 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
200 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
201 deviceImpl->highest_dirty_ps_const,
202 stateBlock->pixelShaderConstantF,
203 deviceImpl->activeContext->pshader_const_dirty);
205 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
206 /* The state manager takes care that this function is always called if the bump env matrix changes
208 float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
209 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
210 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
212 if(psi->luminanceconst[i].const_num != -1) {
213 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
214 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
215 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
216 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
218 float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
219 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
220 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
224 if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
225 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
226 float comparison[4];
227 float mul_low[4];
229 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
230 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
231 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
233 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
234 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
235 } else {
236 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
237 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
239 mul_low[0] = 1.0; mul_low[1] = 1.0;
240 mul_low[2] = 1.0; mul_low[3] = 1.0;
242 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
243 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
244 checkGLcall("Load sRGB correction constants\n");
245 deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
246 deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
252 /* Generate the variable & register declarations for the ARB_vertex_program output target */
253 static void shader_generate_arb_declarations(
254 IWineD3DBaseShader *iface,
255 shader_reg_maps* reg_maps,
256 SHADER_BUFFER* buffer,
257 WineD3D_GL_Info* gl_info) {
259 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
260 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
261 DWORD i, cur;
262 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
263 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
264 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
265 UINT extra_constants_needed = 0;
266 local_constant* lconst;
268 /* Temporary Output register */
269 shader_addline(buffer, "TEMP TMP_OUT;\n");
271 for(i = 0; i < This->baseShader.limits.temporary; i++) {
272 if (reg_maps->temporary[i])
273 shader_addline(buffer, "TEMP R%u;\n", i);
276 for (i = 0; i < This->baseShader.limits.address; i++) {
277 if (reg_maps->address[i])
278 shader_addline(buffer, "ADDRESS A%d;\n", i);
281 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
282 if (reg_maps->texcoord[i])
283 shader_addline(buffer,"TEMP T%u;\n", i);
286 /* Texture coordinate registers must be pre-loaded */
287 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
288 if (reg_maps->texcoord[i])
289 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
292 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
293 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
294 if(!reg_maps->bumpmat[i]) continue;
296 cur = ps->numbumpenvmatconsts;
297 ps->bumpenvmatconst[cur].const_num = -1;
298 ps->bumpenvmatconst[cur].texunit = i;
299 ps->luminanceconst[cur].const_num = -1;
300 ps->luminanceconst[cur].texunit = i;
302 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
303 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
304 * bump mapping.
306 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
307 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
308 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
309 i, ps->bumpenvmatconst[cur].const_num);
310 extra_constants_needed++;
312 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
313 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
314 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
315 i, ps->luminanceconst[cur].const_num);
316 extra_constants_needed++;
317 } else if(reg_maps->luminanceparams) {
318 FIXME("No free constant to load the luminance parameters\n");
320 } else {
321 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
324 ps->numbumpenvmatconsts = cur + 1;
327 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
328 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
329 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
330 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
331 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
332 * off again
334 if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
335 /* The idea is that if srgb is enabled, then disabled, the constant loading code
336 * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
337 * and comparison constants. If it disables it that way, the shader won't be recompiled
338 * and the code will stay in, so sRGB writing can be turned on again by setting the
339 * constants from the spec
341 ps_impl->srgb_mode_hardcoded = 0;
342 ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
343 ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
344 shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
345 shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
346 } else {
347 shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
348 srgb_mul_low, srgb_mul_low, srgb_mul_low);
349 shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
350 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
351 ps_impl->srgb_mode_hardcoded = 1;
353 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
354 * path if the comparison value is set to INF
356 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
357 srgb_pow, srgb_pow, srgb_pow);
358 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
359 srgb_mul_high, srgb_mul_high, srgb_mul_high);
360 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
361 srgb_sub_high, srgb_sub_high, srgb_sub_high);
362 ps_impl->srgb_enabled = 1;
363 } else if(pshader) {
364 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
366 /* Do not write any srgb fixup into the shader to save shader size and processing time.
367 * As a consequence, we can't toggle srgb write on without recompilation
369 ps_impl->srgb_enabled = 0;
370 ps_impl->srgb_mode_hardcoded = 1;
373 /* Load local constants using the program-local space,
374 * this avoids reloading them each time the shader is used
376 if(!This->baseShader.load_local_constsF) {
377 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
378 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
379 lconst->idx);
383 /* we use the array-based constants array if the local constants are marked for loading,
384 * because then we use indirect addressing, or when the local constant list is empty,
385 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
386 * local constants do not declare the loaded constants as an array because ARB compilers usually
387 * do not optimize unused constants away
389 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
390 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
391 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
392 max_constantsF, max_constantsF - 1);
393 } else {
394 for(i = 0; i < max_constantsF; i++) {
395 if(!shader_constant_is_local(This, i)) {
396 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
402 static const char * const shift_tab[] = {
403 "dummy", /* 0 (none) */
404 "coefmul.x", /* 1 (x2) */
405 "coefmul.y", /* 2 (x4) */
406 "coefmul.z", /* 3 (x8) */
407 "coefmul.w", /* 4 (x16) */
408 "dummy", /* 5 (x32) */
409 "dummy", /* 6 (x64) */
410 "dummy", /* 7 (x128) */
411 "dummy", /* 8 (d256) */
412 "dummy", /* 9 (d128) */
413 "dummy", /* 10 (d64) */
414 "dummy", /* 11 (d32) */
415 "coefdiv.w", /* 12 (d16) */
416 "coefdiv.z", /* 13 (d8) */
417 "coefdiv.y", /* 14 (d4) */
418 "coefdiv.x" /* 15 (d2) */
421 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
422 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
423 char *ptr = write_mask;
424 char vshader = shader_is_vshader_version(This->baseShader.hex_version);
426 if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
427 *ptr++ = '.';
428 *ptr++ = 'x';
429 } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
430 *ptr++ = '.';
431 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
432 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
433 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
434 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
437 *ptr = '\0';
440 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
441 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
442 * but addressed as "rgba". To fix this we need to swap the register's x
443 * and z components. */
444 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
445 char *ptr = swizzle_str;
447 /* swizzle bits fields: wwzzyyxx */
448 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
449 DWORD swizzle_x = swizzle & 0x03;
450 DWORD swizzle_y = (swizzle >> 2) & 0x03;
451 DWORD swizzle_z = (swizzle >> 4) & 0x03;
452 DWORD swizzle_w = (swizzle >> 6) & 0x03;
454 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
455 * generate a swizzle string. Unless we need to our own swizzling. */
456 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
457 *ptr++ = '.';
458 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
459 *ptr++ = swizzle_chars[swizzle_x];
460 } else {
461 *ptr++ = swizzle_chars[swizzle_x];
462 *ptr++ = swizzle_chars[swizzle_y];
463 *ptr++ = swizzle_chars[swizzle_z];
464 *ptr++ = swizzle_chars[swizzle_w];
468 *ptr = '\0';
471 static void pshader_get_register_name(IWineD3DBaseShader* iface,
472 const DWORD param, char* regstr) {
474 DWORD reg = param & WINED3DSP_REGNUM_MASK;
475 DWORD regtype = shader_get_regtype(param);
476 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
478 switch (regtype) {
479 case WINED3DSPR_TEMP:
480 sprintf(regstr, "R%u", reg);
481 break;
482 case WINED3DSPR_INPUT:
483 if (reg==0) {
484 strcpy(regstr, "fragment.color.primary");
485 } else {
486 strcpy(regstr, "fragment.color.secondary");
488 break;
489 case WINED3DSPR_CONST:
490 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
491 sprintf(regstr, "C[%u]", reg);
492 } else {
493 sprintf(regstr, "C%u", reg);
495 break;
496 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
497 sprintf(regstr,"T%u", reg);
498 break;
499 case WINED3DSPR_COLOROUT:
500 if (reg == 0)
501 sprintf(regstr, "TMP_COLOR");
502 else {
503 /* TODO: See GL_ARB_draw_buffers */
504 FIXME("Unsupported write to render target %u\n", reg);
505 sprintf(regstr, "unsupported_register");
507 break;
508 case WINED3DSPR_DEPTHOUT:
509 sprintf(regstr, "result.depth");
510 break;
511 case WINED3DSPR_ATTROUT:
512 sprintf(regstr, "oD[%u]", reg);
513 break;
514 case WINED3DSPR_TEXCRDOUT:
515 sprintf(regstr, "oT[%u]", reg);
516 break;
517 default:
518 FIXME("Unhandled register name Type(%d)\n", regtype);
519 sprintf(regstr, "unrecognized_register");
520 break;
524 /* TODO: merge with pixel shader */
525 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
527 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
529 /* oPos, oFog and oPts in D3D */
530 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
532 DWORD reg = param & WINED3DSP_REGNUM_MASK;
533 DWORD regtype = shader_get_regtype(param);
534 char tmpReg[255];
535 BOOL is_color = FALSE;
537 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
538 strcat(hwLine, " -");
539 } else {
540 strcat(hwLine, " ");
543 switch (regtype) {
544 case WINED3DSPR_TEMP:
545 sprintf(tmpReg, "R%u", reg);
546 strcat(hwLine, tmpReg);
547 break;
548 case WINED3DSPR_INPUT:
550 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
551 is_color = TRUE;
553 sprintf(tmpReg, "vertex.attrib[%u]", reg);
554 strcat(hwLine, tmpReg);
555 break;
556 case WINED3DSPR_CONST:
557 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
558 if(reg >= This->rel_offset) {
559 sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
560 } else {
561 sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
563 } else {
564 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
565 sprintf(tmpReg, "C[%u]", reg);
566 } else {
567 sprintf(tmpReg, "C%u", reg);
570 strcat(hwLine, tmpReg);
571 break;
572 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
573 sprintf(tmpReg, "A%u", reg);
574 strcat(hwLine, tmpReg);
575 break;
576 case WINED3DSPR_RASTOUT:
577 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
578 strcat(hwLine, tmpReg);
579 break;
580 case WINED3DSPR_ATTROUT:
581 if (reg==0) {
582 strcat(hwLine, "result.color.primary");
583 } else {
584 strcat(hwLine, "result.color.secondary");
586 break;
587 case WINED3DSPR_TEXCRDOUT:
588 sprintf(tmpReg, "result.texcoord[%u]", reg);
589 strcat(hwLine, tmpReg);
590 break;
591 default:
592 FIXME("Unknown reg type %d %d\n", regtype, reg);
593 strcat(hwLine, "unrecognized_register");
594 break;
597 if (!is_input) {
598 char write_mask[6];
599 shader_arb_get_write_mask(arg, param, write_mask);
600 strcat(hwLine, write_mask);
601 } else {
602 char swizzle[6];
603 shader_arb_get_swizzle(param, is_color, swizzle);
604 strcat(hwLine, swizzle);
608 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
609 SHADER_BUFFER* buffer = arg->buffer;
610 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
611 const char *tex_type;
613 switch(sampler_type) {
614 case WINED3DSTT_1D:
615 tex_type = "1D";
616 break;
618 case WINED3DSTT_2D:
620 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
621 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
622 if(device->stateBlock->textures[sampler_idx] &&
623 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
624 tex_type = "RECT";
625 } else {
626 tex_type = "2D";
628 break;
631 case WINED3DSTT_VOLUME:
632 tex_type = "3D";
633 break;
635 case WINED3DSTT_CUBE:
636 tex_type = "CUBE";
637 break;
639 default:
640 ERR("Unexpected texture type %d\n", sampler_type);
641 tex_type = "";
644 if (bias) {
645 /* Shouldn't be possible, but let's check for it */
646 if(projected) FIXME("Biased and Projected texture sampling\n");
647 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
648 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
649 } else if (projected) {
650 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
651 } else {
652 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
656 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
657 const char *one, const char *two, WINED3DFORMAT fmt,
658 WineD3D_GL_Info *gl_info) {
659 switch(fmt) {
660 case WINED3DFMT_V8U8:
661 case WINED3DFMT_V16U16:
662 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
663 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
664 if(0) {
665 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
666 * disabled until an application that needs it is found because it causes unneeded
667 * shader recompilation in some game
669 if(strlen(writemask) >= 4) {
670 shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
673 } else {
674 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
675 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
676 * all registers, do so, this saves an instruction.
678 if(strlen(writemask) >= 5) {
679 shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
680 } else if(strlen(writemask) >= 3) {
681 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
682 reg, writemask[1],
683 reg, writemask[1],
684 two, one);
685 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
686 reg, writemask[2],
687 reg, writemask[2],
688 two, one);
689 } else if(strlen(writemask) == 2) {
690 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
691 reg, writemask[1], two, one);
694 break;
696 case WINED3DFMT_X8L8V8U8:
697 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
698 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
699 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
701 if(strlen(writemask) >= 3) {
702 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
703 reg, writemask[1],
704 reg, writemask[1],
705 two, one);
706 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
707 reg, writemask[2],
708 reg, writemask[2],
709 two, one);
710 } else if(strlen(writemask) == 2) {
711 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
712 reg, writemask[1],
713 reg, writemask[1],
714 two, one);
717 break;
719 case WINED3DFMT_L6V5U5:
720 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
721 if(strlen(writemask) >= 4) {
722 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
723 shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
724 reg, writemask[2]);
725 shader_addline(buffer, "MAD %s.%c%c, %s.%c%c, %s, -%s;\n",
726 reg, writemask[1], writemask[1],
727 reg, writemask[1], writemask[3],
728 two, one);
729 shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
730 writemask[3]);
731 } else if(strlen(writemask) == 3) {
732 /* This is bad: We have VL, but we need VU */
733 FIXME("2 components sampled from a converted L6V5U5 texture\n");
734 } else {
735 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
736 reg, writemask[1],
737 reg, writemask[1],
738 two, one);
741 break;
743 case WINED3DFMT_Q8W8V8U8:
744 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
745 /* Correct the sign in all channels */
746 switch(strlen(writemask)) {
747 case 4:
748 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
749 reg, writemask[3],
750 reg, writemask[3]);
751 /* drop through */
752 case 3:
753 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
754 reg, writemask[2],
755 reg, writemask[2]);
756 /* drop through */
757 case 2:
758 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
759 reg, writemask[1],
760 reg, writemask[1]);
761 break;
763 /* Should not occur, since it's at minimum '.' and a letter */
764 case 1:
765 ERR("Unexpected writemask: \"%s\"\n", writemask);
766 break;
768 case 5:
769 default:
770 shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
773 break;
775 case WINED3DFMT_ATI2N:
776 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
777 * which means the first one is replicated across .rgb, and the 2nd one is in
778 * .a. We need the 2nd in .g
780 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
781 * are swapped compared to d3d. So swap red and green.
783 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
784 shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
785 reg, reg, writemask[2], writemask[1]);
786 } else {
787 if(strlen(writemask) == 5) {
788 shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
789 reg, writemask[2], reg, writemask[4]);
790 } else if(strlen(writemask) == 2) {
791 /* Nothing to do */
792 } else {
793 /* This is bad: We have VL, but we need VU */
794 FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
797 break;
799 /* stupid compiler */
800 default:
801 break;
805 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
806 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
807 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
808 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
809 WINED3DFORMAT fmt;
810 WINED3DFORMAT conversion_group;
811 IWineD3DBaseTextureImpl *texture;
812 UINT i;
813 BOOL recorded = FALSE;
814 DWORD sampler_idx;
815 DWORD hex_version = shader->baseShader.hex_version;
816 char reg[256];
817 char writemask[6];
819 switch(arg->opcode->opcode) {
820 case WINED3DSIO_TEX:
821 if (hex_version < WINED3DPS_VERSION(2,0)) {
822 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
823 } else {
824 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
826 break;
828 case WINED3DSIO_TEXLDL:
829 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
830 return;
832 case WINED3DSIO_TEXDP3TEX:
833 case WINED3DSIO_TEXM3x3TEX:
834 case WINED3DSIO_TEXM3x3SPEC:
835 case WINED3DSIO_TEXM3x3VSPEC:
836 case WINED3DSIO_TEXBEM:
837 case WINED3DSIO_TEXREG2AR:
838 case WINED3DSIO_TEXREG2GB:
839 case WINED3DSIO_TEXREG2RGB:
840 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
841 break;
843 default:
844 /* Not a texture sampling instruction, nothing to do */
845 return;
848 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
849 if(texture) {
850 fmt = texture->resource.format;
851 conversion_group = texture->baseTexture.shader_conversion_group;
852 } else {
853 fmt = WINED3DFMT_UNKNOWN;
854 conversion_group = WINED3DFMT_UNKNOWN;
857 /* before doing anything, record the sampler with the format in the format conversion list,
858 * but check if it's not there already
860 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
861 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
862 recorded = TRUE;
865 if(!recorded) {
866 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
867 shader->baseShader.num_sampled_samplers++;
868 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
871 pshader_get_register_name(arg->shader, arg->dst, reg);
872 shader_arb_get_write_mask(arg, arg->dst, writemask);
873 if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
875 gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
880 static void pshader_gen_input_modifier_line (
881 IWineD3DBaseShader *iface,
882 SHADER_BUFFER* buffer,
883 const DWORD instr,
884 int tmpreg,
885 char *outregstr) {
887 /* Generate a line that does the input modifier computation and return the input register to use */
888 char regstr[256];
889 char swzstr[20];
890 int insert_line;
892 /* Assume a new line will be added */
893 insert_line = 1;
895 /* Get register name */
896 pshader_get_register_name(iface, instr, regstr);
897 shader_arb_get_swizzle(instr, FALSE, swzstr);
899 switch (instr & WINED3DSP_SRCMOD_MASK) {
900 case WINED3DSPSM_NONE:
901 sprintf(outregstr, "%s%s", regstr, swzstr);
902 insert_line = 0;
903 break;
904 case WINED3DSPSM_NEG:
905 sprintf(outregstr, "-%s%s", regstr, swzstr);
906 insert_line = 0;
907 break;
908 case WINED3DSPSM_BIAS:
909 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
910 break;
911 case WINED3DSPSM_BIASNEG:
912 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
913 break;
914 case WINED3DSPSM_SIGN:
915 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
916 break;
917 case WINED3DSPSM_SIGNNEG:
918 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
919 break;
920 case WINED3DSPSM_COMP:
921 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
922 break;
923 case WINED3DSPSM_X2:
924 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
925 break;
926 case WINED3DSPSM_X2NEG:
927 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
928 break;
929 case WINED3DSPSM_DZ:
930 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
931 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
932 break;
933 case WINED3DSPSM_DW:
934 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
935 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
936 break;
937 default:
938 sprintf(outregstr, "%s%s", regstr, swzstr);
939 insert_line = 0;
942 /* Return modified or original register, with swizzle */
943 if (insert_line)
944 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
947 static inline void pshader_gen_output_modifier_line(
948 SHADER_BUFFER* buffer,
949 int saturate,
950 char *write_mask,
951 int shift,
952 char *regstr) {
954 /* Generate a line that does the output modifier computation */
955 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
956 regstr, write_mask, regstr, shift_tab[shift]);
959 static void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
960 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
962 SHADER_BUFFER* buffer = arg->buffer;
963 char dst_name[50];
964 char src_name[2][50];
965 char dst_wmask[20];
966 DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
967 BOOL has_bumpmat = FALSE;
968 int i;
970 for(i = 0; i < This->numbumpenvmatconsts; i++) {
971 if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
972 has_bumpmat = TRUE;
973 break;
977 pshader_get_register_name(arg->shader, arg->dst, dst_name);
978 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
979 strcat(dst_name, dst_wmask);
981 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
982 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
984 if(has_bumpmat) {
985 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
986 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
987 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
988 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
989 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
991 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
992 } else {
993 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
997 static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
999 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1000 SHADER_BUFFER* buffer = arg->buffer;
1001 char dst_wmask[20];
1002 char dst_name[50];
1003 char src_name[3][50];
1004 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1005 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1007 /* FIXME: support output modifiers */
1009 /* Handle output register */
1010 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1011 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1013 /* Generate input register names (with modifiers) */
1014 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1015 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1016 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1018 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1019 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
1020 arg->opcode_token & WINED3DSI_COISSUE) {
1021 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
1022 } else {
1023 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
1024 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
1025 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
1027 if (shift != 0)
1028 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1031 static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
1033 SHADER_BUFFER* buffer = arg->buffer;
1034 char dst_wmask[20];
1035 char dst_name[50];
1036 char src_name[3][50];
1037 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1038 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1040 /* FIXME: support output modifiers */
1042 /* Handle output register */
1043 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1044 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1046 /* Generate input register names (with modifiers) */
1047 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1048 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1049 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1051 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1052 src_name[0], src_name[2], src_name[1]);
1054 if (shift != 0)
1055 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1058 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1059 * dst = dot2(src0, src1) + src2 */
1060 static void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
1061 SHADER_BUFFER* buffer = arg->buffer;
1062 char dst_wmask[20];
1063 char dst_name[50];
1064 char src_name[3][50];
1065 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1066 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1068 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1069 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1071 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1072 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1073 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1075 /* Emulate a DP2 with a DP3 and 0.0 */
1076 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
1077 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
1078 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
1079 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
1081 if (shift != 0)
1082 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1085 /* Map the opcode 1-to-1 to the GL code */
1086 static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
1088 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
1089 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1090 SHADER_BUFFER* buffer = arg->buffer;
1091 DWORD dst = arg->dst;
1092 DWORD* src = arg->src;
1094 char tmpLine[256];
1095 unsigned int i;
1097 if (shader_is_pshader_version(shader->baseShader.hex_version))
1099 BOOL saturate = FALSE;
1100 BOOL centroid = FALSE;
1101 BOOL partialprecision = FALSE;
1102 DWORD shift;
1104 strcpy(tmpLine, curOpcode->glname);
1106 /* Process modifiers */
1107 if (dst & WINED3DSP_DSTMOD_MASK)
1109 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
1111 saturate = mask & WINED3DSPDM_SATURATE;
1112 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1113 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1114 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1115 if (mask)
1116 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1118 if (centroid)
1119 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1121 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1123 /* Generate input and output registers */
1124 if (curOpcode->num_params > 0)
1126 /* Output token related */
1127 char output_rname[256];
1128 char output_wmask[20];
1129 char operands[4][100];
1131 /* Generate input register names (with modifiers) */
1132 for (i = 1; i < curOpcode->num_params; ++i)
1133 pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
1135 /* Handle output register */
1136 pshader_get_register_name(arg->shader, dst, output_rname);
1137 strcpy(operands[0], output_rname);
1138 shader_arb_get_write_mask(arg, dst, output_wmask);
1139 strcat(operands[0], output_wmask);
1141 if (saturate && (shift == 0))
1142 strcat(tmpLine, "_SAT");
1143 strcat(tmpLine, " ");
1144 strcat(tmpLine, operands[0]);
1145 for (i = 1; i < curOpcode->num_params; i++)
1147 strcat(tmpLine, ", ");
1148 strcat(tmpLine, operands[i]);
1150 strcat(tmpLine,";\n");
1151 shader_addline(buffer, tmpLine);
1153 /* A shift requires another line. */
1154 if (shift != 0)
1155 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1157 } else {
1158 if ((curOpcode->opcode == WINED3DSIO_MOV && shader_get_regtype(dst) == WINED3DSPR_ADDR)
1159 || curOpcode->opcode == WINED3DSIO_MOVA) {
1160 memset(tmpLine, 0, sizeof(tmpLine));
1161 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1163 vshader_program_add_param(arg, src[0], TRUE, tmpLine);
1164 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
1165 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1166 } else {
1167 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1168 * with more than one component. Thus replicate the first source argument over all
1169 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1171 DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1172 if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
1173 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1174 } else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
1175 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1176 } else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
1177 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1178 } else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
1179 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1181 vshader_program_add_param(arg, parm, TRUE, tmpLine);
1182 shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
1184 return;
1185 } else
1186 strcpy(tmpLine, curOpcode->glname);
1188 if (curOpcode->num_params > 0)
1190 vshader_program_add_param(arg, dst, FALSE, tmpLine);
1191 for (i = 1; i < curOpcode->num_params; ++i)
1193 strcat(tmpLine, ",");
1194 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1197 shader_addline(buffer, "%s;\n", tmpLine);
1201 static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
1202 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1203 DWORD hex_version = This->baseShader.hex_version;
1204 SHADER_BUFFER* buffer = arg->buffer;
1205 char reg_dest[40];
1207 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1208 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1210 pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1212 if(hex_version >= WINED3DPS_VERSION(2,0)) {
1213 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1214 shader_addline(buffer, "KIL %s;\n", reg_dest);
1215 } else {
1216 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1217 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1219 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1220 shader_addline(buffer, "MOV TMP.w, one.w;\n");
1221 shader_addline(buffer, "KIL TMP;\n");
1225 static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1226 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1227 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1229 DWORD dst = arg->dst;
1230 DWORD* src = arg->src;
1231 SHADER_BUFFER* buffer = arg->buffer;
1232 DWORD hex_version = This->baseShader.hex_version;
1233 BOOL projected = FALSE, bias = FALSE;
1235 char reg_dest[40];
1236 char reg_coord[40];
1237 DWORD reg_dest_code;
1238 DWORD reg_sampler_code;
1240 /* All versions have a destination register */
1241 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1242 pshader_get_register_name(arg->shader, dst, reg_dest);
1244 /* 1.0-1.3: Use destination register as coordinate source.
1245 1.4+: Use provided coordinate source register. */
1246 if (hex_version < WINED3DPS_VERSION(1,4))
1247 strcpy(reg_coord, reg_dest);
1248 else
1249 pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1251 /* 1.0-1.4: Use destination register number as texture code.
1252 2.0+: Use provided sampler number as texure code. */
1253 if (hex_version < WINED3DPS_VERSION(2,0))
1254 reg_sampler_code = reg_dest_code;
1255 else
1256 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1258 /* projection flag:
1259 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1260 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1261 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1263 if(hex_version < WINED3DPS_VERSION(1,4)) {
1264 DWORD flags = 0;
1265 if(reg_sampler_code < MAX_TEXTURES) {
1266 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1268 if (flags & WINED3DTTFF_PROJECTED) {
1269 projected = TRUE;
1271 } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1272 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1273 if (src_mod == WINED3DSPSM_DZ) {
1274 projected = TRUE;
1275 } else if(src_mod == WINED3DSPSM_DW) {
1276 projected = TRUE;
1278 } else {
1279 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1280 projected = TRUE;
1282 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1283 bias = TRUE;
1286 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1289 static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1291 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1292 DWORD dst = arg->dst;
1293 SHADER_BUFFER* buffer = arg->buffer;
1294 DWORD hex_version = This->baseShader.hex_version;
1296 char tmp[20];
1297 shader_arb_get_write_mask(arg, dst, tmp);
1298 if (hex_version != WINED3DPS_VERSION(1,4)) {
1299 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1300 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1301 } else {
1302 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1303 char reg_src[40];
1305 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1306 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1310 static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1312 SHADER_BUFFER* buffer = arg->buffer;
1313 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1314 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1315 DWORD flags;
1317 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1318 char dst_str[8];
1319 char src_str[50];
1321 sprintf(dst_str, "T%u", reg1);
1322 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1323 shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1324 shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1325 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1326 shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1329 static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1331 SHADER_BUFFER* buffer = arg->buffer;
1333 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1334 char dst_str[8];
1335 char src_str[50];
1337 sprintf(dst_str, "T%u", reg1);
1338 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1339 shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1340 shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1341 shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1344 static void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1346 SHADER_BUFFER* buffer = arg->buffer;
1347 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1348 char dst_str[8];
1349 char src_str[50];
1351 sprintf(dst_str, "T%u", reg1);
1352 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1353 shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1356 static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1357 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1358 BOOL has_bumpmat = FALSE;
1359 BOOL has_luminance = FALSE;
1360 int i;
1362 DWORD dst = arg->dst;
1363 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1364 SHADER_BUFFER* buffer = arg->buffer;
1366 char reg_coord[40];
1367 DWORD reg_dest_code;
1369 /* All versions have a destination register */
1370 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1371 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1372 pshader_get_register_name(arg->shader, dst, reg_coord);
1374 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1375 if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1376 has_bumpmat = TRUE;
1377 break;
1380 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1381 if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1382 has_luminance = TRUE;
1383 break;
1387 if(has_bumpmat) {
1388 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1390 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1391 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1392 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1393 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1395 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1396 * so we can't let the GL handle this.
1398 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1399 & WINED3DTTFF_PROJECTED) {
1400 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1401 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1402 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1403 } else {
1404 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1407 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1409 if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1410 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1411 src, reg_dest_code, reg_dest_code);
1412 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1415 } else {
1416 DWORD tf;
1417 if(reg_dest_code < MAX_TEXTURES) {
1418 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1419 } else {
1420 tf = 0;
1422 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1423 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1427 static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1429 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1430 SHADER_BUFFER* buffer = arg->buffer;
1431 char src0_name[50];
1433 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1434 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1437 static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1439 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1440 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1441 DWORD flags;
1442 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1443 SHADER_BUFFER* buffer = arg->buffer;
1444 char dst_str[8];
1445 char src0_name[50];
1447 sprintf(dst_str, "T%u", reg);
1448 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1449 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1450 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1451 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1454 static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1456 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1457 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1458 SHADER_BUFFER* buffer = arg->buffer;
1459 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1460 char src0_name[50];
1462 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1463 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1464 current_state->texcoord_w[current_state->current_row++] = reg;
1467 static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1469 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1470 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1471 DWORD flags;
1472 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1473 SHADER_BUFFER* buffer = arg->buffer;
1474 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1475 char dst_str[8];
1476 char src0_name[50];
1478 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1479 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1481 /* Sample the texture using the calculated coordinates */
1482 sprintf(dst_str, "T%u", reg);
1483 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1484 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1485 current_state->current_row = 0;
1488 static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1490 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1491 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1492 DWORD flags;
1493 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1494 SHADER_BUFFER* buffer = arg->buffer;
1495 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1496 char dst_str[8];
1497 char src0_name[50];
1499 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1500 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1502 /* Construct the eye-ray vector from w coordinates */
1503 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1504 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1505 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1507 /* Calculate reflection vector
1509 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1510 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1511 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1512 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1513 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1514 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1515 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1517 /* Sample the texture using the calculated coordinates */
1518 sprintf(dst_str, "T%u", reg);
1519 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1520 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1521 current_state->current_row = 0;
1524 static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1526 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1527 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1528 DWORD flags;
1529 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1530 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1531 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1532 SHADER_BUFFER* buffer = arg->buffer;
1533 char dst_str[8];
1534 char src0_name[50];
1536 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1537 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1539 /* Calculate reflection vector.
1541 * dot(N, E)
1542 * TMP.xyz = 2 * --------- * N - E
1543 * dot(N, N)
1545 * Which normalizes the normal vector
1547 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1548 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1549 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1550 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1551 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1552 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1554 /* Sample the texture using the calculated coordinates */
1555 sprintf(dst_str, "T%u", reg);
1556 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1557 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1558 current_state->current_row = 0;
1561 static void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1562 SHADER_BUFFER* buffer = arg->buffer;
1563 char dst_name[50];
1565 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1566 * which is essentially an input, is the destination register because it is the first
1567 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1568 * here
1570 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1572 /* According to the msdn, the source register(must be r5) is unusable after
1573 * the texdepth instruction, so we're free to modify it
1575 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1577 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1578 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1579 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1581 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1582 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1583 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1584 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1587 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1588 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1589 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1590 static void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
1591 SHADER_BUFFER* buffer = arg->buffer;
1592 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1593 char src0[50];
1594 char dst_str[8];
1596 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1597 shader_addline(buffer, "MOV TMP, 0.0;\n");
1598 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1600 sprintf(dst_str, "T%u", sampler_idx);
1601 shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1604 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1605 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1606 static void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
1607 char src0[50];
1608 char dst_str[50];
1609 char dst_mask[6];
1610 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1611 SHADER_BUFFER* buffer = arg->buffer;
1613 /* Handle output register */
1614 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1615 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1617 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1618 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1620 /* TODO: Handle output modifiers */
1623 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1624 * Perform the 3rd row of a 3x3 matrix multiply */
1625 static void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
1626 SHADER_BUFFER* buffer = arg->buffer;
1627 char dst_str[50];
1628 char dst_mask[6];
1629 char src0[50];
1630 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1632 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1633 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1635 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1636 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1637 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1639 /* TODO: Handle output modifiers */
1642 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1643 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1644 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1645 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1647 static void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1648 SHADER_BUFFER* buffer = arg->buffer;
1649 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1650 char src0[50];
1652 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1653 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1655 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1656 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1657 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1659 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1660 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1661 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1662 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1665 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1666 Vertex/Pixel shaders to ARB_vertex_program codes */
1667 static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1669 int i;
1670 int nComponents = 0;
1671 SHADER_OPCODE_ARG tmpArg;
1673 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1675 /* Set constants for the temporary argument */
1676 tmpArg.shader = arg->shader;
1677 tmpArg.buffer = arg->buffer;
1678 tmpArg.src[0] = arg->src[0];
1679 tmpArg.src_addr[0] = arg->src_addr[0];
1680 tmpArg.src_addr[1] = arg->src_addr[1];
1681 tmpArg.reg_maps = arg->reg_maps;
1683 switch(arg->opcode->opcode) {
1684 case WINED3DSIO_M4x4:
1685 nComponents = 4;
1686 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1687 break;
1688 case WINED3DSIO_M4x3:
1689 nComponents = 3;
1690 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1691 break;
1692 case WINED3DSIO_M3x4:
1693 nComponents = 4;
1694 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1695 break;
1696 case WINED3DSIO_M3x3:
1697 nComponents = 3;
1698 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1699 break;
1700 case WINED3DSIO_M3x2:
1701 nComponents = 2;
1702 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1703 break;
1704 default:
1705 break;
1708 for (i = 0; i < nComponents; i++) {
1709 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1710 tmpArg.src[1] = arg->src[1]+i;
1711 shader_hw_map2gl(&tmpArg);
1715 static void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1716 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1717 SHADER_BUFFER* buffer = arg->buffer;
1718 DWORD dst = arg->dst;
1719 DWORD src = arg->src[0];
1720 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1722 char tmpLine[256];
1724 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1725 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1726 strcat(tmpLine, ",");
1727 vshader_program_add_param(arg, src, TRUE, tmpLine);
1728 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1729 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1730 * .w is used
1732 strcat(tmpLine, ".w");
1735 shader_addline(buffer, "%s;\n", tmpLine);
1738 static void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
1739 SHADER_BUFFER* buffer = arg->buffer;
1740 char dst_name[50];
1741 char src_name[50];
1742 char dst_wmask[20];
1743 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1744 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1746 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1747 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1749 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1750 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1751 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1752 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1753 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1754 src_name);
1756 if (shift != 0)
1757 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1760 static void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
1761 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1762 * must contain fixed constants. So we need a separate function to filter those constants and
1763 * can't use map2gl
1765 SHADER_BUFFER* buffer = arg->buffer;
1766 char dst_name[50];
1767 char src_name[50];
1768 char dst_wmask[20];
1769 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1770 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1772 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1773 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1775 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1776 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1777 src_name);
1779 if (shift != 0)
1780 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1784 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1785 GLuint program_id = 0;
1786 const char *blt_vprogram =
1787 "!!ARBvp1.0\n"
1788 "PARAM c[1] = { { 1, 0.5 } };\n"
1789 "MOV result.position, vertex.position;\n"
1790 "MOV result.color, c[0].x;\n"
1791 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1792 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1793 "END\n";
1795 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1796 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1797 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1799 if (glGetError() == GL_INVALID_OPERATION) {
1800 GLint pos;
1801 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1802 FIXME("Vertex program error at position %d: %s\n", pos,
1803 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1806 return program_id;
1809 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1810 GLuint program_id = 0;
1811 const char *blt_fprogram =
1812 "!!ARBfp1.0\n"
1813 "TEMP R0;\n"
1814 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1815 "MOV result.depth.z, R0.x;\n"
1816 "END\n";
1818 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1819 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1820 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1822 if (glGetError() == GL_INVALID_OPERATION) {
1823 GLint pos;
1824 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1825 FIXME("Fragment program error at position %d: %s\n", pos,
1826 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1829 return program_id;
1832 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1833 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1834 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1835 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1837 if (useVS) {
1838 TRACE("Using vertex shader\n");
1840 priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId;
1842 /* Bind the vertex program */
1843 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1844 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1846 /* Enable OpenGL vertex programs */
1847 glEnable(GL_VERTEX_PROGRAM_ARB);
1848 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1849 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1850 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1851 priv->current_vprogram_id = 0;
1852 glDisable(GL_VERTEX_PROGRAM_ARB);
1853 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1856 if (usePS) {
1857 TRACE("Using pixel shader\n");
1859 priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId;
1861 /* Bind the fragment program */
1862 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1863 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1865 /* Enable OpenGL fragment programs */
1866 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1867 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1868 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1869 } else {
1870 priv->current_fprogram_id = 0;
1872 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1873 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1874 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1875 * replacement shader
1877 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1878 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1883 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1884 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1885 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1886 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1888 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1889 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1890 glEnable(GL_VERTEX_PROGRAM_ARB);
1892 if (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info);
1893 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id));
1894 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1897 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1898 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1899 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1900 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1902 if (priv->current_vprogram_id) {
1903 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1904 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1906 glEnable(GL_VERTEX_PROGRAM_ARB);
1907 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1909 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1910 } else {
1911 glDisable(GL_VERTEX_PROGRAM_ARB);
1912 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1915 if (priv->current_fprogram_id) {
1916 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1917 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1919 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1920 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1922 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1923 } else if(!priv->use_arbfp_fixed_func) {
1924 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1925 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1929 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1930 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1931 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1932 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1933 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1936 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1937 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
1938 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
1940 ENTER_GL();
1941 GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId));
1942 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
1943 LEAVE_GL();
1944 This->baseShader.prgId = 0;
1945 This->baseShader.is_compiled = FALSE;
1948 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1949 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1950 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1951 return WINED3D_OK;
1954 static void shader_arb_free(IWineD3DDevice *iface) {
1955 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1956 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1957 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1959 if(priv->depth_blt_vprogram_id) {
1960 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1962 if(priv->depth_blt_fprogram_id) {
1963 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id));
1966 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1969 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1970 return TRUE;
1973 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1974 const char *tmp2, const char *tmp3, const char *tmp4) {
1975 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1977 /* Calculate the > 0.0031308 case */
1978 shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1979 shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1980 shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1981 shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1982 shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1983 /* Calculate the < case */
1984 shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1985 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1986 shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1987 shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1988 /* Store the components > 0.0031308 in the destination */
1989 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1990 /* Add the components that are < 0.0031308 */
1991 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1992 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1995 static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
1996 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1997 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1998 CONST DWORD *function = This->baseShader.function;
1999 const char *fragcolor;
2000 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2001 local_constant* lconst;
2003 /* Create the hw ARB shader */
2004 shader_addline(buffer, "!!ARBfp1.0\n");
2006 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
2007 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
2008 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2009 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2010 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2011 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2012 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2013 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2015 /* Base Declarations */
2016 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2018 /* We need two variables for fog blending */
2019 shader_addline(buffer, "TEMP TMP_FOG;\n");
2020 if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
2021 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2024 /* Base Shader Body */
2025 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2027 /* calculate fog and blend it
2028 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
2029 * -1/(e-s) and e/(e-s) respectively.
2031 shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
2033 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
2034 fragcolor = "R0";
2035 } else {
2036 fragcolor = "TMP_COLOR";
2038 if(This->srgb_enabled) {
2039 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2041 if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
2042 shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
2043 shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
2046 shader_addline(buffer, "END\n");
2048 /* TODO: change to resource.glObjectHandle or something like that */
2049 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2051 TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
2052 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
2054 TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
2055 /* Create the program and check for errors */
2056 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2057 buffer->bsize, buffer->buffer));
2059 if (glGetError() == GL_INVALID_OPERATION) {
2060 GLint errPos;
2061 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2062 FIXME("HW PixelShader Error at position %d: %s\n",
2063 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2064 This->baseShader.prgId = -1;
2067 /* Load immediate constants */
2068 if(!This->baseShader.load_local_constsF) {
2069 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2070 float *value = (float *) lconst->value;
2071 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2072 checkGLcall("glProgramLocalParameter4fvARB");
2077 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
2078 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2079 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2080 CONST DWORD *function = This->baseShader.function;
2081 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2082 WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2083 local_constant* lconst;
2085 /* Create the hw ARB shader */
2086 shader_addline(buffer, "!!ARBvp1.0\n");
2087 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2089 /* Mesa supports only 95 constants */
2090 if (GL_VEND(MESA) || GL_VEND(WINE))
2091 This->baseShader.limits.constant_float =
2092 min(95, This->baseShader.limits.constant_float);
2094 shader_addline(buffer, "TEMP TMP;\n");
2096 /* Base Declarations */
2097 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2099 /* We need a constant to fixup the final position */
2100 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2102 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2103 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2104 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2105 * a replacement shader depend on the texcoord.w being set properly.
2107 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2108 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2109 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2110 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2111 * this can eat a number of instructions, so skip it unless this cap is set as well
2113 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2114 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2116 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2117 int i;
2118 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2119 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2120 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2121 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2127 /* Base Shader Body */
2128 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2130 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2131 if (!reg_maps->fog)
2132 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2134 /* Write the final position.
2136 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2137 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2138 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2139 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2141 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2142 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2143 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2145 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2146 * and the glsl equivalent
2148 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2150 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2152 shader_addline(buffer, "END\n");
2154 /* TODO: change to resource.glObjectHandle or something like that */
2155 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2157 TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
2158 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
2160 TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
2161 /* Create the program and check for errors */
2162 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2163 buffer->bsize, buffer->buffer));
2165 if (glGetError() == GL_INVALID_OPERATION) {
2166 GLint errPos;
2167 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2168 FIXME("HW VertexShader Error at position %d: %s\n",
2169 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2170 This->baseShader.prgId = -1;
2173 /* Load immediate constants */
2174 if(!This->baseShader.load_local_constsF) {
2175 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2176 float *value = (float *) lconst->value;
2177 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2182 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
2183 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2184 * then overwrite the shader specific ones
2186 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2188 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2189 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2190 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2191 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2194 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2195 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2196 pCaps->PixelShader1xMaxValue = 8.0;
2197 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2201 static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
2202 TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
2203 switch(fmt) {
2204 case WINED3DFMT_V8U8:
2205 case WINED3DFMT_V16U16:
2206 case WINED3DFMT_X8L8V8U8:
2207 case WINED3DFMT_L6V5U5:
2208 case WINED3DFMT_Q8W8V8U8:
2209 case WINED3DFMT_ATI2N:
2210 TRACE("[OK]\n");
2211 return TRUE;
2212 default:
2213 TRACE("[FAILED\n");
2214 return FALSE;
2218 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2220 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2221 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2222 /* WINED3DSIH_BEM */ pshader_hw_bem,
2223 /* WINED3DSIH_BREAK */ NULL,
2224 /* WINED3DSIH_BREAKC */ NULL,
2225 /* WINED3DSIH_BREAKP */ NULL,
2226 /* WINED3DSIH_CALL */ NULL,
2227 /* WINED3DSIH_CALLNZ */ NULL,
2228 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2229 /* WINED3DSIH_CND */ pshader_hw_cnd,
2230 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2231 /* WINED3DSIH_DCL */ NULL,
2232 /* WINED3DSIH_DEF */ NULL,
2233 /* WINED3DSIH_DEFB */ NULL,
2234 /* WINED3DSIH_DEFI */ NULL,
2235 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2236 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2237 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2238 /* WINED3DSIH_DST */ shader_hw_map2gl,
2239 /* WINED3DSIH_DSX */ NULL,
2240 /* WINED3DSIH_DSY */ NULL,
2241 /* WINED3DSIH_ELSE */ NULL,
2242 /* WINED3DSIH_ENDIF */ NULL,
2243 /* WINED3DSIH_ENDLOOP */ NULL,
2244 /* WINED3DSIH_ENDREP */ NULL,
2245 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2246 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2247 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2248 /* WINED3DSIH_IF */ NULL,
2249 /* WINED3DSIH_IFC */ NULL,
2250 /* WINED3DSIH_LABEL */ NULL,
2251 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2252 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2253 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2254 /* WINED3DSIH_LOOP */ NULL,
2255 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2256 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2257 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2258 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2259 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2260 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2261 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2262 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2263 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2264 /* WINED3DSIH_MOV */ shader_hw_map2gl,
2265 /* WINED3DSIH_MOVA */ shader_hw_map2gl,
2266 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2267 /* WINED3DSIH_NOP */ shader_hw_map2gl,
2268 /* WINED3DSIH_NRM */ shader_hw_nrm,
2269 /* WINED3DSIH_PHASE */ NULL,
2270 /* WINED3DSIH_POW */ shader_hw_map2gl,
2271 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp,
2272 /* WINED3DSIH_REP */ NULL,
2273 /* WINED3DSIH_RET */ NULL,
2274 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp,
2275 /* WINED3DSIH_SETP */ NULL,
2276 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2277 /* WINED3DSIH_SGN */ NULL,
2278 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2279 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2280 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2281 /* WINED3DSIH_TEX */ pshader_hw_tex,
2282 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2283 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2284 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2285 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2286 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2287 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2288 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2289 /* WINED3DSIH_TEXLDD */ NULL,
2290 /* WINED3DSIH_TEXLDL */ NULL,
2291 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2292 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2293 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2294 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2295 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2296 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2297 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2298 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2299 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2300 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2301 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2302 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2305 const shader_backend_t arb_program_shader_backend = {
2306 shader_arb_instruction_handler_table,
2307 shader_arb_select,
2308 shader_arb_select_depth_blt,
2309 shader_arb_deselect_depth_blt,
2310 shader_arb_load_constants,
2311 shader_arb_cleanup,
2312 shader_arb_color_correction,
2313 shader_arb_destroy,
2314 shader_arb_alloc,
2315 shader_arb_free,
2316 shader_arb_dirty_const,
2317 shader_arb_generate_pshader,
2318 shader_arb_generate_vshader,
2319 shader_arb_get_caps,
2320 shader_arb_conv_supported,
2323 /* ARB_fragment_program fixed function pipeline replacement definitions */
2324 #define ARB_FFP_CONST_TFACTOR 0
2325 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2326 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2327 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2328 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2330 struct arbfp_ffp_desc
2332 struct ffp_desc parent;
2333 GLuint shader;
2334 unsigned int num_textures_used;
2337 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2338 if(enable) {
2339 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2340 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2341 } else {
2342 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2343 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2347 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2348 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2349 struct shader_arb_priv *priv;
2350 /* Share private data between the shader backend and the pipeline replacement, if both
2351 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2352 * if no pixel shader is bound or not
2354 if(This->shader_backend == &arb_program_shader_backend) {
2355 This->fragment_priv = This->shader_priv;
2356 } else {
2357 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2358 if(!This->fragment_priv) return E_OUTOFMEMORY;
2360 priv = (struct shader_arb_priv *) This->fragment_priv;
2361 priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
2362 priv->use_arbfp_fixed_func = TRUE;
2363 return WINED3D_OK;
2366 static void arbfp_free_ffpshader(void *value, void *gli) {
2367 WineD3D_GL_Info *gl_info = gli;
2368 struct arbfp_ffp_desc *entry_arb = value;
2370 ENTER_GL();
2371 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2372 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2373 HeapFree(GetProcessHeap(), 0, entry_arb);
2374 LEAVE_GL();
2377 static void arbfp_free(IWineD3DDevice *iface) {
2378 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2379 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2381 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2382 priv->use_arbfp_fixed_func = FALSE;
2384 if(This->shader_backend != &arb_program_shader_backend) {
2385 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2389 static void arbfp_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) {
2390 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2391 WINED3DTEXOPCAPS_SELECTARG1 |
2392 WINED3DTEXOPCAPS_SELECTARG2 |
2393 WINED3DTEXOPCAPS_MODULATE4X |
2394 WINED3DTEXOPCAPS_MODULATE2X |
2395 WINED3DTEXOPCAPS_MODULATE |
2396 WINED3DTEXOPCAPS_ADDSIGNED2X |
2397 WINED3DTEXOPCAPS_ADDSIGNED |
2398 WINED3DTEXOPCAPS_ADD |
2399 WINED3DTEXOPCAPS_SUBTRACT |
2400 WINED3DTEXOPCAPS_ADDSMOOTH |
2401 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2402 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2403 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2404 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2405 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2406 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2407 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2408 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2409 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2410 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2411 WINED3DTEXOPCAPS_MULTIPLYADD |
2412 WINED3DTEXOPCAPS_LERP |
2413 WINED3DTEXOPCAPS_BUMPENVMAP |
2414 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2416 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2418 caps->MaxTextureBlendStages = 8;
2419 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2421 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2423 #undef GLINFO_LOCATION
2425 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2426 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2427 float col[4];
2428 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2430 /* Do not overwrite pixel shader constants if a pshader is in use */
2431 if(use_ps(device)) return;
2433 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2434 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2435 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2437 if(device->shader_backend == &arb_program_shader_backend) {
2438 device = stateblock->wineD3DDevice;
2439 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2440 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2444 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2445 float col[4];
2446 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2448 /* Do not overwrite pixel shader constants if a pshader is in use */
2449 if(use_ps(device)) return;
2451 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2452 /* The specular color has no alpha */
2453 col[0] = 1.0; col[1] = 1.0;
2454 col[2] = 1.0; col[3] = 0.0;
2455 } else {
2456 col[0] = 0.0; col[1] = 0.0;
2457 col[2] = 0.0; col[3] = 0.0;
2459 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2460 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2462 if(device->shader_backend == &arb_program_shader_backend) {
2463 device = stateblock->wineD3DDevice;
2464 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2465 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2469 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2470 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2471 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2472 float mat[2][2];
2474 if(use_ps(device)) {
2475 if(stage != 0 &&
2476 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2477 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2478 * anyway
2480 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2481 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2484 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2485 return;
2488 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2489 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2490 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2491 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2493 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2494 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2496 if(device->shader_backend == &arb_program_shader_backend) {
2497 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2498 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2502 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2503 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2504 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2505 float param[4];
2507 if(use_ps(device)) {
2508 if(stage != 0 &&
2509 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2510 /* The pixel shader has to know the luminance offset. Do a constants update if it
2511 * isn't scheduled anyway
2513 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2514 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2517 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2518 return;
2521 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2522 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2523 param[2] = 0.0;
2524 param[3] = 0.0;
2526 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2527 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2529 if(device->shader_backend == &arb_program_shader_backend) {
2530 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2531 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2535 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2536 const char *ret;
2538 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2540 switch(arg & WINED3DTA_SELECTMASK) {
2541 case WINED3DTA_DIFFUSE:
2542 ret = "fragment.color.primary"; break;
2544 case WINED3DTA_CURRENT:
2545 if(stage == 0) ret = "fragment.color.primary";
2546 else ret = "ret";
2547 break;
2549 case WINED3DTA_TEXTURE:
2550 switch(stage) {
2551 case 0: ret = "tex0"; break;
2552 case 1: ret = "tex1"; break;
2553 case 2: ret = "tex2"; break;
2554 case 3: ret = "tex3"; break;
2555 case 4: ret = "tex4"; break;
2556 case 5: ret = "tex5"; break;
2557 case 6: ret = "tex6"; break;
2558 case 7: ret = "tex7"; break;
2559 default: ret = "unknown texture";
2561 break;
2563 case WINED3DTA_TFACTOR:
2564 ret = "tfactor"; break;
2566 case WINED3DTA_SPECULAR:
2567 ret = "fragment.color.secondary"; break;
2569 case WINED3DTA_TEMP:
2570 ret = "tempreg"; break;
2572 case WINED3DTA_CONSTANT:
2573 FIXME("Implement perstage constants\n");
2574 switch(stage) {
2575 case 0: ret = "const0"; break;
2576 case 1: ret = "const1"; break;
2577 case 2: ret = "const2"; break;
2578 case 3: ret = "const3"; break;
2579 case 4: ret = "const4"; break;
2580 case 5: ret = "const5"; break;
2581 case 6: ret = "const6"; break;
2582 case 7: ret = "const7"; break;
2584 default:
2585 return "unknown";
2588 if(arg & WINED3DTA_COMPLEMENT) {
2589 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2590 if(argnum == 0) ret = "arg0";
2591 if(argnum == 1) ret = "arg1";
2592 if(argnum == 2) ret = "arg2";
2594 if(arg & WINED3DTA_ALPHAREPLICATE) {
2595 shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2596 if(argnum == 0) ret = "arg0";
2597 if(argnum == 1) ret = "arg1";
2598 if(argnum == 2) ret = "arg2";
2600 return ret;
2603 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2604 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2605 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2606 unsigned int mul = 1;
2607 BOOL mul_final_dest = FALSE;
2609 if(color && alpha) dstmask = "";
2610 else if(color) dstmask = ".rgb";
2611 else dstmask = ".a";
2613 if(dst == tempreg) dstreg = "tempreg";
2614 else dstreg = "ret";
2616 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2617 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2618 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2620 switch(op) {
2621 case WINED3DTOP_DISABLE:
2622 if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2623 break;
2625 case WINED3DTOP_SELECTARG2:
2626 arg1 = arg2;
2627 case WINED3DTOP_SELECTARG1:
2628 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2629 break;
2631 case WINED3DTOP_MODULATE4X:
2632 mul = 2;
2633 case WINED3DTOP_MODULATE2X:
2634 mul *= 2;
2635 if(strcmp(dstreg, "result.color") == 0) {
2636 dstreg = "ret";
2637 mul_final_dest = TRUE;
2639 case WINED3DTOP_MODULATE:
2640 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2641 break;
2643 case WINED3DTOP_ADDSIGNED2X:
2644 mul = 2;
2645 if(strcmp(dstreg, "result.color") == 0) {
2646 dstreg = "ret";
2647 mul_final_dest = TRUE;
2649 case WINED3DTOP_ADDSIGNED:
2650 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2651 arg2 = "arg2";
2652 case WINED3DTOP_ADD:
2653 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2654 break;
2656 case WINED3DTOP_SUBTRACT:
2657 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2658 break;
2660 case WINED3DTOP_ADDSMOOTH:
2661 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2662 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2663 break;
2665 case WINED3DTOP_BLENDCURRENTALPHA:
2666 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2667 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2668 break;
2669 case WINED3DTOP_BLENDFACTORALPHA:
2670 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2671 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2672 break;
2673 case WINED3DTOP_BLENDTEXTUREALPHA:
2674 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2675 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2676 break;
2677 case WINED3DTOP_BLENDDIFFUSEALPHA:
2678 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2679 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2680 break;
2682 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2683 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2684 shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2685 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2686 break;
2688 /* D3DTOP_PREMODULATE ???? */
2690 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2691 shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2692 shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2693 break;
2694 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2695 shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2696 break;
2697 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2698 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2699 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2700 break;
2701 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2702 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2703 break;
2705 case WINED3DTOP_DOTPRODUCT3:
2706 mul = 4;
2707 if(strcmp(dstreg, "result.color") == 0) {
2708 dstreg = "ret";
2709 mul_final_dest = TRUE;
2711 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2712 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2713 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2714 break;
2716 case WINED3DTOP_MULTIPLYADD:
2717 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2718 break;
2720 case WINED3DTOP_LERP:
2721 /* The msdn is not quite right here */
2722 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2723 break;
2725 case WINED3DTOP_BUMPENVMAP:
2726 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2727 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2728 break;
2730 default:
2731 FIXME("Unhandled texture op %08x\n", op);
2734 if(mul == 2) {
2735 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2736 } else if(mul == 4) {
2737 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2741 /* The stateblock is passed for GLINFO_LOCATION */
2742 static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateBlockImpl *stateblock) {
2743 unsigned int stage;
2744 SHADER_BUFFER buffer;
2745 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2746 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2747 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2748 const char *textype;
2749 const char *instr, *sat;
2750 char colorcor_dst[8];
2751 GLuint ret;
2752 DWORD arg0, arg1, arg2;
2753 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2754 BOOL op_equal;
2755 const char *final_combiner_src = "ret";
2757 /* Find out which textures are read */
2758 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2759 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2760 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2761 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2762 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2763 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2764 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2765 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2767 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2768 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2769 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2770 bump_used[stage] = TRUE;
2771 tex_read[stage] = TRUE;
2773 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2774 bump_used[stage] = TRUE;
2775 tex_read[stage] = TRUE;
2776 luminance_used[stage] = TRUE;
2777 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2778 tfactor_used = TRUE;
2781 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2782 tfactor_used = TRUE;
2785 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2786 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2787 tempreg_used = TRUE;
2790 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2791 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2792 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2793 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2794 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2795 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2796 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2798 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2799 tempreg_used = TRUE;
2801 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2802 tfactor_used = TRUE;
2806 /* Shader header */
2807 buffer.bsize = 0;
2808 buffer.lineNo = 0;
2809 buffer.newline = TRUE;
2810 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2812 shader_addline(&buffer, "!!ARBfp1.0\n");
2814 switch(settings->fog) {
2815 case FOG_OFF: break;
2816 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2817 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2818 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2819 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2822 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2823 shader_addline(&buffer, "TEMP ret;\n");
2824 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2825 shader_addline(&buffer, "TEMP arg0;\n");
2826 shader_addline(&buffer, "TEMP arg1;\n");
2827 shader_addline(&buffer, "TEMP arg2;\n");
2828 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2829 if(!tex_read[stage]) continue;
2830 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2831 if(!bump_used[stage]) continue;
2832 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2833 if(!luminance_used[stage]) continue;
2834 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2836 if(tfactor_used) {
2837 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2839 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2841 if(settings->sRGB_write) {
2842 shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2843 srgb_mul_low, srgb_mul_low, srgb_mul_low);
2844 shader_addline(&buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2845 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2846 shader_addline(&buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2847 srgb_pow, srgb_pow, srgb_pow);
2848 shader_addline(&buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2849 srgb_mul_high, srgb_mul_high, srgb_mul_high);
2850 shader_addline(&buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2851 srgb_sub_high, srgb_sub_high, srgb_sub_high);
2854 /* Generate texture sampling instructions) */
2855 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2856 if(!tex_read[stage]) continue;
2858 switch(settings->op[stage].tex_type) {
2859 case tex_1d: textype = "1D"; break;
2860 case tex_2d: textype = "2D"; break;
2861 case tex_3d: textype = "3D"; break;
2862 case tex_cube: textype = "CUBE"; break;
2863 case tex_rect: textype = "RECT"; break;
2864 default: textype = "unexpected_textype"; break;
2867 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2868 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2869 sat = "";
2870 } else {
2871 sat = "_SAT";
2874 if(settings->op[stage].projected == proj_none) {
2875 instr = "TEX";
2876 } else if(settings->op[stage].projected == proj_count4 ||
2877 settings->op[stage].projected == proj_count3) {
2878 instr = "TXP";
2879 } else {
2880 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2881 instr = "TXP";
2884 if(stage > 0 &&
2885 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2886 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2887 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2888 shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2889 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2890 shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2892 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2893 * so multiply the displacement with the dividing parameter before passing it to TXP
2895 if (settings->op[stage].projected != proj_none) {
2896 if(settings->op[stage].projected == proj_count4) {
2897 shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
2898 shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
2899 } else {
2900 shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
2901 shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
2903 } else {
2904 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2907 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2908 instr, sat, stage, stage, textype);
2909 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2910 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2911 stage - 1, stage - 1, stage - 1);
2912 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2914 } else if(settings->op[stage].projected == proj_count3) {
2915 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2916 shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2917 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2918 instr, sat, stage, stage, textype);
2919 } else {
2920 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2921 instr, sat, stage, stage, stage, textype);
2924 sprintf(colorcor_dst, "tex%u", stage);
2925 gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
2926 settings->op[stage].color_correction, &GLINFO_LOCATION);
2929 /* Generate the main shader */
2930 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2931 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2932 if(stage == 0) {
2933 final_combiner_src = "fragment.color.primary";
2935 break;
2938 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2939 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2940 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2941 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2942 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2943 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2944 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2945 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2946 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2947 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2948 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2949 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2950 } else {
2951 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2952 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2953 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2954 settings->op[stage].carg2 == settings->op[stage].aarg2;
2957 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2958 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2959 settings->op[stage].cop, settings->op[stage].carg0,
2960 settings->op[stage].carg1, settings->op[stage].carg2);
2961 if(stage == 0) {
2962 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2964 } else if(op_equal) {
2965 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2966 settings->op[stage].cop, settings->op[stage].carg0,
2967 settings->op[stage].carg1, settings->op[stage].carg2);
2968 } else {
2969 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2970 settings->op[stage].cop, settings->op[stage].carg0,
2971 settings->op[stage].carg1, settings->op[stage].carg2);
2972 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2973 settings->op[stage].aop, settings->op[stage].aarg0,
2974 settings->op[stage].aarg1, settings->op[stage].aarg2);
2978 if(settings->sRGB_write) {
2979 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2980 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2981 shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
2982 } else {
2983 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2986 /* Footer */
2987 shader_addline(&buffer, "END\n");
2989 /* Generate the shader */
2990 GL_EXTCALL(glGenProgramsARB(1, &ret));
2991 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2992 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2994 if (glGetError() == GL_INVALID_OPERATION) {
2995 GLint pos;
2996 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2997 FIXME("Fragment program error at position %d: %s\n", pos,
2998 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3000 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3001 return ret;
3004 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3005 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3006 struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
3007 BOOL use_pshader = use_ps(device);
3008 BOOL use_vshader = use_vs(device);
3009 struct ffp_settings settings;
3010 struct arbfp_ffp_desc *desc;
3011 unsigned int i;
3013 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3014 if(use_pshader) {
3015 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
3016 } else if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3017 /* Reload fixed function constants since they collide with the pixel shader constants */
3018 for(i = 0; i < MAX_TEXTURES; i++) {
3019 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3021 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3022 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3024 return;
3027 if(use_pshader) {
3028 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
3029 } else {
3030 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3031 gen_ffp_op(stateblock, &settings, FALSE);
3032 desc = (struct arbfp_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
3033 if(!desc) {
3034 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
3035 if(!desc) {
3036 ERR("Out of memory\n");
3037 return;
3039 desc->num_textures_used = 0;
3040 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3041 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3042 desc->num_textures_used = i;
3045 memcpy(&desc->parent.settings, &settings, sizeof(settings));
3046 desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3047 add_ffp_shader(priv->fragment_shaders, &desc->parent);
3048 TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
3051 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3052 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3053 * deactivate it.
3055 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3056 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3058 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3059 /* Reload fixed function constants since they collide with the pixel shader constants */
3060 for(i = 0; i < MAX_TEXTURES; i++) {
3061 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3063 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3064 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3068 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3069 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3070 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3071 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3072 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3074 * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
3075 * to be compiled before activating them(needs some cleanups in the shader backend interface)
3077 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3078 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3080 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3081 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3084 if(use_pshader) {
3085 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3089 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3090 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3091 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3092 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3093 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3095 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3096 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3097 fragment_prog_arbfp(state, stateblock, context);
3101 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3102 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3103 fragment_prog_arbfp(state, stateblock, context);
3107 #undef GLINFO_LOCATION
3109 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3110 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3111 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3112 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3113 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3114 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3115 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3116 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3117 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3118 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3119 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3120 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3121 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3122 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3123 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3124 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3125 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3126 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3127 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3128 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3129 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3130 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3131 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3132 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3133 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3134 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3135 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3136 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3137 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3138 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3139 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3140 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3141 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3142 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3143 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3144 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3145 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3146 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3147 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3148 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3149 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3150 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3151 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3152 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3153 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3154 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3155 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3156 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3157 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3158 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3159 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3160 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3161 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3162 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3163 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3164 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3165 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3166 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3167 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3168 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3169 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3170 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3171 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3172 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3173 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3174 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3175 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3176 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3177 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3178 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3179 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3180 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3181 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3182 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3183 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3184 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3185 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3186 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3187 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3188 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3189 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3190 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3191 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3192 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3193 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3194 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3195 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3196 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3197 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3198 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3199 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3200 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3201 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3202 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3203 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3204 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3205 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3206 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3207 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3208 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3209 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3210 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3211 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3212 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3213 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3214 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3215 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3216 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3217 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3218 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3219 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3220 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3221 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3222 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3223 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3224 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3225 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3226 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3227 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3228 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3229 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3230 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3231 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3232 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3233 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3234 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3235 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3236 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3237 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3238 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3239 { STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3240 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3241 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3242 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3243 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3244 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3245 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3246 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3247 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3248 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3249 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3250 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3251 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3252 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3253 {0 /* Terminate */, { 0, 0 }, 0 },
3256 const struct fragment_pipeline arbfp_fragment_pipeline = {
3257 arbfp_enable,
3258 arbfp_get_caps,
3259 arbfp_alloc,
3260 arbfp_free,
3261 shader_arb_conv_supported,
3262 arbfp_fragmentstate_template,
3263 TRUE /* We can disable projected textures */
3266 #define GLINFO_LOCATION device->adapter->gl_info
3268 struct arbfp_blit_priv {
3269 GLenum yuy2_rect_shader, yuy2_2d_shader;
3270 GLenum uyvy_rect_shader, uyvy_2d_shader;
3271 GLenum yv12_rect_shader, yv12_2d_shader;
3274 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3275 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3276 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3277 if(!device->blit_priv) {
3278 ERR("Out of memory\n");
3279 return E_OUTOFMEMORY;
3281 return WINED3D_OK;
3283 static void arbfp_blit_free(IWineD3DDevice *iface) {
3284 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3285 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3287 ENTER_GL();
3288 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3289 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3290 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3291 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3292 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3293 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3294 checkGLcall("Delete yuv programs\n");
3295 LEAVE_GL();
3298 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3299 char chroma;
3300 const char *tex, *texinstr;
3302 if(fmt == WINED3DFMT_UYVY) {
3303 chroma = 'r';
3304 *luminance = 'a';
3305 } else {
3306 chroma = 'a';
3307 *luminance = 'r';
3309 switch(textype) {
3310 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3311 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3312 default:
3313 /* This is more tricky than just replacing the texture type - we have to navigate
3314 * properly in the texture to find the correct chroma values
3316 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3317 return FALSE;
3320 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3321 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3322 * filtering when we sample the texture.
3324 * These are the rules for reading the chroma:
3326 * Even pixel: Cr
3327 * Even pixel: U
3328 * Odd pixel: V
3330 * So we have to get the sampling x position in non-normalized coordinates in integers
3332 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3333 shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3334 shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3335 } else {
3336 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3338 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3339 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3340 * 0.5, so add 0.5.
3342 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3343 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3345 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3346 * even and odd pixels respectively
3348 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3349 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3351 /* Sample Pixel 1 */
3352 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3354 /* Put the value into either of the chroma values */
3355 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3356 shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3357 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3358 shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3360 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3361 * the pixel right to the current one. Otherwise, sample the left pixel.
3362 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3364 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3365 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3366 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3368 /* Put the value into the other chroma */
3369 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3370 shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3371 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3372 shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3374 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3375 * the current one and lerp the two U and V values
3378 /* This gives the correctly filtered luminance value */
3379 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3381 return TRUE;
3384 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3385 const char *tex;
3387 switch(textype) {
3388 case GL_TEXTURE_2D: tex = "2D"; break;
3389 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3390 default:
3391 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3392 return FALSE;
3395 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3396 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3397 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3398 * pitch of the luminance plane, the packing into the gl texture is a bit
3399 * unfortunate. If the whole texture is interpreted as luminance data it looks
3400 * approximately like this:
3402 * +----------------------------------+----
3403 * | |
3404 * | |
3405 * | |
3406 * | |
3407 * | | 2
3408 * | LUMINANCE | -
3409 * | | 3
3410 * | |
3411 * | |
3412 * | |
3413 * | |
3414 * +----------------+-----------------+----
3415 * | | |
3416 * | U even rows | U odd rows |
3417 * | | | 1
3418 * +----------------+------------------ -
3419 * | | | 3
3420 * | V even rows | V odd rows |
3421 * | | |
3422 * +----------------+-----------------+----
3423 * | | |
3424 * | 0.5 | 0.5 |
3426 * So it appears as if there are 4 chroma images, but in fact the odd rows
3427 * in the chroma images are in the same row as the even ones. So its is
3428 * kinda tricky to read
3430 * When reading from rectangle textures, keep in mind that the input y coordinates
3431 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3433 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3434 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3436 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3437 /* the chroma planes have only half the width */
3438 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3440 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3441 * the coordinate. Also read the right side of the image when reading odd lines
3443 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3444 * bleeding
3446 if(textype == GL_TEXTURE_2D) {
3448 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3450 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3452 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3453 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3455 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3456 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3457 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3458 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3459 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3461 /* clamp, keep the half pixel origin in mind */
3462 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3463 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3464 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3465 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3466 } else {
3467 /* Read from [size - size+size/4] */
3468 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3469 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3471 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3472 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3473 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3474 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3475 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3476 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3478 /* Make sure to read exactly from the pixel center */
3479 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3480 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3482 /* Clamp */
3483 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3484 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3485 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3486 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3487 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3489 /* Read the texture, put the result into the output register */
3490 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3491 shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3493 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3494 * No need to clamp because we're just reusing the already clamped value from above
3496 if(textype == GL_TEXTURE_2D) {
3497 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3498 } else {
3499 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3501 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3502 shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3504 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3505 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3506 * values due to filtering
3508 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3509 if(textype == GL_TEXTURE_2D) {
3510 /* Multiply the y coordinate by 2/3 and clamp it */
3511 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3512 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3513 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3514 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3515 } else {
3516 /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
3517 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3518 * is bigger
3520 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3521 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3522 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3524 *luminance = 'a';
3526 return TRUE;
3529 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
3530 GLenum shader;
3531 SHADER_BUFFER buffer;
3532 char luminance_component;
3533 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3535 /* Shader header */
3536 buffer.bsize = 0;
3537 buffer.lineNo = 0;
3538 buffer.newline = TRUE;
3539 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3541 GL_EXTCALL(glGenProgramsARB(1, &shader));
3542 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3543 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3544 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3545 if(!shader) {
3546 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3547 return 0;
3550 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3551 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3552 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3553 * each single pixel it contains, and one U and one V value shared between both
3554 * pixels.
3556 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3557 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3558 * take the format into account when generating the read swizzles
3560 * Reading the Y value is streightforward - just sample the texture. The hardware
3561 * takes care of filtering in the horizontal and vertical direction.
3563 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3564 * because that would mix the U and V values of one pixel or two adjacent pixels.
3565 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3566 * regardless of the filtering setting. Vertical filtering works automatically
3567 * though - the U and V values of two rows are mixed nicely.
3569 * Appart of avoiding filtering issues, the code has to know which value it just
3570 * read, and where it can find the other one. To determine this, it checks if
3571 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3573 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3574 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3576 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3577 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3578 * in an unfiltered situation. Finding the luminance on the other hand requires
3579 * finding out if it is an odd or even pixel. The real drawback of this approach
3580 * is filtering. This would have to be emulated completely in the shader, reading
3581 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3582 * vertically. Beyond that it would require adjustments to the texture handling
3583 * code to deal with the width scaling
3585 shader_addline(&buffer, "!!ARBfp1.0\n");
3586 shader_addline(&buffer, "TEMP luminance;\n");
3587 shader_addline(&buffer, "TEMP temp;\n");
3588 shader_addline(&buffer, "TEMP chroma;\n");
3589 shader_addline(&buffer, "TEMP texcrd;\n");
3590 shader_addline(&buffer, "TEMP texcrd2;\n");
3591 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3592 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3593 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3595 if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
3596 if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3597 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3598 return 0;
3600 } else {
3601 if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3602 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3603 return 0;
3607 /* Calculate the final result. Formula is taken from
3608 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3609 * ranges from -0.5 to 0.5
3611 shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3613 shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3614 shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3615 shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3616 shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3617 shader_addline(&buffer, "END\n");
3619 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3621 if (glGetError() == GL_INVALID_OPERATION) {
3622 GLint pos;
3623 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3624 FIXME("Fragment program error at position %d: %s\n", pos,
3625 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3627 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3629 if(fmt == WINED3DFMT_YUY2) {
3630 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3631 priv->yuy2_rect_shader = shader;
3632 } else {
3633 priv->yuy2_2d_shader = shader;
3635 } else if(fmt == WINED3DFMT_UYVY) {
3636 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3637 priv->uyvy_rect_shader = shader;
3638 } else {
3639 priv->uyvy_2d_shader = shader;
3641 } else {
3642 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3643 priv->yv12_rect_shader = shader;
3644 } else {
3645 priv->yv12_2d_shader = shader;
3648 return shader;
3651 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3652 GLenum shader;
3653 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3654 float size[4] = {width, height, 1, 1};
3655 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3656 const GlPixelFormatDesc *glDesc;
3658 getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3660 if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
3661 glDesc->conversion_group != WINED3DFMT_YV12) {
3662 TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
3663 /* Don't bother setting up a shader for unconverted formats */
3664 glEnable(textype);
3665 checkGLcall("glEnable(textype)");
3666 return WINED3D_OK;
3669 if(glDesc->conversion_group == WINED3DFMT_YUY2) {
3670 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3671 shader = priv->yuy2_rect_shader;
3672 } else {
3673 shader = priv->yuy2_2d_shader;
3675 } else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
3676 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3677 shader = priv->uyvy_rect_shader;
3678 } else {
3679 shader = priv->uyvy_2d_shader;
3681 } else {
3682 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3683 shader = priv->yv12_rect_shader;
3684 } else {
3685 shader = priv->yv12_2d_shader;
3689 if(!shader) {
3690 shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
3693 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3694 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3695 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3696 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3697 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3698 checkGLcall("glProgramLocalParameter4fvARB");
3700 return WINED3D_OK;
3703 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3704 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3705 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3706 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3707 glDisable(GL_TEXTURE_2D);
3708 checkGLcall("glDisable(GL_TEXTURE_2D)");
3709 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3710 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3711 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3713 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3714 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3715 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3719 static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
3720 TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
3721 switch(fmt) {
3722 case WINED3DFMT_YUY2:
3723 case WINED3DFMT_UYVY:
3724 case WINED3DFMT_YV12:
3725 TRACE("[OK]\n");
3726 return TRUE;
3727 default:
3728 TRACE("[FAILED]\n");
3729 return FALSE;
3733 const struct blit_shader arbfp_blit = {
3734 arbfp_blit_alloc,
3735 arbfp_blit_free,
3736 arbfp_blit_set,
3737 arbfp_blit_unset,
3738 arbfp_blit_conv_supported
3741 #undef GLINFO_LOCATION