2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL
need_mova_const(IWineD3DBaseShader
*shader
, const WineD3D_GL_Info
*gl_info
) {
46 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) shader
;
47 if(!This
->baseShader
.reg_maps
.usesmova
) return FALSE
;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
);
51 static BOOL
need_helper_const(const WineD3D_GL_Info
*gl_info
) {
52 if (!GL_SUPPORT(NV_VERTEX_PROGRAM
) /* Need to init colors. */
53 || gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
/* Load the immval offset. */
54 || gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) /* Have to init texcoords. */
61 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const WineD3D_GL_Info
*gl_info
) {
63 /* We use one PARAM for the pos fixup, and in some cases one to load
64 * some immediate values into the shader
66 if(need_helper_const(gl_info
)) ret
++;
67 if(need_mova_const(shader
, gl_info
)) ret
++;
71 static inline BOOL
ffp_clip_emul(IWineD3DStateBlockImpl
*stateblock
)
73 return stateblock
->lowest_disabled_stage
< 7;
76 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
77 static inline BOOL
use_nv_clip(const WineD3D_GL_Info
*gl_info
)
79 return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
);
82 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
83 * so upload them above that
85 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
86 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
88 /* ARB_program_shader private data */
111 unsigned int loop_no
;
114 struct loop_control loop_control
;
118 struct arb_ps_np2fixup_info
120 struct ps_np2fixup_info super
;
121 /* For ARB we need a offset value:
122 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
123 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
124 * array we need an offset to the index inside the program local parameter array. */
128 struct arb_ps_compile_args
130 struct ps_compile_args super
;
131 DWORD bools
; /* WORD is enough, use DWORD for alignment */
132 unsigned char loop_ctrl
[MAX_CONST_I
][3];
135 struct stb_const_desc
137 unsigned char texunit
;
141 struct arb_ps_compiled_shader
143 struct arb_ps_compile_args args
;
144 struct arb_ps_np2fixup_info np2fixup_info
;
145 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
146 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
147 UINT int_consts
[MAX_CONST_I
];
150 unsigned char numbumpenvmatconsts
;
154 struct arb_vs_compile_args
156 struct vs_compile_args super
;
162 char clip_control
[2];
164 DWORD boolclip_compare
;
169 unsigned char vertex_samplers
[4];
170 DWORD vertex_samplers_compare
;
172 unsigned char loop_ctrl
[MAX_CONST_I
][3];
175 struct arb_vs_compiled_shader
177 struct arb_vs_compile_args args
;
179 UINT int_consts
[MAX_CONST_I
];
181 char need_color_unclamp
;
185 struct recorded_instruction
187 struct wined3d_shader_instruction ins
;
191 struct shader_arb_ctx_priv
196 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
198 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
200 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
204 const struct arb_vs_compile_args
*cur_vs_args
;
205 const struct arb_ps_compile_args
*cur_ps_args
;
206 const struct arb_ps_compiled_shader
*compiled_fprog
;
207 const struct arb_vs_compiled_shader
*compiled_vprog
;
208 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
209 struct list control_frames
;
213 unsigned int num_loops
, loop_depth
, num_ifcs
;
216 unsigned int vs_clipplanes
;
220 /* For 3.0 vertex shaders */
221 const char *vs_output
[MAX_REG_OUTPUT
];
222 /* For 2.x and earlier vertex shaders */
223 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
225 /* 3.0 pshader input for compatibility with fixed function */
226 const char *ps_input
[MAX_REG_INPUT
];
231 struct wined3d_shader_signature_element
*sig
;
233 struct wine_rb_entry entry
;
236 struct arb_pshader_private
{
237 struct arb_ps_compiled_shader
*gl_shaders
;
238 UINT num_gl_shaders
, shader_array_size
;
239 BOOL has_signature_idx
;
240 DWORD input_signature_idx
;
241 DWORD clipplane_emulation
;
245 struct arb_vshader_private
{
246 struct arb_vs_compiled_shader
*gl_shaders
;
247 UINT num_gl_shaders
, shader_array_size
;
250 struct shader_arb_priv
252 GLuint current_vprogram_id
;
253 GLuint current_fprogram_id
;
254 const struct arb_ps_compiled_shader
*compiled_fprog
;
255 const struct arb_vs_compiled_shader
*compiled_vprog
;
256 GLuint depth_blt_vprogram_id
;
257 GLuint depth_blt_fprogram_id
[tex_type_count
];
258 BOOL use_arbfp_fixed_func
;
259 struct wine_rb_tree fragment_shaders
;
260 BOOL last_ps_const_clamped
;
261 BOOL last_vs_color_unclamp
;
263 struct wine_rb_tree signature_tree
;
267 /********************************************************
268 * ARB_[vertex/fragment]_program helper functions follow
269 ********************************************************/
272 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
273 * When constant_list == NULL, it will load all the constants.
275 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
276 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
278 /* GL locking is done by the caller */
279 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
280 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
282 local_constant
* lconst
;
286 if (TRACE_ON(d3d_shader
)) {
287 for(i
= 0; i
< max_constants
; i
++) {
288 if(!dirty_consts
[i
]) continue;
289 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
290 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
291 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
294 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
295 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
298 for(i
= 0; i
< max_constants
; i
++) {
299 if(!dirty_consts
[i
]) continue;
303 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
304 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
305 else lcl_const
[0] = constants
[j
+ 0];
307 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
308 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
309 else lcl_const
[1] = constants
[j
+ 1];
311 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
312 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
313 else lcl_const
[2] = constants
[j
+ 2];
315 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
316 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
317 else lcl_const
[3] = constants
[j
+ 3];
319 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
322 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
323 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
324 * or just reloading *all* constants at once
326 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
328 for(i
= 0; i
< max_constants
; i
++) {
329 if(!dirty_consts
[i
]) continue;
331 /* Find the next block of dirty constants */
334 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
338 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
341 for(i
= 0; i
< max_constants
; i
++) {
342 if(dirty_consts
[i
]) {
344 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
349 checkGLcall("glProgramEnvParameter4fvARB()");
351 /* Load immediate constants */
352 if(This
->baseShader
.load_local_constsF
) {
353 if (TRACE_ON(d3d_shader
)) {
354 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
355 GLfloat
* values
= (GLfloat
*)lconst
->value
;
356 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
357 values
[0], values
[1], values
[2], values
[3]);
360 /* Immediate constants are clamped for 1.X shaders at loading times */
362 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
363 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
364 ret
= max(ret
, lconst
->idx
+ 1);
365 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
367 checkGLcall("glProgramEnvParameter4fvARB()");
368 return ret
; /* The loaded immediate constants need reloading for the next shader */
370 return 0; /* No constants are dirty now */
375 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
377 static void shader_arb_load_np2fixup_constants(
378 IWineD3DDevice
* device
,
380 char useVertexShader
) {
382 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
383 const struct shader_arb_priv
* const priv
= (const struct shader_arb_priv
*) deviceImpl
->shader_priv
;
384 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
385 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
387 if (!usePixelShader
) {
388 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
392 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
393 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
395 WORD active
= fixup
->super
.active
;
396 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
398 for (i
= 0; active
; active
>>= 1, ++i
) {
399 const unsigned char idx
= fixup
->super
.idx
[i
];
400 const IWineD3DTextureImpl
* const tex
= (const IWineD3DTextureImpl
*) stateBlock
->textures
[i
];
401 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
403 if (!(active
& 1)) continue;
406 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
411 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
413 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
417 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
418 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
419 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
424 /* GL locking is done by the caller. */
425 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
427 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
428 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
430 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
431 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
433 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
435 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
437 /* The state manager takes care that this function is always called if the bump env matrix changes */
438 const float *data
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVMAT00
];
439 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
441 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
443 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
444 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
445 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
446 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
448 const float *scale
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
449 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->luminanceconst
[i
].const_num
, scale
));
452 checkGLcall("Load bumpmap consts\n");
454 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
456 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
457 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
462 val
[0] = deviceImpl
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
463 val
[1] = deviceImpl
->render_offscreen
? 1.0 : -1.0;
466 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
467 checkGLcall("y correction loading\n");
470 if(gl_shader
->num_int_consts
== 0) return;
472 for(i
= 0; i
< MAX_CONST_I
; i
++)
474 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
477 val
[0] = stateBlock
->pixelShaderConstantI
[4 * i
];
478 val
[1] = stateBlock
->pixelShaderConstantI
[4 * i
+ 1];
479 val
[2] = stateBlock
->pixelShaderConstantI
[4 * i
+ 2];
482 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
485 checkGLcall("Load ps int consts\n");
488 /* GL locking is done by the caller. */
489 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
491 IWineD3DStateBlockImpl
* stateBlock
;
492 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
494 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
495 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
497 /* Upload the position fixup */
498 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, deviceImpl
->posFixup
));
500 if(gl_shader
->num_int_consts
== 0) return;
502 stateBlock
= deviceImpl
->stateBlock
;
504 for(i
= 0; i
< MAX_CONST_I
; i
++)
506 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
509 val
[0] = stateBlock
->vertexShaderConstantI
[4 * i
];
510 val
[1] = stateBlock
->vertexShaderConstantI
[4 * i
+ 1];
511 val
[2] = stateBlock
->vertexShaderConstantI
[4 * i
+ 2];
514 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
517 checkGLcall("Load vs int consts\n");
521 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
523 * We only support float constants in ARB at the moment, so don't
524 * worry about the Integers or Booleans
526 /* GL locking is done by the caller (state handler) */
527 static void shader_arb_load_constants(
528 IWineD3DDevice
* device
,
530 char useVertexShader
) {
532 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
533 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
534 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
536 if (useVertexShader
) {
537 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
539 /* Load DirectX 9 float constants for vertex shader */
540 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
541 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
542 deviceImpl
->highest_dirty_vs_const
,
543 stateBlock
->vertexShaderConstantF
,
544 deviceImpl
->activeContext
->vshader_const_dirty
);
546 shader_arb_vs_local_constants(deviceImpl
);
549 if (usePixelShader
) {
550 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
552 /* Load DirectX 9 float constants for pixel shader */
553 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
554 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
555 deviceImpl
->highest_dirty_ps_const
,
556 stateBlock
->pixelShaderConstantF
,
557 deviceImpl
->activeContext
->pshader_const_dirty
);
558 shader_arb_ps_local_constants(deviceImpl
);
562 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
564 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
566 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
567 * context. On a context switch the old context will be fully dirtified */
568 memset(This
->activeContext
->vshader_const_dirty
+ start
, 1,
569 sizeof(*This
->activeContext
->vshader_const_dirty
) * count
);
570 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
);
573 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
575 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
577 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
578 * context. On a context switch the old context will be fully dirtified */
579 memset(This
->activeContext
->pshader_const_dirty
+ start
, 1,
580 sizeof(*This
->activeContext
->pshader_const_dirty
) * count
);
581 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
);
584 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
588 const local_constant
*lconst
;
590 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
592 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
594 ERR("Out of memory\n");
598 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
599 ret
[lconst
->idx
] = idx
++;
604 /* Generate the variable & register declarations for the ARB_vertex_program output target */
605 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
606 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
, DWORD
*lconst_map
, DWORD
*num_clipplanes
,
607 struct shader_arb_ctx_priv
*ctx
)
609 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
610 DWORD i
, next_local
= 0;
611 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
612 unsigned max_constantsF
;
613 const local_constant
*lconst
;
615 /* In pixel shaders, all private constants are program local, we don't need anything
616 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
617 * If we need a private constant the GL implementation will squeeze it in somewhere
619 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
620 * immediate values. The posFixup is loaded using program.env for now, so always
621 * subtract one from the number of constants. If the shader uses indirect addressing,
622 * account for the helper const too because we have to declare all availabke d3d constants
623 * and don't know which are actually used.
626 max_constantsF
= GL_LIMITS(pshader_constantsF
);
628 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
629 DWORD highest_constf
= 0, clip_limit
;
630 max_constantsF
= GL_LIMITS(vshader_constantsF
) - reserved_vs_const(iface
, gl_info
);
631 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
633 for(i
= 0; i
< This
->baseShader
.limits
.constant_float
; i
++)
636 DWORD shift
= i
& 0x1f;
637 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
640 clip_limit
= GL_LIMITS(clipplanes
);
641 if(ctx
->target_version
== ARB
) clip_limit
= min(clip_limit
, 4);
642 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
643 max_constantsF
-= *num_clipplanes
;
644 if(*num_clipplanes
< clip_limit
)
646 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, GL_LIMITS(clipplanes
));
651 if(ctx
->target_version
>= NV2
) *num_clipplanes
= GL_LIMITS(clipplanes
);
652 else *num_clipplanes
= min(GL_LIMITS(clipplanes
), 4);
653 max_constantsF
= GL_LIMITS(vshader_constantsF
);
657 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
658 if (reg_maps
->temporary
[i
])
659 shader_addline(buffer
, "TEMP R%u;\n", i
);
662 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
663 if (reg_maps
->address
[i
])
664 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
667 if(pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3) {
668 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
669 if (reg_maps
->texcoord
[i
] && pshader
)
670 shader_addline(buffer
,"TEMP T%u;\n", i
);
674 /* Load local constants using the program-local space,
675 * this avoids reloading them each time the shader is used
678 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
679 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
680 lconst_map
[lconst
->idx
]);
681 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
685 /* we use the array-based constants array if the local constants are marked for loading,
686 * because then we use indirect addressing, or when the local constant list is empty,
687 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
688 * local constants do not declare the loaded constants as an array because ARB compilers usually
689 * do not optimize unused constants away
691 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
692 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
693 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
694 max_constantsF
, max_constantsF
- 1);
696 for(i
= 0; i
< max_constantsF
; i
++) {
699 mask
= 1 << (i
& 0x1f);
700 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
701 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
709 static const char * const shift_tab
[] = {
710 "dummy", /* 0 (none) */
711 "coefmul.x", /* 1 (x2) */
712 "coefmul.y", /* 2 (x4) */
713 "coefmul.z", /* 3 (x8) */
714 "coefmul.w", /* 4 (x16) */
715 "dummy", /* 5 (x32) */
716 "dummy", /* 6 (x64) */
717 "dummy", /* 7 (x128) */
718 "dummy", /* 8 (d256) */
719 "dummy", /* 9 (d128) */
720 "dummy", /* 10 (d64) */
721 "dummy", /* 11 (d32) */
722 "coefdiv.w", /* 12 (d16) */
723 "coefdiv.z", /* 13 (d8) */
724 "coefdiv.y", /* 14 (d4) */
725 "coefdiv.x" /* 15 (d2) */
728 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
729 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
731 char *ptr
= write_mask
;
733 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
736 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
737 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
738 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
739 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
745 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
747 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
748 * but addressed as "rgba". To fix this we need to swap the register's x
749 * and z components. */
750 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
751 char *ptr
= swizzle_str
;
753 /* swizzle bits fields: wwzzyyxx */
754 DWORD swizzle
= param
->swizzle
;
755 DWORD swizzle_x
= swizzle
& 0x03;
756 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
757 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
758 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
760 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
761 * generate a swizzle string. Unless we need to our own swizzling. */
762 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
765 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
766 *ptr
++ = swizzle_chars
[swizzle_x
];
768 *ptr
++ = swizzle_chars
[swizzle_x
];
769 *ptr
++ = swizzle_chars
[swizzle_y
];
770 *ptr
++ = swizzle_chars
[swizzle_z
];
771 *ptr
++ = swizzle_chars
[swizzle_w
];
778 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
780 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
781 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
783 if(strcmp(priv
->addr_reg
, src
) == 0) return;
785 strcpy(priv
->addr_reg
, src
);
786 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
789 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
790 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
792 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
793 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
795 /* oPos, oFog and oPts in D3D */
796 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
797 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
798 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
799 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
805 case WINED3DSPR_TEMP
:
806 sprintf(register_name
, "R%u", reg
->idx
);
809 case WINED3DSPR_INPUT
:
812 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
814 if (reg
->idx
== 0) strcpy(register_name
, "fragment.color.primary");
815 else strcpy(register_name
, "fragment.color.secondary");
822 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
824 if(strcmp(rel_reg
, "**aL_emul**") == 0)
826 DWORD idx
= ctx
->aL
+ reg
->idx
;
827 if(idx
< MAX_REG_INPUT
)
829 strcpy(register_name
, ctx
->ps_input
[idx
]);
833 ERR("Pixel shader input register out of bounds: %u\n", idx
);
834 sprintf(register_name
, "out_of_bounds_%u", idx
);
837 else if(This
->baseShader
.reg_maps
.input_registers
& 0x0300)
839 /* There are two ways basically:
841 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
842 * That means trouble if the loop also contains a breakc or if the control values
843 * aren't local constants.
844 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
845 * source dynamically. The trouble is that we cannot simply read aL.y because it
846 * is an ADDRESS register. We could however push it, load .zw with a value and use
847 * ADAC to load the condition code register and pop it again afterwards
849 FIXME("Relative input register addressing with more than 8 registers\n");
851 /* This is better than nothing for now */
852 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
854 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
856 /* This is problematic because we'd have to consult the ctx->ps_input strings
857 * for where to find the varying. Some may be "0.0", others can be texcoords or
858 * colors. This needs either a pipeline replacement to make the vertex shader feed
859 * proper varyings, or loop unrolling
861 * For now use the texcoords and hope for the best
863 FIXME("Non-vertex shader varying input with indirect addressing\n");
864 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
868 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
869 * pulls GL_NV_fragment_program2 in
871 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
876 if(reg
->idx
< MAX_REG_INPUT
)
878 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
882 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
883 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
890 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
891 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
895 case WINED3DSPR_CONST
:
896 if (!pshader
&& reg
->rel_addr
)
900 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
901 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
902 sprintf(rel_reg
, "A0.x");
904 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
905 if(ctx
->target_version
== ARB
) {
906 if(strcmp(rel_reg
, "**aL_emul**") == 0) {
909 shader_arb_request_a0(ins
, rel_reg
);
910 sprintf(rel_reg
, "A0.x");
915 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
916 else if (reg
->idx
>= rel_offset
)
917 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
919 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
923 if (This
->baseShader
.reg_maps
.usesrelconstF
)
924 sprintf(register_name
, "C[%u]", reg
->idx
);
926 sprintf(register_name
, "C%u", reg
->idx
);
930 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
932 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 &&
933 This
->baseShader
.reg_maps
.shader_version
.minor
<= 3) {
934 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
935 * and as source to most instructions. For some instructions it is the texcoord
936 * input. Those instructions know about the special use
938 sprintf(register_name
, "T%u", reg
->idx
);
940 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
941 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
946 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
948 sprintf(register_name
, "A%u", reg
->idx
);
952 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
957 case WINED3DSPR_COLOROUT
:
958 if(ctx
->cur_ps_args
->super
.srgb_correction
&& reg
->idx
== 0)
960 strcpy(register_name
, "TMP_COLOR");
964 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
965 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
967 sprintf(register_name
, "result.color[%u]", reg
->idx
);
971 strcpy(register_name
, "result.color");
976 case WINED3DSPR_RASTOUT
:
977 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
978 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
981 case WINED3DSPR_DEPTHOUT
:
982 strcpy(register_name
, "result.depth");
985 case WINED3DSPR_ATTROUT
:
986 /* case WINED3DSPR_OUTPUT: */
987 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
988 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
991 case WINED3DSPR_TEXCRDOUT
:
994 sprintf(register_name
, "oT[%u]", reg
->idx
);
998 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1000 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1004 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1009 case WINED3DSPR_LOOP
:
1010 if(ctx
->target_version
>= NV2
)
1012 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1013 if(pshader
) sprintf(register_name
, "A0.x");
1014 else sprintf(register_name
, "aL.y");
1018 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1019 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1020 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1021 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1024 sprintf(register_name
, "**aL_emul**");
1029 case WINED3DSPR_CONSTINT
:
1030 sprintf(register_name
, "I%u", reg
->idx
);
1033 case WINED3DSPR_MISCTYPE
:
1036 sprintf(register_name
, "vpos");
1038 else if(reg
->idx
== 1)
1040 sprintf(register_name
, "fragment.facing.x");
1044 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1049 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1050 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1055 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1056 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1058 char register_name
[255];
1062 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1063 strcpy(str
, register_name
);
1065 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1066 strcat(str
, write_mask
);
1069 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1071 switch(channel_source
)
1073 case CHANNEL_SOURCE_ZERO
: return "0";
1074 case CHANNEL_SOURCE_ONE
: return "1";
1075 case CHANNEL_SOURCE_X
: return "x";
1076 case CHANNEL_SOURCE_Y
: return "y";
1077 case CHANNEL_SOURCE_Z
: return "z";
1078 case CHANNEL_SOURCE_W
: return "w";
1080 FIXME("Unhandled channel source %#x\n", channel_source
);
1085 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
1086 const char *one
, const char *two
, struct color_fixup_desc fixup
)
1090 if (is_yuv_fixup(fixup
))
1092 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1093 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1098 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1099 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1100 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1101 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1106 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1107 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1108 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1112 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1113 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1114 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1115 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1121 char *ptr
= reg_mask
;
1123 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1126 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1127 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1128 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1129 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1133 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1137 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1140 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1141 if (!ins
->dst_count
) return "";
1143 mod
= ins
->dst
[0].modifiers
;
1145 /* Silently ignore PARTIALPRECISION if its not supported */
1146 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1148 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1150 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1151 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1156 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1159 case WINED3DSPDM_SATURATE
:
1162 case WINED3DSPDM_PARTIALPRECISION
:
1169 FIXME("Unknown modifiers 0x%08x\n", mod
);
1174 #define TEX_PROJ 0x1
1175 #define TEX_BIAS 0x2
1177 #define TEX_DERIV 0x10
1179 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1180 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1182 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1183 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1184 const char *tex_type
;
1185 BOOL np2_fixup
= FALSE
;
1186 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1187 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1188 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1190 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1192 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1193 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1195 switch(sampler_type
) {
1201 if(device
->stateBlock
->textures
[sampler_idx
] &&
1202 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
1207 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1209 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1211 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1212 else np2_fixup
= TRUE
;
1217 case WINED3DSTT_VOLUME
:
1221 case WINED3DSTT_CUBE
:
1226 ERR("Unexpected texture type %d\n", sampler_type
);
1230 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1231 * so don't use shader_arb_get_modifier
1233 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1236 /* Fragment samplers always have indentity mapping */
1237 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1239 sampler_idx
= priv
->cur_vs_args
->vertex_samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1242 if (flags
& TEX_DERIV
)
1244 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivates\n");
1245 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivates\n");
1246 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1247 dsx
, dsy
,sampler_idx
, tex_type
);
1249 else if(flags
& TEX_LOD
)
1251 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1252 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1253 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1254 sampler_idx
, tex_type
);
1256 else if (flags
& TEX_BIAS
)
1258 /* Shouldn't be possible, but let's check for it */
1259 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1260 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1261 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1263 else if (flags
& TEX_PROJ
)
1265 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1271 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1272 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1273 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1275 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1278 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1283 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1284 "one", "coefmul.x", priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1288 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1289 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1291 /* Generate a line that does the input modifier computation and return the input register to use */
1292 BOOL is_color
= FALSE
;
1296 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1297 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1299 /* Assume a new line will be added */
1302 /* Get register name */
1303 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1304 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1306 switch (src
->modifiers
)
1308 case WINED3DSPSM_NONE
:
1309 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1312 case WINED3DSPSM_NEG
:
1313 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1316 case WINED3DSPSM_BIAS
:
1317 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1319 case WINED3DSPSM_BIASNEG
:
1320 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1322 case WINED3DSPSM_SIGN
:
1323 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
1325 case WINED3DSPSM_SIGNNEG
:
1326 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
1328 case WINED3DSPSM_COMP
:
1329 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
1331 case WINED3DSPSM_X2
:
1332 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1334 case WINED3DSPSM_X2NEG
:
1335 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1337 case WINED3DSPSM_DZ
:
1338 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1339 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1341 case WINED3DSPSM_DW
:
1342 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1343 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1345 case WINED3DSPSM_ABS
:
1346 if(ctx
->target_version
>= NV2
) {
1347 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1350 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1353 case WINED3DSPSM_ABSNEG
:
1354 if(ctx
->target_version
>= NV2
) {
1355 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1357 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1358 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1363 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1367 /* Return modified or original register, with swizzle */
1369 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1372 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1374 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1375 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1377 char src_name
[2][50];
1378 DWORD sampler_code
= dst
->reg
.idx
;
1380 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1382 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1384 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1385 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1388 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1389 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1390 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1391 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1392 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1394 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1395 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1398 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1403 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1404 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1405 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1406 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1407 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1408 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1409 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1410 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1411 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1412 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1413 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1414 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1415 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1417 FIXME("Unknown modifier %u\n", mod
);
1421 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1423 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1424 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1426 char src_name
[3][50];
1427 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1428 ins
->ctx
->reg_maps
->shader_version
.minor
);
1431 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1432 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1434 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1435 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1437 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1439 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1442 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1443 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1445 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1446 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1447 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1448 /* No modifiers supported on CMP */
1449 shader_addline(buffer
, "CMP %s, TA, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
1451 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1452 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1454 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1455 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, dst_name
);
1460 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1462 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1463 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1465 char src_name
[3][50];
1468 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1470 /* Generate input register names (with modifiers) */
1471 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1472 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1473 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1475 /* No modifiers are supported on CMP */
1476 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
1477 src_name
[0], src_name
[2], src_name
[1]);
1479 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1481 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1482 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name
[0]);
1486 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1487 * dst = dot2(src0, src1) + src2 */
1488 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1490 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1491 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1493 char src_name
[3][50];
1494 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1496 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1497 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1498 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1500 if(ctx
->target_version
>= NV3
)
1502 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1503 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1504 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1505 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1507 else if(ctx
->target_version
>= NV2
)
1509 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1510 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1511 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1512 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1514 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1516 * .xyxy and other swizzles that we could get with this are not valid in
1517 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1519 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1520 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1521 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1523 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1525 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1526 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1530 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1531 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1532 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1534 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1535 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1536 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1537 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1541 /* Map the opcode 1-to-1 to the GL code */
1542 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1544 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1545 const char *instruction
;
1546 char arguments
[256], dst_str
[50];
1548 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1550 switch (ins
->handler_idx
)
1552 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1553 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1554 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1555 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1556 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1557 case WINED3DSIH_DST
: instruction
= "DST"; break;
1558 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
1559 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
1560 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1561 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1562 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1563 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1564 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1565 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1566 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1567 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1568 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1569 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1570 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1571 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1572 case WINED3DSIH_SGN
: instruction
= "SSG"; break;
1573 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1574 default: instruction
= "";
1575 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1579 /* Note that shader_arb_add_dst_param() adds spaces. */
1580 arguments
[0] = '\0';
1581 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1582 for (i
= 0; i
< ins
->src_count
; ++i
)
1585 strcat(arguments
, ", ");
1586 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1587 strcat(arguments
, operand
);
1589 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1592 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1594 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1595 shader_addline(buffer
, "NOP;\n");
1598 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1600 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1601 BOOL pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
1602 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1604 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1605 char src0_param
[256];
1607 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1608 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1611 if(ctx
->target_version
>= NV2
) {
1612 shader_hw_map2gl(ins
);
1615 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1616 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1617 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1619 /* This implements the mova formula used in GLSL. The first two instructions
1620 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1624 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1626 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1627 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1629 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask
, src0_param
);
1630 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask
);
1632 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1633 shader_addline(buffer
, "ADD TA%s, TA, mova_const.x;\n", write_mask
);
1634 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1635 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1637 shader_addline(buffer
, "ADD TA%s, TA, helper_const.z;\n", write_mask
);
1639 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1641 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1642 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1643 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1644 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1646 src0_param
[0] = '\0';
1647 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1649 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1650 shader_addline(buffer
, "ADD TA.x, %s, helper_const.z;\n", src0_param
);
1651 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1655 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1656 * with more than one component. Thus replicate the first source argument over all
1657 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1658 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1659 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1660 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1661 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1664 else if(ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& ins
->dst
[0].reg
.idx
== 0 && pshader
)
1666 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1667 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1669 shader_addline(buffer
, "#mov handled in srgb write code\n");
1672 shader_hw_map2gl(ins
);
1676 shader_hw_map2gl(ins
);
1680 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1682 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1683 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1686 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1687 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1689 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1691 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1693 const char *kilsrc
= "TA";
1696 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1697 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1703 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1704 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1705 * masked out components to 0(won't kill)
1707 char x
= '0', y
= '0', z
= '0', w
= '0';
1708 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1709 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1710 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1711 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1712 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1714 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1716 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1717 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1719 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1720 * or pass in any temporary register(in shader phase 2)
1722 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1723 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1725 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1727 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1728 shader_addline(buffer
, "KIL TA;\n");
1732 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1734 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1735 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1736 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1737 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1738 ins
->ctx
->reg_maps
->shader_version
.minor
);
1739 struct wined3d_shader_src_param src
;
1743 DWORD reg_sampler_code
;
1746 /* All versions have a destination register */
1747 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1749 /* 1.0-1.4: Use destination register number as texture code.
1750 2.0+: Use provided sampler number as texure code. */
1751 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1752 reg_sampler_code
= dst
->reg
.idx
;
1754 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1756 /* 1.0-1.3: Use the texcoord varying.
1757 1.4+: Use provided coordinate source register. */
1758 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1759 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1761 /* TEX is the only instruction that can handle DW and DZ natively */
1763 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1764 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1765 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1769 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1770 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1771 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1773 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1776 if(reg_sampler_code
< MAX_TEXTURES
) {
1777 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1779 if (flags
& WINED3DTTFF_PROJECTED
) {
1780 myflags
|= TEX_PROJ
;
1783 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1785 DWORD src_mod
= ins
->src
[0].modifiers
;
1786 if (src_mod
== WINED3DSPSM_DZ
) {
1787 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1788 * varying register, so we need a temp reg
1790 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1791 strcpy(reg_coord
, "TA");
1792 myflags
|= TEX_PROJ
;
1793 } else if(src_mod
== WINED3DSPSM_DW
) {
1794 myflags
|= TEX_PROJ
;
1797 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1798 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1800 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1803 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1805 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1806 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1807 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1808 ins
->ctx
->reg_maps
->shader_version
.minor
);
1811 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1813 DWORD reg
= dst
->reg
.idx
;
1815 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1816 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1820 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1821 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1822 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1826 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1828 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1829 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1830 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1833 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1837 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1838 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1839 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1840 /* Move .x first in case src_str is "TA" */
1841 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1842 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1843 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1844 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1847 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1849 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1851 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1855 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1856 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1857 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1858 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
1859 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
1860 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
1863 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1865 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1869 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1870 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1871 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1872 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
1875 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1877 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1878 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1879 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1880 char reg_coord
[40], dst_reg
[50], src_reg
[50];
1881 DWORD reg_dest_code
;
1883 /* All versions have a destination register. The Tx where the texture coordinates come
1884 * from is the varying incarnation of the texture register
1886 reg_dest_code
= dst
->reg
.idx
;
1887 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
1888 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
1889 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
1891 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1892 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1894 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1895 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1897 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1898 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1901 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1902 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
1903 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1904 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
1906 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1907 * so we can't let the GL handle this.
1909 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1910 & WINED3DTTFF_PROJECTED
) {
1911 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
1912 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
1913 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
1915 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
1918 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
1920 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
1922 /* No src swizzles are allowed, so this is ok */
1923 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1924 src_reg
, reg_dest_code
, reg_dest_code
);
1925 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
1929 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1931 DWORD reg
= ins
->dst
[0].reg
.idx
;
1932 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1933 char src0_name
[50], dst_name
[50];
1935 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1937 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1938 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1939 * T<reg+1> register. Use this register to store the calculated vector
1941 tmp_reg
.idx
= reg
+ 1;
1942 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1943 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
1946 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1948 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1949 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1951 DWORD reg
= ins
->dst
[0].reg
.idx
;
1952 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1958 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1959 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
1961 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1962 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1963 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
1964 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1965 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1968 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1970 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1971 DWORD reg
= ins
->dst
[0].reg
.idx
;
1972 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1973 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1974 char src0_name
[50], dst_name
[50];
1975 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1978 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1979 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1980 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1982 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
1983 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1985 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1986 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1987 dst_name
, 'x' + current_state
->current_row
, reg
, src0_name
);
1988 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1991 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
1993 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1994 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1996 DWORD reg
= ins
->dst
[0].reg
.idx
;
1997 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1998 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2000 char src0_name
[50], dst_name
[50];
2003 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2004 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2005 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2007 /* Sample the texture using the calculated coordinates */
2008 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2009 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2010 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2011 current_state
->current_row
= 0;
2014 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2016 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2017 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2019 DWORD reg
= ins
->dst
[0].reg
.idx
;
2020 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2021 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2027 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2028 * components for temporary data storage
2030 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2031 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2032 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2034 /* Construct the eye-ray vector from w coordinates */
2035 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
2036 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
2037 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2039 /* Calculate reflection vector
2041 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2042 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2043 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2044 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2045 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2046 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2047 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2049 /* Sample the texture using the calculated coordinates */
2050 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2051 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2052 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2053 current_state
->current_row
= 0;
2056 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2058 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2059 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2061 DWORD reg
= ins
->dst
[0].reg
.idx
;
2062 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2063 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2070 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2071 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2072 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2073 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2074 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2076 /* Calculate reflection vector.
2079 * dst_reg.xyz = 2 * --------- * N - E
2082 * Which normalizes the normal vector
2084 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2085 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2086 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2087 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2088 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2089 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2091 /* Sample the texture using the calculated coordinates */
2092 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2093 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2094 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2095 current_state
->current_row
= 0;
2098 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2100 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2101 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2104 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2105 * which is essentially an input, is the destination register because it is the first
2106 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2107 * here(writemasks/swizzles are not valid on texdepth)
2109 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2111 /* According to the msdn, the source register(must be r5) is unusable after
2112 * the texdepth instruction, so we're free to modify it
2114 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
2116 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2117 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2118 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2120 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2121 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2122 shader_addline(buffer
, "MIN TA.x, TA.x, one.x;\n");
2123 shader_addline(buffer
, "MAX result.depth, TA.x, 0.0;\n");
2126 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2127 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2128 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2129 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2131 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2132 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2136 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2137 shader_addline(buffer
, "MOV TB, 0.0;\n");
2138 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2140 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2141 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2144 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2145 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2146 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2148 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2151 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2153 /* Handle output register */
2154 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2155 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2156 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2159 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2160 * Perform the 3rd row of a 3x3 matrix multiply */
2161 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2163 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2164 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2165 char dst_str
[50], dst_name
[50];
2169 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2170 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2171 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2172 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2173 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2176 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2177 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2178 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2179 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2181 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2183 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2184 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2185 char src0
[50], dst_name
[50];
2188 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2189 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2190 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2192 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2193 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2194 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2196 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2197 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2198 shader_addline(buffer
, "MIN %s.x, %s.x, one.x;\n", dst_name
, dst_name
);
2199 shader_addline(buffer
, "MAX result.depth, %s.x, 0.0;\n", dst_name
);
2202 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2203 Vertex/Pixel shaders to ARB_vertex_program codes */
2204 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2207 int nComponents
= 0;
2208 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2209 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2210 struct wined3d_shader_instruction tmp_ins
;
2212 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2214 /* Set constants for the temporary argument */
2215 tmp_ins
.ctx
= ins
->ctx
;
2216 tmp_ins
.dst_count
= 1;
2217 tmp_ins
.dst
= &tmp_dst
;
2218 tmp_ins
.src_count
= 2;
2219 tmp_ins
.src
= tmp_src
;
2221 switch(ins
->handler_idx
)
2223 case WINED3DSIH_M4x4
:
2225 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2227 case WINED3DSIH_M4x3
:
2229 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2231 case WINED3DSIH_M3x4
:
2233 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2235 case WINED3DSIH_M3x3
:
2237 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2239 case WINED3DSIH_M3x2
:
2241 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2244 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2248 tmp_dst
= ins
->dst
[0];
2249 tmp_src
[0] = ins
->src
[0];
2250 tmp_src
[1] = ins
->src
[1];
2251 for (i
= 0; i
< nComponents
; i
++) {
2252 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2253 shader_hw_map2gl(&tmp_ins
);
2254 ++tmp_src
[1].reg
.idx
;
2258 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction
*ins
)
2260 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2261 const char *instruction
;
2266 switch(ins
->handler_idx
)
2268 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2269 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2270 default: instruction
= "";
2271 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2275 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2276 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2277 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2279 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2285 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2288 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2290 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2293 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2294 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2296 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2297 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2299 if(pshader
&& priv
->target_version
>= NV3
)
2301 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2305 shader_addline(buffer
, "DP3 TA, %s, %s;\n", src_name
, src_name
);
2306 shader_addline(buffer
, "RSQ TA, TA.x;\n");
2307 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2308 shader_addline(buffer
, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins
), dst_name
,
2313 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2315 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2317 char src_name
[3][50];
2319 /* ARB_fragment_program has a convenient LRP instruction */
2320 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2321 shader_hw_map2gl(ins
);
2325 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2326 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2327 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2328 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2330 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2331 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2332 dst_name
, src_name
[0], src_name
[2]);
2335 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2337 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2338 * must contain fixed constants. So we need a separate function to filter those constants and
2341 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2342 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2343 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2345 char src_name0
[50], src_name1
[50], src_name2
[50];
2348 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2349 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2350 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2351 /* No modifiers are supported on SCS */
2352 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2354 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2356 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2357 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2359 } else if(priv
->target_version
>= NV2
) {
2360 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2362 /* Sincos writemask must be .x, .y or .xy */
2363 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2364 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2365 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2366 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2368 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2369 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2371 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2372 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2374 * The constants we get are:
2376 * +1 +1, -1 -1 +1 +1 -1 -1
2377 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2378 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2380 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2384 * (x/2)^4 = x^4 / 16
2385 * (x/2)^5 = x^5 / 32
2388 * To get the final result:
2389 * sin(x) = 2 * sin(x/2) * cos(x/2)
2390 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2391 * (from sin(x+y) and cos(x+y) rules)
2393 * As per MSDN, dst.z is undefined after the operation, and so is
2394 * dst.x and dst.y if they're masked out by the writemask. Ie
2395 * sincos dst.y, src1, c0, c1
2396 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2397 * vsa.exe also stops with an error if the dest register is the same register as the source
2398 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2399 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2401 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2402 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2403 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2405 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2406 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2407 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2408 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2409 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2410 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2414 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2415 * properly merge that with MULs in the code above?
2416 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2417 * we can merge the sine and cosine MAD rows to calculate them together.
2419 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2420 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2421 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2422 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2425 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2426 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2427 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2429 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2431 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2432 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2434 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2436 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2437 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2442 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2444 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2447 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2449 /* SGN is only valid in vertex shaders */
2450 if(ctx
->target_version
== NV2
) {
2451 shader_hw_map2gl(ins
);
2454 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2455 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2457 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2458 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2460 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2461 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2463 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2464 * Then use TA, and calculate the final result
2466 * Not reading from TA? Store the first result in TA to avoid overwriting the
2467 * destination if src reg = dst reg
2469 if(strstr(src_name
, "TA"))
2471 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2472 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2473 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2477 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2478 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2479 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2484 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2486 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2492 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2493 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2494 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2496 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2497 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2500 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2506 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2507 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2508 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2509 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2510 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2511 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2512 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2513 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2514 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2515 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2516 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2517 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2518 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2520 FIXME("Unknown modifier %u\n", mod
);
2524 static void shader_hw_log_pow(const struct wined3d_shader_instruction
*ins
)
2526 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2527 char src0
[50], src1
[50], dst
[50];
2528 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2529 BOOL need_abs
= FALSE
;
2533 switch(ins
->handler_idx
)
2535 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2536 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2537 case WINED3DSIH_POW
: instr
= "POW"; arg2
= TRUE
; break;
2539 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2543 /* LOG, LOGP and POW operate on the absolute value of the input */
2544 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2546 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2547 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2548 if(arg2
) shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2552 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2555 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2559 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2564 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
2568 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2572 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2574 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2576 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2579 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2583 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2584 struct list
*e
= list_head(&priv
->control_frames
);
2585 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2587 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2588 /* The constant loader makes sure to load -1 into iX.w */
2589 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2590 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->loop_no
);
2591 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->loop_no
);
2595 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2599 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2601 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2603 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2605 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2607 /* The constant loader makes sure to load -1 into iX.w */
2610 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2611 struct list
*e
= list_head(&priv
->control_frames
);
2612 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2614 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2616 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2617 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->loop_no
);
2618 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->loop_no
);
2622 shader_addline(buffer
, "REP %s;\n", src_name
);
2626 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2628 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2629 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2633 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2634 struct list
*e
= list_head(&priv
->control_frames
);
2635 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2637 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2638 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->loop_no
);
2639 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->loop_no
);
2641 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2645 shader_addline(buffer
, "ENDLOOP;\n");
2649 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2651 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2652 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2656 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2657 struct list
*e
= list_head(&priv
->control_frames
);
2658 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2660 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2661 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->loop_no
);
2662 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->loop_no
);
2664 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2668 shader_addline(buffer
, "ENDREP;\n");
2672 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2674 struct control_frame
*control_frame
;
2676 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2678 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2680 ERR("Could not find loop for break\n");
2684 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2686 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2687 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2688 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2692 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->loop_no
);
2696 shader_addline(buffer
, "BRK;\n");
2700 static const char *get_compare(COMPARISON_TYPE flags
)
2704 case COMPARISON_GT
: return "GT";
2705 case COMPARISON_EQ
: return "EQ";
2706 case COMPARISON_GE
: return "GE";
2707 case COMPARISON_LT
: return "LT";
2708 case COMPARISON_NE
: return "NE";
2709 case COMPARISON_LE
: return "LE";
2711 FIXME("Unrecognized comparison value: %u\n", flags
);
2716 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE flags
)
2720 case COMPARISON_GT
: return COMPARISON_LE
;
2721 case COMPARISON_EQ
: return COMPARISON_NE
;
2722 case COMPARISON_GE
: return COMPARISON_LT
;
2723 case COMPARISON_LT
: return COMPARISON_GE
;
2724 case COMPARISON_NE
: return COMPARISON_EQ
;
2725 case COMPARISON_LE
: return COMPARISON_GT
;
2727 FIXME("Unrecognized comparison value: %u\n", flags
);
2732 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2734 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2735 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2736 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2739 const char *comp
= get_compare(ins
->flags
);
2741 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2742 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2746 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2747 * away the subtraction result
2749 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2750 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->loop_no
, comp
);
2754 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2755 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
2759 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
2761 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2762 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2763 struct list
*e
= list_head(&priv
->control_frames
);
2764 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2768 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2770 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2771 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2775 /* Invert the flag. We jump to the else label if the condition is NOT true */
2776 comp
= get_compare(invert_compare(ins
->flags
));
2777 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2778 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->ifc_no
, comp
);
2782 comp
= get_compare(ins
->flags
);
2783 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2784 shader_addline(buffer
, "IF %s.x;\n", comp
);
2788 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
2790 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2791 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2792 struct list
*e
= list_head(&priv
->control_frames
);
2793 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2794 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2798 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->ifc_no
);
2799 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
2800 control_frame
->had_else
= TRUE
;
2804 shader_addline(buffer
, "ELSE;\n");
2808 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
2810 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2811 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2812 struct list
*e
= list_head(&priv
->control_frames
);
2813 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2814 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2818 if(control_frame
->had_else
)
2820 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->ifc_no
);
2824 shader_addline(buffer
, "#No else branch. else is endif\n");
2825 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
2830 shader_addline(buffer
, "ENDIF;\n");
2834 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
2836 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2838 char reg_src
[3][40];
2839 DWORD flags
= TEX_DERIV
;
2841 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2842 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
2843 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
2844 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
2846 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2847 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2849 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
2852 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
2854 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2857 DWORD flags
= TEX_LOD
;
2859 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2860 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
2862 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2863 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2865 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
2868 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
2870 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2871 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2873 priv
->in_main_func
= FALSE
;
2874 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2875 * subroutine, don't generate a label that will make GL complain
2877 if(priv
->target_version
== ARB
) return;
2879 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
2882 static void vshader_add_footer(IWineD3DVertexShaderImpl
*This
, SHADER_BUFFER
*buffer
, const struct arb_vs_compile_args
*args
,
2883 struct shader_arb_ctx_priv
*priv_ctx
)
2885 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2886 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2887 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
2890 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2891 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2892 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2893 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2895 if(args
->super
.fog_src
== VS_FOG_Z
) {
2896 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2897 } else if (!reg_maps
->fog
) {
2898 /* posFixup.x is always 1.0, so we can savely use it */
2899 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2902 /* Write the final position.
2904 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2905 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2906 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2907 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2909 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
2910 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2911 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2913 if(use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
2915 for(i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
2917 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
2920 else if(args
->boolclip
.clip_control
[0])
2922 unsigned int cur_clip
= 0;
2923 char component
[4] = {'x', 'y', 'z', 'w'};
2925 for(i
= 0; i
< GL_LIMITS(clipplanes
); i
++)
2927 if(args
->boolclip
.clip_control
[1] & (1 << i
))
2929 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2930 component
[cur_clip
++], i
);
2936 shader_addline(buffer
, "MOV TA, -helper_const.w;\n");
2939 shader_addline(buffer
, "MOV TA.yzw, -helper_const.w;\n");
2942 shader_addline(buffer
, "MOV TA.zw, -helper_const.w;\n");
2945 shader_addline(buffer
, "MOV TA.w, -helper_const.w;\n");
2948 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
2949 args
->boolclip
.clip_control
[0] - 1);
2952 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2953 * and the glsl equivalent
2955 if(need_helper_const(gl_info
)) {
2956 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2958 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2959 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2962 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2964 priv_ctx
->footer_written
= TRUE
;
2967 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
2969 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2970 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2971 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*) ins
->ctx
->shader
;
2972 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2974 if(priv
->target_version
== ARB
) return;
2978 if(priv
->in_main_func
) vshader_add_footer((IWineD3DVertexShaderImpl
*) shader
, buffer
, priv
->cur_vs_args
, priv
);
2981 shader_addline(buffer
, "RET;\n");
2984 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
2986 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2987 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
2990 /* GL locking is done by the caller */
2991 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
2993 GLuint program_id
= 0;
2994 const char *blt_vprogram
=
2996 "PARAM c[1] = { { 1, 0.5 } };\n"
2997 "MOV result.position, vertex.position;\n"
2998 "MOV result.color, c[0].x;\n"
2999 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3002 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3003 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3004 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
3006 if (glGetError() == GL_INVALID_OPERATION
) {
3008 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3009 FIXME("Vertex program error at position %d: %s\n", pos
,
3010 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3016 /* GL locking is done by the caller */
3017 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
3019 GLuint program_id
= 0;
3020 static const char * const blt_fprograms
[tex_type_count
] =
3027 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3028 "MOV result.depth.z, R0.x;\n"
3035 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3036 "MOV result.depth.z, R0.x;\n"
3041 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3042 "MOV result.depth.z, R0.x;\n"
3046 if (!blt_fprograms
[tex_type
])
3048 FIXME("tex_type %#x not supported\n", tex_type
);
3052 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3053 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3054 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
3056 if (glGetError() == GL_INVALID_OPERATION
) {
3058 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3059 FIXME("Fragment program error at position %d: %s\n", pos
,
3060 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3066 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
3067 const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
) {
3068 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3072 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3073 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3074 /* Calculate the > 0.0031308 case */
3075 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3076 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3077 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3078 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3079 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3080 /* Calculate the < case */
3081 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3085 /* Calculate the > 0.0031308 case */
3086 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3087 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3088 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3089 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3090 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3091 /* Calculate the < case */
3092 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3093 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3094 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3095 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3096 /* Store the components > 0.0031308 in the destination */
3097 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3098 /* Add the components that are < 0.0031308 */
3099 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3100 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3101 * result.color writes(.rgb first, then .a), or handle overwriting already written
3102 * components. The assembler uses a temporary register in this case, which is usually
3103 * not allocated from one of our registers that were used earlier.
3106 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3107 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3110 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3112 const local_constant
*constant
;
3114 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3116 if (constant
->idx
== idx
)
3118 return constant
->value
;
3124 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3125 struct shader_arb_ctx_priv
*priv
)
3127 const char *texcoords
[8] =
3129 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3130 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3133 const struct wined3d_shader_signature_element
*sig
= This
->input_signature
;
3134 const char *semantic_name
;
3137 switch(args
->super
.vp_mode
)
3139 case pretransformed
:
3141 /* The pixelshader has to collect the varyings on its own. In any case properly load
3142 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3143 * other attribs to 0.0.
3145 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3146 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3147 * load the texcoord attrib pointers to match the pixel shader signature
3149 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3151 semantic_name
= sig
[i
].semantic_name
;
3152 semantic_idx
= sig
[i
].semantic_idx
;
3153 if(semantic_name
== NULL
) continue;
3155 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3157 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.color.primary";
3158 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3159 else priv
->ps_input
[i
] = "0.0";
3161 else if(args
->super
.vp_mode
== fixedfunction
)
3163 priv
->ps_input
[i
] = "0.0";
3165 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3167 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3168 else priv
->ps_input
[i
] = "0.0";
3170 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3172 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.fogcoord";
3173 else priv
->ps_input
[i
] = "0.0";
3177 priv
->ps_input
[i
] = "0.0";
3180 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3185 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3188 for(i
= 0; i
< 8; i
++)
3190 priv
->ps_input
[i
] = texcoords
[i
];
3192 priv
->ps_input
[8] = "fragment.color.primary";
3193 priv
->ps_input
[9] = "fragment.color.secondary";
3198 /* GL locking is done by the caller */
3199 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
,
3200 SHADER_BUFFER
*buffer
, const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3202 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3203 CONST DWORD
*function
= This
->baseShader
.function
;
3204 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3205 const local_constant
*lconst
;
3208 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3209 struct shader_arb_ctx_priv priv_ctx
;
3210 BOOL dcl_tmp
= args
->super
.srgb_correction
, dcl_td
= FALSE
;
3211 BOOL want_nv_prog
= FALSE
;
3212 struct arb_pshader_private
*shader_priv
= This
->backend_priv
;
3215 unsigned int i
, found
= 0;
3217 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
3219 /* Don't overwrite the color source */
3220 if(This
->color0_mov
&& i
== This
->color0_reg
) continue;
3221 else if(reg_maps
->shader_version
.major
< 2 && i
== 0) continue;
3223 if(reg_maps
->temporary
[i
]) {
3224 sprintf(srgbtmp
[found
], "R%u", i
);
3226 if(found
== 4) break;
3231 case 4: dcl_tmp
= FALSE
; break;
3233 sprintf(srgbtmp
[0], "TA");
3234 sprintf(srgbtmp
[1], "TB");
3235 sprintf(srgbtmp
[2], "TC");
3236 sprintf(srgbtmp
[3], "TD");
3240 sprintf(srgbtmp
[1], "TA");
3241 sprintf(srgbtmp
[2], "TB");
3242 sprintf(srgbtmp
[3], "TC");
3245 sprintf(srgbtmp
[2], "TA");
3246 sprintf(srgbtmp
[3], "TB");
3249 sprintf(srgbtmp
[3], "TA");
3253 /* Create the hw ARB shader */
3254 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3255 priv_ctx
.cur_ps_args
= args
;
3256 priv_ctx
.compiled_fprog
= compiled
;
3257 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3258 init_ps_input(This
, args
, &priv_ctx
);
3259 list_init(&priv_ctx
.control_frames
);
3261 /* Avoid enabling NV_fragment_program* if we do not need it.
3263 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3264 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3265 * is faster than what we gain from using higher native instructions. There are some things though
3266 * that cannot be emulated. In that case enable the extensions.
3267 * If the extension is enabled, instruction handlers that support both ways will use it.
3269 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3270 * So enable the best we can get.
3272 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3273 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3275 want_nv_prog
= TRUE
;
3278 shader_addline(buffer
, "!!ARBfp1.0\n");
3279 if(want_nv_prog
&& GL_SUPPORT(NV_FRAGMENT_PROGRAM2
)) {
3280 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3281 priv_ctx
.target_version
= NV3
;
3282 } else if(want_nv_prog
&& GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION
)) {
3283 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3284 priv_ctx
.target_version
= NV2
;
3288 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3291 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3294 priv_ctx
.target_version
= ARB
;
3297 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
3299 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3302 if (reg_maps
->shader_version
.major
< 3)
3304 switch(args
->super
.fog
) {
3308 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3311 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3314 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3319 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3320 * unused temps away(but occupies them for the whole shader if they're used once). Always
3321 * declaring them avoids tricky bookkeeping work
3323 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3324 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3325 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3326 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3327 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3328 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3329 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3331 if (reg_maps
->shader_version
.major
< 2)
3333 strcpy(fragcolor
, "R0");
3335 if(args
->super
.srgb_correction
) {
3336 if(This
->color0_mov
) {
3337 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3339 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3340 strcpy(fragcolor
, "TMP_COLOR");
3343 strcpy(fragcolor
, "result.color");
3347 if(args
->super
.srgb_correction
) {
3348 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3349 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3350 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3351 srgb_sub_high
, 0.0, 0.0, 0.0);
3354 /* Base Declarations */
3355 next_local
= shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
,
3356 lconst_map
, NULL
, &priv_ctx
);
3358 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
3359 if(!reg_maps
->bumpmat
[i
]) continue;
3361 cur
= compiled
->numbumpenvmatconsts
;
3362 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3363 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3364 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3365 compiled
->luminanceconst
[cur
].texunit
= i
;
3367 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3368 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3369 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3370 * textures due to conditional NP2 restrictions)
3372 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3373 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3374 * their location is shader dependent anyway and they cannot be loaded globally.
3376 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3377 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3378 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3379 compiled
->numbumpenvmatconsts
= cur
+ 1;
3381 if(!reg_maps
->luminanceparams
[i
]) continue;
3383 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3384 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3385 i
, compiled
->luminanceconst
[cur
].const_num
);
3388 for(i
= 0; i
< MAX_CONST_I
; i
++)
3390 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3391 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3393 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3397 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3398 control_values
[0], control_values
[1], control_values
[2]);
3402 compiled
->int_consts
[i
] = next_local
;
3403 compiled
->num_int_consts
++;
3404 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3409 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3411 compiled
->ycorrection
= next_local
;
3412 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3416 shader_addline(buffer
, "TEMP vpos;\n");
3417 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3418 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3419 * ycorrection.z: 1.0
3420 * ycorrection.w: 0.0
3422 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3423 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3428 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3431 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3432 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3433 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3434 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3435 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3436 * shader compilation errors and the subsequent errors when drawing with this shader. */
3437 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3439 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3440 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3441 const UINT max_lconsts
= gl_info
->ps_arb_max_local_constants
;
3443 fixup
->offset
= next_local
;
3444 fixup
->super
.active
= 0;
3447 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3448 if (!(map
& (1 << i
))) continue;
3450 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3451 fixup
->super
.active
|= (1 << i
);
3452 fixup
->super
.idx
[i
] = cur
++;
3454 FIXME("No free constant found to load NP2 fixup data into shader. "
3455 "Sampling from this texture will probably look wrong.\n");
3460 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3461 if (fixup
->super
.num_consts
) {
3462 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3463 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3466 next_local
+= fixup
->super
.num_consts
;
3469 if(shader_priv
->clipplane_emulation
)
3471 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
- 1);
3474 /* Base Shader Body */
3475 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3477 if(args
->super
.srgb_correction
) {
3478 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3479 priv_ctx
.target_version
>= NV2
);
3480 } else if(reg_maps
->shader_version
.major
< 2) {
3481 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3483 shader_addline(buffer
, "END\n");
3485 /* TODO: change to resource.glObjectHandle or something like that */
3486 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3488 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3489 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3491 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3492 /* Create the program and check for errors */
3493 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3494 buffer
->bsize
, buffer
->buffer
));
3496 if (glGetError() == GL_INVALID_OPERATION
) {
3498 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3499 FIXME("HW PixelShader Error at position %d: %s\n",
3500 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3504 /* Load immediate constants */
3506 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3507 const float *value
= (const float *)lconst
->value
;
3508 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3509 checkGLcall("glProgramLocalParameter4fvARB");
3511 HeapFree(GetProcessHeap(), 0, lconst_map
);
3517 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3522 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3524 if(sig1
[i
].semantic_name
== NULL
|| sig2
[i
].semantic_name
== NULL
)
3526 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3527 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3531 ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
);
3532 if(ret
!= 0) return ret
;
3533 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3534 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3535 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3536 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3537 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3542 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3544 struct wined3d_shader_signature_element
*new;
3548 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3549 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3551 if(sig
[i
].semantic_name
== NULL
)
3557 /* Clone the semantic string */
3558 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3559 strcpy(name
, sig
[i
].semantic_name
);
3560 new[i
].semantic_name
= name
;
3565 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3567 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3568 struct ps_signature
*found_sig
;
3572 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3573 TRACE("Found existing signature %u\n", found_sig
->idx
);
3574 return found_sig
->idx
;
3576 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3577 found_sig
->sig
= clone_sig(sig
);
3578 found_sig
->idx
= priv
->ps_sig_number
++;
3579 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3580 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3582 ERR("Failed to insert program entry.\n");
3584 return found_sig
->idx
;
3587 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3588 struct arb_vs_compiled_shader
*compiled
)
3591 static const char *texcoords
[8] =
3593 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3594 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3596 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3597 const struct wined3d_shader_signature_element
*sig
;
3598 const char *semantic_name
;
3599 DWORD semantic_idx
, reg_idx
;
3601 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3602 * and varying 9 to result.color.secondary
3604 const char *decl_idx_to_string
[MAX_REG_INPUT
] =
3606 texcoords
[0], texcoords
[1], texcoords
[2], texcoords
[3],
3607 texcoords
[4], texcoords
[5], texcoords
[6], texcoords
[7],
3608 "result.color.primary", "result.color.secondary"
3613 TRACE("Pixel shader uses builtin varyings\n");
3614 /* Map builtins to builtins */
3615 for(i
= 0; i
< 8; i
++)
3617 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3619 priv_ctx
->color_output
[0] = "result.color.primary";
3620 priv_ctx
->color_output
[1] = "result.color.secondary";
3621 priv_ctx
->fog_output
= "result.fogcoord";
3623 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3624 for(i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); i
++)
3626 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3627 if(semantic_name
== NULL
) continue;
3629 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3631 TRACE("o%u is TMP_OUT\n", i
);
3632 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3633 else priv_ctx
->vs_output
[i
] = "TA";
3635 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3637 TRACE("o%u is result.pointsize\n", i
);
3638 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.pointsize";
3639 else priv_ctx
->vs_output
[i
] = "TA";
3641 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3643 TRACE("o%u is result.color.?, idx %u\n", i
, shader
->output_signature
[i
].semantic_idx
);
3644 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.color.primary";
3645 else if(shader
->output_signature
[i
].semantic_idx
== 1) priv_ctx
->vs_output
[i
] = "result.color.secondary";
3646 else priv_ctx
->vs_output
[i
] = "TA";
3648 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3650 TRACE("o%u is %s\n", i
, texcoords
[shader
->output_signature
[i
].semantic_idx
]);
3651 if(shader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3652 else priv_ctx
->vs_output
[i
] = texcoords
[shader
->output_signature
[i
].semantic_idx
];
3654 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3656 TRACE("o%u is result.fogcoord\n", i
);
3657 if(shader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3658 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3662 priv_ctx
->vs_output
[i
] = "TA";
3668 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3669 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3671 sig
= ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->input_signature
;
3672 TRACE("Pixel shader uses declared varyings\n");
3674 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3675 for(i
= 0; i
< 8; i
++)
3677 priv_ctx
->texcrd_output
[i
] = "TA";
3679 priv_ctx
->color_output
[0] = "TA";
3680 priv_ctx
->color_output
[1] = "TA";
3681 priv_ctx
->fog_output
= "TA";
3683 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3685 semantic_name
= sig
[i
].semantic_name
;
3686 semantic_idx
= sig
[i
].semantic_idx
;
3687 reg_idx
= sig
[i
].register_idx
;
3688 if(semantic_name
== NULL
) continue;
3690 /* If a declared input register is not written by builtin arguments, don't write to it.
3691 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3693 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3694 * to TMP_OUT in any case
3696 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3698 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3700 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3702 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3704 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3706 if(semantic_idx
== 0) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
3713 if(strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary") == 0 ||
3714 strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary") == 0)
3716 compiled
->need_color_unclamp
= TRUE
;
3720 /* Map declared to declared */
3721 for(i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); i
++)
3723 /* Write unread output to TA to throw them away */
3724 priv_ctx
->vs_output
[i
] = "TA";
3725 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3726 if(semantic_name
== NULL
)
3731 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
) &&
3732 shader
->output_signature
[i
].semantic_idx
== 0)
3734 priv_ctx
->vs_output
[i
] = "TMP_OUT";
3737 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
) &&
3738 shader
->output_signature
[i
].semantic_idx
== 0)
3740 priv_ctx
->vs_output
[i
] = "result.pointsize";
3744 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
3746 if(sig
[j
].semantic_name
== NULL
)
3751 if(strcmp(sig
[j
].semantic_name
, semantic_name
) == 0 &&
3752 sig
[j
].semantic_idx
== shader
->output_signature
[i
].semantic_idx
)
3754 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
3756 if(strcmp(priv_ctx
->vs_output
[i
], "result.color.primary") == 0 ||
3757 strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary") == 0)
3759 compiled
->need_color_unclamp
= TRUE
;
3766 /* GL locking is done by the caller */
3767 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
,
3768 SHADER_BUFFER
*buffer
, const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
3770 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3771 CONST DWORD
*function
= This
->baseShader
.function
;
3772 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3773 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3774 const local_constant
*lconst
;
3776 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
3777 struct shader_arb_ctx_priv priv_ctx
;
3780 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3781 priv_ctx
.cur_vs_args
= args
;
3782 list_init(&priv_ctx
.control_frames
);
3783 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
3785 /* Create the hw ARB shader */
3786 shader_addline(buffer
, "!!ARBvp1.0\n");
3788 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3789 * mesurable performance penalty, and we can always make use of it for clipplanes.
3791 if(GL_SUPPORT(NV_VERTEX_PROGRAM3
)) {
3792 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
3793 priv_ctx
.target_version
= NV3
;
3794 shader_addline(buffer
, "ADDRESS aL;\n");
3795 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
)) {
3796 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
3797 priv_ctx
.target_version
= NV2
;
3798 shader_addline(buffer
, "ADDRESS aL;\n");
3800 priv_ctx
.target_version
= ARB
;
3803 shader_addline(buffer
, "TEMP TMP_OUT;\n");
3804 if(need_helper_const(gl_info
)) {
3805 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
3807 if(need_mova_const((IWineD3DBaseShader
*) This
, gl_info
)) {
3808 shader_addline(buffer
, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3809 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
3812 shader_addline(buffer
, "TEMP TA;\n");
3814 /* Base Declarations */
3815 next_local
= shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
,
3816 lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
3818 for(i
= 0; i
< MAX_CONST_I
; i
++)
3820 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3821 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3823 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3827 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3828 control_values
[0], control_values
[1], control_values
[2]);
3832 compiled
->int_consts
[i
] = next_local
;
3833 compiled
->num_int_consts
++;
3834 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3839 /* We need a constant to fixup the final position */
3840 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
3841 compiled
->pos_fixup
= next_local
++;
3843 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3844 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3845 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3846 * a replacement shader depend on the texcoord.w being set properly.
3848 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3849 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3850 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3851 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3852 * this can eat a number of instructions, so skip it unless this cap is set as well
3854 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
3855 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
3857 if ((GLINFO_LOCATION
).quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
3860 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3861 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3862 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3863 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
3869 /* The shader starts with the main function */
3870 priv_ctx
.in_main_func
= TRUE
;
3871 /* Base Shader Body */
3872 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3874 if(!priv_ctx
.footer_written
) vshader_add_footer(This
, buffer
, args
, &priv_ctx
);
3876 shader_addline(buffer
, "END\n");
3878 /* TODO: change to resource.glObjectHandle or something like that */
3879 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3881 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
3882 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
3884 TRACE("Created hw vertex shader, prg=%d\n", ret
);
3885 /* Create the program and check for errors */
3886 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3887 buffer
->bsize
, buffer
->buffer
));
3889 if (glGetError() == GL_INVALID_OPERATION
) {
3891 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3892 FIXME("HW VertexShader Error at position %d: %s\n",
3893 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3896 /* Load immediate constants */
3898 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3899 const float *value
= (const float *)lconst
->value
;
3900 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3904 HeapFree(GetProcessHeap(), 0, lconst_map
);
3909 static void find_clip_texcoord(IWineD3DPixelShaderImpl
*ps
)
3911 struct arb_pshader_private
*shader_priv
= ps
->backend_priv
;
3913 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)ps
->baseShader
.device
)->adapter
->gl_info
;
3915 /* See if we can use fragment.texcoord[7] for clipplane emulation
3917 * Don't do this if it is not supported, or fragment.texcoord[7] is used
3919 if(ps
->baseShader
.reg_maps
.shader_version
.major
< 3)
3921 for(i
= GL_LIMITS(texture_stages
); i
> 0; i
--)
3923 if(!ps
->baseShader
.reg_maps
.texcoord
[i
- 1])
3925 shader_priv
->clipplane_emulation
= i
;
3929 WARN("Did not find a free clip reg(2.0)\n");
3933 for(i
= GL_LIMITS(texture_stages
); i
> 0; i
--)
3935 if(!(ps
->baseShader
.reg_maps
.input_registers
& (1 << (i
- 1))))
3937 shader_priv
->clipplane_emulation
= i
;
3941 WARN("Did not find a free clip reg(3.0)\n");
3945 /* GL locking is done by the caller */
3946 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
3950 struct arb_ps_compiled_shader
*new_array
;
3951 SHADER_BUFFER buffer
;
3952 struct arb_pshader_private
*shader_data
;
3955 if(!shader
->backend_priv
) {
3956 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3957 struct shader_arb_priv
*priv
= device
->shader_priv
;
3959 shader
->backend_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3960 shader_data
= shader
->backend_priv
;
3961 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
3963 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
3964 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->input_signature
);
3966 shader_data
->has_signature_idx
= TRUE
;
3967 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
3969 if(!device
->vs_clipping
) find_clip_texcoord(shader
);
3971 shader_data
= shader
->backend_priv
;
3973 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3974 * so a linear search is more performant than a hashmap or a binary search
3975 * (cache coherency etc)
3977 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
3978 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
3979 return &shader_data
->gl_shaders
[i
];
3983 TRACE("No matching GL shader found, compiling a new shader\n");
3984 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
3985 if (shader_data
->num_gl_shaders
)
3987 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
3988 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
3989 new_size
* sizeof(*shader_data
->gl_shaders
));
3991 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
3996 ERR("Out of memory\n");
3999 shader_data
->gl_shaders
= new_array
;
4000 shader_data
->shader_array_size
= new_size
;
4003 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4005 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4006 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4008 shader_buffer_init(&buffer
);
4009 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
,
4010 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4011 shader_buffer_free(&buffer
);
4012 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4014 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4017 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4018 const DWORD use_map
, BOOL skip_int
) {
4019 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4020 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4021 if(stored
->boolclip_compare
!= new->boolclip_compare
) return FALSE
;
4022 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4023 if(stored
->vertex_samplers_compare
!= new->vertex_samplers_compare
) return FALSE
;
4024 if(skip_int
) return TRUE
;
4026 return memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
)) == 0;
4029 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4033 struct arb_vs_compiled_shader
*new_array
;
4034 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4035 SHADER_BUFFER buffer
;
4036 struct arb_vshader_private
*shader_data
;
4038 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4040 if(!shader
->backend_priv
) {
4041 shader
->backend_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4043 shader_data
= shader
->backend_priv
;
4045 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4046 * so a linear search is more performant than a hashmap or a binary search
4047 * (cache coherency etc)
4049 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4050 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
))) {
4051 return &shader_data
->gl_shaders
[i
];
4055 TRACE("No matching GL shader found, compiling a new shader\n");
4057 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4058 if (shader_data
->num_gl_shaders
)
4060 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4061 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4062 new_size
* sizeof(*shader_data
->gl_shaders
));
4064 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4069 ERR("Out of memory\n");
4072 shader_data
->gl_shaders
= new_array
;
4073 shader_data
->shader_array_size
= new_size
;
4076 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4078 shader_buffer_init(&buffer
);
4079 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
,
4080 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4081 shader_buffer_free(&buffer
);
4082 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4084 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4087 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4088 struct arb_ps_compile_args
*args
)
4092 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4093 find_ps_compile_args(shader
, stateblock
, &args
->super
);
4095 /* This forces all local boolean constants to 1 to make them stateblock independent */
4096 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4098 for(i
= 0; i
< MAX_CONST_B
; i
++)
4100 if(stateblock
->pixelShaderConstantB
[i
]) args
->bools
|= ( 1 << i
);
4103 /* Skip if unused or local, or supported natively */
4104 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4105 if(int_skip
== 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION
))
4107 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4111 for(i
= 0; i
< MAX_CONST_I
; i
++)
4113 if(int_skip
& (1 << i
))
4115 args
->loop_ctrl
[i
][0] = 0;
4116 args
->loop_ctrl
[i
][1] = 0;
4117 args
->loop_ctrl
[i
][2] = 0;
4121 args
->loop_ctrl
[i
][0] = stateblock
->pixelShaderConstantI
[i
* 4];
4122 args
->loop_ctrl
[i
][1] = stateblock
->pixelShaderConstantI
[i
* 4 + 1];
4123 args
->loop_ctrl
[i
][2] = stateblock
->pixelShaderConstantI
[i
* 4 + 2];
4128 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4129 struct arb_vs_compile_args
*args
)
4133 IWineD3DDeviceImpl
*dev
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4134 const WineD3D_GL_Info
*gl_info
= &dev
->adapter
->gl_info
;
4135 find_vs_compile_args(shader
, stateblock
, &args
->super
);
4137 args
->boolclip_compare
= 0;
4138 if(use_ps(stateblock
))
4140 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
;
4141 struct arb_pshader_private
*shader_priv
= ps
->backend_priv
;
4142 args
->ps_signature
= shader_priv
->input_signature_idx
;
4144 args
->boolclip
.clip_control
[0] = shader_priv
->clipplane_emulation
;
4148 args
->ps_signature
= ~0;
4149 if(!dev
->vs_clipping
)
4151 args
->boolclip
.clip_control
[0] = ffp_clip_emul(stateblock
) ? GL_LIMITS(texture_stages
) : 0;
4153 /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
4156 if(args
->boolclip
.clip_control
[0])
4158 if(stateblock
->renderState
[WINED3DRS_CLIPPING
])
4160 args
->boolclip
.clip_control
[1] = stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
];
4162 /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
4165 /* This forces all local boolean constants to 1 to make them stateblock independent */
4166 args
->boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4167 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4168 for(i
= 0; i
< MAX_CONST_B
; i
++)
4170 if(stateblock
->vertexShaderConstantB
[i
]) args
->boolclip
.bools
|= ( 1 << i
);
4173 args
->vertex_samplers
[0] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4174 args
->vertex_samplers
[1] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4175 args
->vertex_samplers
[2] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4176 args
->vertex_samplers
[3] = 0;
4178 /* Skip if unused or local */
4179 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4180 if(int_skip
== 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
)) /* This is about flow control, not clipping */
4182 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4186 for(i
= 0; i
< MAX_CONST_I
; i
++)
4188 if(int_skip
& (1 << i
))
4190 args
->loop_ctrl
[i
][0] = 0;
4191 args
->loop_ctrl
[i
][1] = 0;
4192 args
->loop_ctrl
[i
][2] = 0;
4196 args
->loop_ctrl
[i
][0] = stateblock
->vertexShaderConstantI
[i
* 4];
4197 args
->loop_ctrl
[i
][1] = stateblock
->vertexShaderConstantI
[i
* 4 + 1];
4198 args
->loop_ctrl
[i
][2] = stateblock
->vertexShaderConstantI
[i
* 4 + 2];
4203 /* GL locking is done by the caller */
4204 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
4205 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4206 struct shader_arb_priv
*priv
= This
->shader_priv
;
4207 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4210 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4212 struct arb_ps_compile_args compile_args
;
4213 struct arb_ps_compiled_shader
*compiled
;
4214 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
;
4216 TRACE("Using pixel shader %p\n", This
->stateBlock
->pixelShader
);
4217 find_arb_ps_compile_args(ps
, This
->stateBlock
, &compile_args
);
4218 compiled
= find_arb_pshader(ps
, &compile_args
);
4219 priv
->current_fprogram_id
= compiled
->prgId
;
4220 priv
->compiled_fprog
= compiled
;
4222 /* Bind the fragment program */
4223 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4224 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4226 if(!priv
->use_arbfp_fixed_func
) {
4227 /* Enable OpenGL fragment programs */
4228 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4229 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4231 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4233 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4234 * a 1.x and newer shader, reload the first 8 constants
4236 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*) ps
->backend_priv
)->clamp_consts
)
4238 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*) ps
->backend_priv
)->clamp_consts
;
4239 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4240 for(i
= 0; i
< 8; i
++)
4242 This
->activeContext
->pshader_const_dirty
[i
] = 1;
4244 /* Also takes care of loading local constants */
4245 shader_arb_load_constants(iface
, TRUE
, FALSE
);
4249 shader_arb_ps_local_constants(This
);
4252 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4253 if (compiled
->np2fixup_info
.super
.active
) This
->shader_backend
->shader_load_np2fixup_constants(iface
, usePS
, useVS
);
4254 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
4255 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4256 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4257 * replacement shader
4259 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4260 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4261 priv
->current_fprogram_id
= 0;
4265 struct arb_vs_compile_args compile_args
;
4266 struct arb_vs_compiled_shader
*compiled
;
4267 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
;
4269 TRACE("Using vertex shader %p\n", This
->stateBlock
->vertexShader
);
4270 find_arb_vs_compile_args(vs
, This
->stateBlock
, &compile_args
);
4271 compiled
= find_arb_vshader(vs
, &compile_args
);
4272 priv
->current_vprogram_id
= compiled
->prgId
;
4273 priv
->compiled_vprog
= compiled
;
4275 /* Bind the vertex program */
4276 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4277 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4279 /* Enable OpenGL vertex programs */
4280 glEnable(GL_VERTEX_PROGRAM_ARB
);
4281 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4282 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4283 shader_arb_vs_local_constants(This
);
4285 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4286 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4288 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
4289 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4290 checkGLcall("glClampColorARB");
4292 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4295 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
4296 priv
->current_vprogram_id
= 0;
4297 glDisable(GL_VERTEX_PROGRAM_ARB
);
4298 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4302 /* GL locking is done by the caller */
4303 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4304 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4305 struct shader_arb_priv
*priv
= This
->shader_priv
;
4306 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
4307 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4309 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4310 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4311 glEnable(GL_VERTEX_PROGRAM_ARB
);
4313 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
4314 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4315 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4318 /* GL locking is done by the caller */
4319 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
4320 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4321 struct shader_arb_priv
*priv
= This
->shader_priv
;
4322 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4324 if (priv
->current_vprogram_id
) {
4325 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4326 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4328 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4330 glDisable(GL_VERTEX_PROGRAM_ARB
);
4331 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4334 if (priv
->current_fprogram_id
) {
4335 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4336 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4338 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4339 } else if(!priv
->use_arbfp_fixed_func
) {
4340 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4341 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4345 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
4346 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
4347 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
;
4348 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
4350 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
4352 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
4354 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
4355 struct arb_pshader_private
*shader_data
= This
->backend_priv
;
4358 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4360 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4361 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4362 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4365 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4366 HeapFree(GetProcessHeap(), 0, shader_data
);
4367 This
->backend_priv
= NULL
;
4369 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
4370 struct arb_vshader_private
*shader_data
= This
->backend_priv
;
4373 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4375 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4376 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4377 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4380 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4381 HeapFree(GetProcessHeap(), 0, shader_data
);
4382 This
->backend_priv
= NULL
;
4386 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4388 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4389 return compare_sig(key
, e
->sig
);
4392 struct wine_rb_functions sig_tree_functions
=
4400 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
4401 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4402 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4403 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4405 ERR("RB tree init failed\n");
4406 HeapFree(GetProcessHeap(), 0, priv
);
4407 return E_OUTOFMEMORY
;
4409 This
->shader_priv
= priv
;
4413 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4415 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4417 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4419 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4421 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4422 HeapFree(GetProcessHeap(), 0, sig
);
4425 /* Context activation is done by the caller. */
4426 static void shader_arb_free(IWineD3DDevice
*iface
) {
4427 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4428 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4429 struct shader_arb_priv
*priv
= This
->shader_priv
;
4433 if(priv
->depth_blt_vprogram_id
) {
4434 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4436 for (i
= 0; i
< tex_type_count
; ++i
) {
4437 if (priv
->depth_blt_fprogram_id
[i
]) {
4438 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
4443 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4444 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4447 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
4451 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
4453 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4454 * then overwrite the shader specific ones
4456 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
4458 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
4459 if(GL_SUPPORT(NV_VERTEX_PROGRAM3
))
4461 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4462 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4464 else if(GL_LIMITS(vshader_constantsF
) >= 256)
4466 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4467 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4468 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4472 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4473 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4475 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
4478 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
4479 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2
))
4481 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4482 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4484 else if(GL_LIMITS(vshader_constantsF
) >= 32)
4486 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4487 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4488 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4492 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4493 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4495 pCaps
->PixelShader1xMaxValue
= 8.0;
4496 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
4499 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4502 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4504 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4506 TRACE("Checking support for color_fixup:\n");
4507 dump_color_fixup_desc(fixup
);
4510 /* We support everything except YUV conversions. */
4511 if (!is_yuv_fixup(fixup
))
4517 TRACE("[FAILED]\n");
4521 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4523 char write_mask
[20], regstr
[50];
4524 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
4525 BOOL is_color
= FALSE
;
4526 const struct wined3d_shader_dst_param
*dst
;
4528 if (!ins
->dst_count
) return;
4532 if(shift
== 0) return; /* Saturate alone is handled by the instructions */
4534 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4535 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4537 /* Generate a line that does the output modifier computation
4538 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4539 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4541 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4542 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4545 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4547 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4548 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4549 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4550 /* WINED3DSIH_BREAK */ shader_hw_break
,
4551 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4552 /* WINED3DSIH_BREAKP */ NULL
,
4553 /* WINED3DSIH_CALL */ shader_hw_call
,
4554 /* WINED3DSIH_CALLNZ */ NULL
,
4555 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4556 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4557 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4558 /* WINED3DSIH_DCL */ NULL
,
4559 /* WINED3DSIH_DEF */ NULL
,
4560 /* WINED3DSIH_DEFB */ NULL
,
4561 /* WINED3DSIH_DEFI */ NULL
,
4562 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4563 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4564 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4565 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4566 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4567 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4568 /* WINED3DSIH_ELSE */ shader_hw_else
,
4569 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4570 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4571 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4572 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
4573 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
4574 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4575 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4576 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4577 /* WINED3DSIH_LABEL */ shader_hw_label
,
4578 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
4579 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
4580 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
4581 /* WINED3DSIH_LOOP */ shader_hw_loop
,
4582 /* WINED3DSIH_LRP */ shader_hw_lrp
,
4583 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
4584 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
4585 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
4586 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
4587 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
4588 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
4589 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
4590 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
4591 /* WINED3DSIH_MOV */ shader_hw_mov
,
4592 /* WINED3DSIH_MOVA */ shader_hw_mov
,
4593 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
4594 /* WINED3DSIH_NOP */ shader_hw_nop
,
4595 /* WINED3DSIH_NRM */ shader_hw_nrm
,
4596 /* WINED3DSIH_PHASE */ NULL
,
4597 /* WINED3DSIH_POW */ shader_hw_log_pow
,
4598 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp
,
4599 /* WINED3DSIH_REP */ shader_hw_rep
,
4600 /* WINED3DSIH_RET */ shader_hw_ret
,
4601 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp
,
4602 /* WINED3DSIH_SETP */ NULL
,
4603 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
4604 /* WINED3DSIH_SGN */ shader_hw_sgn
,
4605 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
4606 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
4607 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
4608 /* WINED3DSIH_TEX */ pshader_hw_tex
,
4609 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
4610 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
4611 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
4612 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
4613 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
4614 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
4615 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
4616 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
4617 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
4618 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
4619 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
4620 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
4621 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
4622 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4623 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
4624 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
4625 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
4626 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
4627 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
4628 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
4629 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
4632 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
4634 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4636 WORD flag
= (1 << idx
);
4637 const local_constant
*constant
;
4638 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4640 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
4642 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4643 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
4645 if (constant
->idx
== idx
)
4647 return constant
->value
[0];
4650 ERR("Local constant not found\n");
4655 if(vshader
) bools
= priv
->cur_vs_args
->boolclip
.bools
;
4656 else bools
= priv
->cur_ps_args
->bools
;
4657 return bools
& flag
;
4661 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
4662 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct loop_control
*loop_control
)
4664 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4666 /* Integer constants can either be a local constant, or they can be stored in the shader
4667 * type specific compile args. */
4668 if (This
->baseShader
.reg_maps
.local_int_consts
& (1 << idx
))
4670 const local_constant
*constant
;
4672 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
4674 if (constant
->idx
== idx
)
4676 loop_control
->count
= constant
->value
[0];
4677 loop_control
->start
= constant
->value
[1];
4678 /* Step is signed. */
4679 loop_control
->step
= (int)constant
->value
[2];
4683 /* If this happens the flag was set incorrectly */
4684 ERR("Local constant not found\n");
4685 loop_control
->count
= 0;
4686 loop_control
->start
= 0;
4687 loop_control
->step
= 0;
4691 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
4693 case WINED3D_SHADER_TYPE_VERTEX
:
4694 /* Count and aL start value are unsigned */
4695 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
4696 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
4697 /* Step is signed. */
4698 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
4701 case WINED3D_SHADER_TYPE_PIXEL
:
4702 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
4703 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
4704 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
4708 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
4713 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
4716 struct wined3d_shader_dst_param
*dst_param
= NULL
;
4717 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
4718 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
4721 ERR("Out of memory\n");
4726 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
4727 if(!dst_param
) goto free
;
4728 *dst_param
= *ins
->dst
;
4729 if(ins
->dst
->reg
.rel_addr
)
4731 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
4732 if(!rel_addr
) goto free
;
4733 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
4734 dst_param
->reg
.rel_addr
= rel_addr
;
4736 rec
->ins
.dst
= dst_param
;
4738 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
4739 if(!src_param
) goto free
;
4740 for(i
= 0; i
< ins
->src_count
; i
++)
4742 src_param
[i
] = ins
->src
[i
];
4743 if(ins
->src
[i
].reg
.rel_addr
)
4745 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
4746 if(!rel_addr
) goto free
;
4747 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
4748 src_param
[i
].reg
.rel_addr
= rel_addr
;
4751 rec
->ins
.src
= src_param
;
4752 list_add_tail(list
, &rec
->entry
);
4756 ERR("Out of memory\n");
4759 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
4760 HeapFree(GetProcessHeap(), 0, dst_param
);
4764 for(i
= 0; i
< ins
->src_count
; i
++)
4766 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
4768 HeapFree(GetProcessHeap(), 0, src_param
);
4770 HeapFree(GetProcessHeap(), 0, rec
);
4773 static void free_recorded_instruction(struct list
*list
)
4775 struct recorded_instruction
*rec_ins
, *entry2
;
4778 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
4780 list_remove(&rec_ins
->entry
);
4781 if(rec_ins
->ins
.dst
)
4783 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
4784 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
4786 if(rec_ins
->ins
.src
)
4788 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
4790 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
4792 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
4794 HeapFree(GetProcessHeap(), 0, rec_ins
);
4798 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4799 SHADER_HANDLER hw_fct
;
4800 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4801 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
4802 struct control_frame
*control_frame
;
4803 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
4806 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
4808 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4809 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4811 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
4812 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
4814 if(priv
->target_version
>= NV2
)
4816 control_frame
->loop_no
= priv
->num_loops
++;
4821 /* Don't bother recording when we're in a not used if branch */
4827 if(!priv
->recording
)
4829 list_init(&priv
->record
);
4830 priv
->recording
= TRUE
;
4831 control_frame
->outer_loop
= TRUE
;
4832 get_loop_control_const(ins
, This
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
4833 return; /* Instruction is handled */
4835 /* Record this loop in the outer loop's recording */
4838 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
4840 if(priv
->target_version
>= NV2
)
4842 /* Nothing to do. The control frame is popped after the HW instr handler */
4846 struct list
*e
= list_head(&priv
->control_frames
);
4847 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
4848 list_remove(&control_frame
->entry
);
4850 if(control_frame
->outer_loop
)
4852 int iteration
, aL
= 0;
4855 /* Turn off recording before playback */
4856 priv
->recording
= FALSE
;
4858 /* Move the recorded instructions to a separate list and get them out of the private data
4859 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4860 * be recorded again, thus priv->record might be overwritten
4863 list_move_tail(©
, &priv
->record
);
4864 list_init(&priv
->record
);
4866 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4868 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4869 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
4870 control_frame
->loop_control
.step
);
4871 aL
= control_frame
->loop_control
.start
;
4875 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
4878 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
4880 struct recorded_instruction
*rec_ins
;
4881 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4884 shader_addline(buffer
, "#Iteration %d, aL=%d\n", iteration
, aL
);
4888 shader_addline(buffer
, "#Iteration %d\n", iteration
);
4891 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
4893 shader_arb_handle_instruction(&rec_ins
->ins
);
4896 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4898 aL
+= control_frame
->loop_control
.step
;
4901 shader_addline(buffer
, "#end loop/rep\n");
4903 free_recorded_instruction(©
);
4904 HeapFree(GetProcessHeap(), 0, control_frame
);
4905 return; /* Instruction is handled */
4909 /* This is a nested loop. Proceed to the normal recording function */
4910 HeapFree(GetProcessHeap(), 0, control_frame
);
4917 record_instruction(&priv
->record
, ins
);
4922 if(ins
->handler_idx
== WINED3DSIH_IF
)
4924 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4925 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4926 control_frame
->type
= IF
;
4928 bool_const
= get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
);
4929 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
4930 if(!priv
->muted
&& bool_const
== FALSE
)
4932 shader_addline(buffer
, "#if(FALSE){\n");
4934 control_frame
->muting
= TRUE
;
4936 else shader_addline(buffer
, "#if(TRUE) {\n");
4938 return; /* Instruction is handled */
4940 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
4942 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4943 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4944 control_frame
->type
= IFC
;
4945 control_frame
->ifc_no
= priv
->num_ifcs
++;
4946 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4948 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
4950 struct list
*e
= list_head(&priv
->control_frames
);
4951 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
4953 if(control_frame
->type
== IF
)
4955 shader_addline(buffer
, "#} else {\n");
4956 if(!priv
->muted
&& !control_frame
->muting
)
4959 control_frame
->muting
= TRUE
;
4961 else if(control_frame
->muting
) priv
->muted
= FALSE
;
4962 return; /* Instruction is handled. */
4964 /* In case of an ifc, generate a HW shader instruction */
4966 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
4968 struct list
*e
= list_head(&priv
->control_frames
);
4969 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
4971 if(control_frame
->type
== IF
)
4973 shader_addline(buffer
, "#} endif\n");
4974 if(control_frame
->muting
) priv
->muted
= FALSE
;
4975 list_remove(&control_frame
->entry
);
4976 HeapFree(GetProcessHeap(), 0, control_frame
);
4977 return; /* Instruction is handled */
4981 if(priv
->muted
) return;
4983 /* Select handler */
4984 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
4986 /* Unhandled opcode */
4989 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
4994 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
4996 struct list
*e
= list_head(&priv
->control_frames
);
4997 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
4998 list_remove(&control_frame
->entry
);
4999 HeapFree(GetProcessHeap(), 0, control_frame
);
5002 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5004 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5005 struct list
*e
= list_head(&priv
->control_frames
);
5006 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5007 list_remove(&control_frame
->entry
);
5008 HeapFree(GetProcessHeap(), 0, control_frame
);
5012 shader_arb_add_instruction_modifiers(ins
);
5015 const shader_backend_t arb_program_shader_backend
= {
5016 shader_arb_handle_instruction
,
5018 shader_arb_select_depth_blt
,
5019 shader_arb_deselect_depth_blt
,
5020 shader_arb_update_float_vertex_constants
,
5021 shader_arb_update_float_pixel_constants
,
5022 shader_arb_load_constants
,
5023 shader_arb_load_np2fixup_constants
,
5027 shader_arb_dirty_const
,
5028 shader_arb_get_caps
,
5029 shader_arb_color_fixup_supported
,
5032 /* ARB_fragment_program fixed function pipeline replacement definitions */
5033 #define ARB_FFP_CONST_TFACTOR 0
5034 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5035 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5036 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5037 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5039 struct arbfp_ffp_desc
5041 struct ffp_frag_desc parent
;
5043 unsigned int num_textures_used
;
5046 /* Context activation is done by the caller. */
5047 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5050 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5051 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5053 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5054 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5059 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
5060 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5061 struct shader_arb_priv
*priv
;
5062 /* Share private data between the shader backend and the pipeline replacement, if both
5063 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5064 * if no pixel shader is bound or not
5066 if(This
->shader_backend
== &arb_program_shader_backend
) {
5067 This
->fragment_priv
= This
->shader_priv
;
5069 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5070 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
5072 priv
= This
->fragment_priv
;
5073 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5075 ERR("Failed to initialize rbtree.\n");
5076 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5077 return E_OUTOFMEMORY
;
5079 priv
->use_arbfp_fixed_func
= TRUE
;
5083 /* Context activation is done by the caller. */
5084 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5086 const WineD3D_GL_Info
*gl_info
= context
;
5087 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5090 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5091 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5092 HeapFree(GetProcessHeap(), 0, entry_arb
);
5096 /* Context activation is done by the caller. */
5097 static void arbfp_free(IWineD3DDevice
*iface
) {
5098 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5099 struct shader_arb_priv
*priv
= This
->fragment_priv
;
5101 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
5102 priv
->use_arbfp_fixed_func
= FALSE
;
5104 if(This
->shader_backend
!= &arb_program_shader_backend
) {
5105 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5109 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
5111 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5112 WINED3DTEXOPCAPS_SELECTARG1
|
5113 WINED3DTEXOPCAPS_SELECTARG2
|
5114 WINED3DTEXOPCAPS_MODULATE4X
|
5115 WINED3DTEXOPCAPS_MODULATE2X
|
5116 WINED3DTEXOPCAPS_MODULATE
|
5117 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5118 WINED3DTEXOPCAPS_ADDSIGNED
|
5119 WINED3DTEXOPCAPS_ADD
|
5120 WINED3DTEXOPCAPS_SUBTRACT
|
5121 WINED3DTEXOPCAPS_ADDSMOOTH
|
5122 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5123 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5124 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5125 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5126 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5127 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5128 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5129 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5130 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5131 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5132 WINED3DTEXOPCAPS_MULTIPLYADD
|
5133 WINED3DTEXOPCAPS_LERP
|
5134 WINED3DTEXOPCAPS_BUMPENVMAP
|
5135 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5137 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5139 caps
->MaxTextureBlendStages
= 8;
5140 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
5142 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
5144 #undef GLINFO_LOCATION
5146 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5147 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
5149 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5151 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5152 * application provided constants
5154 if(device
->shader_backend
== &arb_program_shader_backend
) {
5155 if (use_ps(stateblock
)) return;
5157 device
= stateblock
->wineD3DDevice
;
5158 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5159 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5162 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
5163 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5164 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5168 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
5170 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5172 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5173 * application provided constants
5175 if(device
->shader_backend
== &arb_program_shader_backend
) {
5176 if (use_ps(stateblock
)) return;
5178 device
= stateblock
->wineD3DDevice
;
5179 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5180 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5183 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
5184 /* The specular color has no alpha */
5185 col
[0] = 1.0; col
[1] = 1.0;
5186 col
[2] = 1.0; col
[3] = 0.0;
5188 col
[0] = 0.0; col
[1] = 0.0;
5189 col
[2] = 0.0; col
[3] = 0.0;
5191 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5192 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5195 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
5196 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5197 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5200 if (use_ps(stateblock
))
5203 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
5204 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5207 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5208 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5212 if(device
->shader_backend
== &arb_program_shader_backend
) {
5213 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5216 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5217 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5218 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5221 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5222 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5223 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5224 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5226 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5227 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5230 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
5231 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5232 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5235 if (use_ps(stateblock
))
5238 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
5239 /* The pixel shader has to know the luminance offset. Do a constants update if it
5240 * isn't scheduled anyway
5242 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5243 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5247 if(device
->shader_backend
== &arb_program_shader_backend
) {
5248 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5251 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5252 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5253 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5256 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5257 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5261 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5262 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5265 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
5268 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5270 switch(arg
& WINED3DTA_SELECTMASK
) {
5271 case WINED3DTA_DIFFUSE
:
5272 ret
= "fragment.color.primary"; break;
5274 case WINED3DTA_CURRENT
:
5275 if(stage
== 0) ret
= "fragment.color.primary";
5279 case WINED3DTA_TEXTURE
:
5281 case 0: ret
= "tex0"; break;
5282 case 1: ret
= "tex1"; break;
5283 case 2: ret
= "tex2"; break;
5284 case 3: ret
= "tex3"; break;
5285 case 4: ret
= "tex4"; break;
5286 case 5: ret
= "tex5"; break;
5287 case 6: ret
= "tex6"; break;
5288 case 7: ret
= "tex7"; break;
5289 default: ret
= "unknown texture";
5293 case WINED3DTA_TFACTOR
:
5294 ret
= "tfactor"; break;
5296 case WINED3DTA_SPECULAR
:
5297 ret
= "fragment.color.secondary"; break;
5299 case WINED3DTA_TEMP
:
5300 ret
= "tempreg"; break;
5302 case WINED3DTA_CONSTANT
:
5303 FIXME("Implement perstage constants\n");
5305 case 0: ret
= "const0"; break;
5306 case 1: ret
= "const1"; break;
5307 case 2: ret
= "const2"; break;
5308 case 3: ret
= "const3"; break;
5309 case 4: ret
= "const4"; break;
5310 case 5: ret
= "const5"; break;
5311 case 6: ret
= "const6"; break;
5312 case 7: ret
= "const7"; break;
5313 default: ret
= "unknown constant";
5321 if(arg
& WINED3DTA_COMPLEMENT
) {
5322 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5323 if(argnum
== 0) ret
= "arg0";
5324 if(argnum
== 1) ret
= "arg1";
5325 if(argnum
== 2) ret
= "arg2";
5327 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5328 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5329 if(argnum
== 0) ret
= "arg0";
5330 if(argnum
== 1) ret
= "arg1";
5331 if(argnum
== 2) ret
= "arg2";
5336 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
5337 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
5338 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5339 unsigned int mul
= 1;
5340 BOOL mul_final_dest
= FALSE
;
5342 if(color
&& alpha
) dstmask
= "";
5343 else if(color
) dstmask
= ".xyz";
5344 else dstmask
= ".w";
5346 if(dst
== tempreg
) dstreg
= "tempreg";
5347 else dstreg
= "ret";
5349 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5350 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5351 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5354 case WINED3DTOP_DISABLE
:
5355 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5358 case WINED3DTOP_SELECTARG2
:
5360 case WINED3DTOP_SELECTARG1
:
5361 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5364 case WINED3DTOP_MODULATE4X
:
5366 case WINED3DTOP_MODULATE2X
:
5368 if(strcmp(dstreg
, "result.color") == 0) {
5370 mul_final_dest
= TRUE
;
5372 case WINED3DTOP_MODULATE
:
5373 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5376 case WINED3DTOP_ADDSIGNED2X
:
5378 if(strcmp(dstreg
, "result.color") == 0) {
5380 mul_final_dest
= TRUE
;
5382 case WINED3DTOP_ADDSIGNED
:
5383 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5385 case WINED3DTOP_ADD
:
5386 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5389 case WINED3DTOP_SUBTRACT
:
5390 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5393 case WINED3DTOP_ADDSMOOTH
:
5394 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5395 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5398 case WINED3DTOP_BLENDCURRENTALPHA
:
5399 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5400 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5402 case WINED3DTOP_BLENDFACTORALPHA
:
5403 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5404 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5406 case WINED3DTOP_BLENDTEXTUREALPHA
:
5407 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5408 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5410 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5411 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5412 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5415 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5416 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5417 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5418 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5421 /* D3DTOP_PREMODULATE ???? */
5423 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5424 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5425 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5427 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5428 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5430 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5431 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5432 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5434 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5435 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5438 case WINED3DTOP_DOTPRODUCT3
:
5440 if(strcmp(dstreg
, "result.color") == 0) {
5442 mul_final_dest
= TRUE
;
5444 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5445 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5446 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5449 case WINED3DTOP_MULTIPLYADD
:
5450 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5453 case WINED3DTOP_LERP
:
5454 /* The msdn is not quite right here */
5455 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5458 case WINED3DTOP_BUMPENVMAP
:
5459 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5460 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5464 FIXME("Unhandled texture op %08x\n", op
);
5468 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5469 } else if(mul
== 4) {
5470 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5474 /* The stateblock is passed for GLINFO_LOCATION */
5475 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
5478 SHADER_BUFFER buffer
;
5479 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5480 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5481 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5482 const char *textype
;
5483 const char *instr
, *sat
;
5484 char colorcor_dst
[8];
5486 DWORD arg0
, arg1
, arg2
;
5487 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5489 const char *final_combiner_src
= "ret";
5491 /* Find out which textures are read */
5492 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5493 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5494 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5495 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5496 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5497 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5498 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5499 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5501 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5502 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5503 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5504 bump_used
[stage
] = TRUE
;
5505 tex_read
[stage
] = TRUE
;
5507 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5508 bump_used
[stage
] = TRUE
;
5509 tex_read
[stage
] = TRUE
;
5510 luminance_used
[stage
] = TRUE
;
5511 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5512 tfactor_used
= TRUE
;
5515 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5516 tfactor_used
= TRUE
;
5519 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5520 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5521 tempreg_used
= TRUE
;
5524 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5525 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5526 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5527 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5528 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5529 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5530 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5532 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5533 tempreg_used
= TRUE
;
5535 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5536 tfactor_used
= TRUE
;
5541 shader_buffer_init(&buffer
);
5543 shader_addline(&buffer
, "!!ARBfp1.0\n");
5545 switch(settings
->fog
) {
5546 case FOG_OFF
: break;
5547 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
5548 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
5549 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
5550 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
5553 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
5554 shader_addline(&buffer
, "TEMP TMP;\n");
5555 shader_addline(&buffer
, "TEMP ret;\n");
5556 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
5557 shader_addline(&buffer
, "TEMP arg0;\n");
5558 shader_addline(&buffer
, "TEMP arg1;\n");
5559 shader_addline(&buffer
, "TEMP arg2;\n");
5560 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5561 if(!tex_read
[stage
]) continue;
5562 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
5563 if(!bump_used
[stage
]) continue;
5564 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
5565 if(!luminance_used
[stage
]) continue;
5566 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
5569 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
5571 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
5573 if(settings
->sRGB_write
) {
5574 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5575 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
5576 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5577 srgb_sub_high
, 0.0, 0.0, 0.0);
5580 if(ffp_clip_emul(stateblock
) && settings
->emul_clipplanes
) shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
5582 /* Generate texture sampling instructions) */
5583 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
5584 if(!tex_read
[stage
]) continue;
5586 switch(settings
->op
[stage
].tex_type
) {
5587 case tex_1d
: textype
= "1D"; break;
5588 case tex_2d
: textype
= "2D"; break;
5589 case tex_3d
: textype
= "3D"; break;
5590 case tex_cube
: textype
= "CUBE"; break;
5591 case tex_rect
: textype
= "RECT"; break;
5592 default: textype
= "unexpected_textype"; break;
5595 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
5596 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5602 if(settings
->op
[stage
].projected
== proj_none
) {
5604 } else if(settings
->op
[stage
].projected
== proj_count4
||
5605 settings
->op
[stage
].projected
== proj_count3
) {
5608 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5613 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
5614 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
5615 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
5616 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
5617 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
5618 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
5620 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5621 * so multiply the displacement with the dividing parameter before passing it to TXP
5623 if (settings
->op
[stage
].projected
!= proj_none
) {
5624 if(settings
->op
[stage
].projected
== proj_count4
) {
5625 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
5626 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
5628 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
5629 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
5632 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
5635 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5636 instr
, sat
, stage
, stage
, textype
);
5637 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5638 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5639 stage
- 1, stage
- 1, stage
- 1);
5640 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
5642 } else if(settings
->op
[stage
].projected
== proj_count3
) {
5643 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
5644 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
5645 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5646 instr
, sat
, stage
, stage
, textype
);
5648 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5649 instr
, sat
, stage
, stage
, stage
, textype
);
5652 sprintf(colorcor_dst
, "tex%u", stage
);
5653 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
5654 settings
->op
[stage
].color_fixup
);
5657 /* Generate the main shader */
5658 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5659 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
5661 final_combiner_src
= "fragment.color.primary";
5666 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5667 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5668 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5669 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5670 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5671 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5672 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5673 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5674 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5675 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5676 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5677 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5679 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
5680 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
5681 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
5682 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5685 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
5686 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5687 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5688 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5690 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
5692 } else if(op_equal
) {
5693 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5694 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5695 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5697 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5698 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5699 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5700 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5701 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5702 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5706 if(settings
->sRGB_write
) {
5707 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5708 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
5710 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5714 shader_addline(&buffer
, "END\n");
5716 /* Generate the shader */
5717 GL_EXTCALL(glGenProgramsARB(1, &ret
));
5718 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
5719 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
5721 if (glGetError() == GL_INVALID_OPERATION
) {
5723 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
5724 FIXME("Fragment program error at position %d: %s\n", pos
,
5725 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
5727 shader_buffer_free(&buffer
);
5731 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
5732 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5733 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5734 BOOL use_pshader
= use_ps(stateblock
);
5735 BOOL use_vshader
= use_vs(stateblock
);
5736 struct ffp_frag_settings settings
;
5737 const struct arbfp_ffp_desc
*desc
;
5740 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5742 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
5743 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5744 /* Reload fixed function constants since they collide with the pixel shader constants */
5745 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5746 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5748 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5749 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5750 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5751 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
5757 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5758 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
5759 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
5761 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
5764 ERR("Out of memory\n");
5767 new_desc
->num_textures_used
= 0;
5768 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
5769 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
5770 new_desc
->num_textures_used
= i
;
5773 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
5774 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
5775 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
5776 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
5780 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5781 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5784 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
5785 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5786 priv
->current_fprogram_id
= desc
->shader
;
5788 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5789 /* Reload fixed function constants since they collide with the pixel shader constants */
5790 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5791 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5793 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5794 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5796 context
->last_was_pshader
= FALSE
;
5798 context
->last_was_pshader
= TRUE
;
5801 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5802 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5803 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5804 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5805 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5807 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5810 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5811 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
5813 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
5814 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
5818 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5822 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5823 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5824 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5825 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5826 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5828 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
5829 enum fogsource new_source
;
5831 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5833 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
5834 fragment_prog_arbfp(state
, stateblock
, context
);
5837 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
5839 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
5840 if(use_vs(stateblock
)) {
5841 new_source
= FOGSOURCE_VS
;
5843 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
5844 new_source
= FOGSOURCE_COORD
;
5846 new_source
= FOGSOURCE_FFP
;
5850 new_source
= FOGSOURCE_FFP
;
5852 if(new_source
!= context
->fog_source
) {
5853 context
->fog_source
= new_source
;
5854 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
5858 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
5859 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
5860 fragment_prog_arbfp(state
, stateblock
, context
);
5864 #undef GLINFO_LOCATION
5866 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
5867 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
5868 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5869 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5870 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5871 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5872 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5873 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5874 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5875 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5876 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5877 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5878 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5879 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5880 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5881 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5882 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5883 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5884 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5885 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5886 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5887 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5888 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5889 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5890 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5891 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5892 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5893 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5894 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5895 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5896 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5897 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5898 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5899 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5900 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5901 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5902 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5903 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5904 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5905 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5906 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5907 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5908 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5909 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5910 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5911 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5912 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5913 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5914 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5915 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5916 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5917 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5918 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5919 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5920 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5921 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5922 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5923 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5924 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5925 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5926 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5927 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5928 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5929 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5930 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5931 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5932 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5933 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5934 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5935 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5936 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5937 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5938 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5939 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5940 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5941 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5942 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5943 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5944 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5945 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5946 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5947 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5948 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5949 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5950 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5951 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5952 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5953 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5954 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5955 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5956 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5957 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5958 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5959 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5960 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5961 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5962 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5963 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5964 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5965 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5966 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5967 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5968 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5969 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5970 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5971 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5972 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5973 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5974 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5975 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5976 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5977 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5978 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5979 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5980 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5981 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5982 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5983 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5984 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5985 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5986 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5987 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5988 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5989 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5990 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5991 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5992 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5993 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5994 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5995 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5996 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5997 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
5998 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
5999 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6000 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6001 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6002 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6003 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6004 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6005 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6006 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6007 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6008 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6009 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6010 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6011 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6012 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6013 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6014 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6017 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6022 shader_arb_color_fixup_supported
,
6023 arbfp_fragmentstate_template
,
6024 TRUE
/* We can disable projected textures */
6027 #define GLINFO_LOCATION device->adapter->gl_info
6029 struct arbfp_blit_priv
{
6030 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6031 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6032 GLenum yv12_rect_shader
, yv12_2d_shader
;
6035 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
6036 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6037 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6038 if(!device
->blit_priv
) {
6039 ERR("Out of memory\n");
6040 return E_OUTOFMEMORY
;
6045 /* Context activation is done by the caller. */
6046 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
6047 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6048 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6051 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6052 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6053 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6054 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6055 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6056 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6057 checkGLcall("Delete yuv programs\n");
6061 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
6064 const char *tex
, *texinstr
;
6066 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
6074 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6075 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6077 /* This is more tricky than just replacing the texture type - we have to navigate
6078 * properly in the texture to find the correct chroma values
6080 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6084 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6085 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6086 * filtering when we sample the texture.
6088 * These are the rules for reading the chroma:
6094 * So we have to get the sampling x position in non-normalized coordinates in integers
6096 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6097 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6098 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6100 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6102 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6103 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6106 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6107 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6109 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6110 * even and odd pixels respectively
6112 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6113 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6115 /* Sample Pixel 1 */
6116 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6118 /* Put the value into either of the chroma values */
6119 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6120 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6121 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6122 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6124 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6125 * the pixel right to the current one. Otherwise, sample the left pixel.
6126 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6128 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6129 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6130 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6132 /* Put the value into the other chroma */
6133 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6134 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6135 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6136 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6138 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6139 * the current one and lerp the two U and V values
6142 /* This gives the correctly filtered luminance value */
6143 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6148 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
6153 case GL_TEXTURE_2D
: tex
= "2D"; break;
6154 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6156 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6160 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6161 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6162 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6163 * pitch of the luminance plane, the packing into the gl texture is a bit
6164 * unfortunate. If the whole texture is interpreted as luminance data it looks
6165 * approximately like this:
6167 * +----------------------------------+----
6179 * +----------------+-----------------+----
6181 * | U even rows | U odd rows |
6183 * +----------------+------------------ -
6185 * | V even rows | V odd rows |
6187 * +----------------+-----------------+----
6191 * So it appears as if there are 4 chroma images, but in fact the odd rows
6192 * in the chroma images are in the same row as the even ones. So its is
6193 * kinda tricky to read
6195 * When reading from rectangle textures, keep in mind that the input y coordinates
6196 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6198 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6199 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
6201 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6202 /* the chroma planes have only half the width */
6203 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6205 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6206 * the coordinate. Also read the right side of the image when reading odd lines
6208 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6211 if(textype
== GL_TEXTURE_2D
) {
6213 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6215 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6217 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6218 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6220 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6221 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6222 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6223 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6224 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6226 /* clamp, keep the half pixel origin in mind */
6227 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6228 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6229 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6230 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6232 /* Read from [size - size+size/4] */
6233 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6234 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6236 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6237 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6238 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6239 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6240 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6241 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6243 /* Make sure to read exactly from the pixel center */
6244 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6245 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6248 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6249 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6250 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6251 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6252 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6254 /* Read the texture, put the result into the output register */
6255 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6256 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6258 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6259 * No need to clamp because we're just reusing the already clamped value from above
6261 if(textype
== GL_TEXTURE_2D
) {
6262 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6264 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6266 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6267 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6269 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6270 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6271 * values due to filtering
6273 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6274 if(textype
== GL_TEXTURE_2D
) {
6275 /* Multiply the y coordinate by 2/3 and clamp it */
6276 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6277 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6278 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6279 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6281 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6282 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6285 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6286 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6287 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6294 /* Context activation is done by the caller. */
6295 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
6298 SHADER_BUFFER buffer
;
6299 char luminance_component
;
6300 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6303 shader_buffer_init(&buffer
);
6306 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6307 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6308 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6309 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6312 shader_buffer_free(&buffer
);
6316 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6317 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6318 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6319 * each single pixel it contains, and one U and one V value shared between both
6322 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6323 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6324 * take the format into account when generating the read swizzles
6326 * Reading the Y value is straightforward - just sample the texture. The hardware
6327 * takes care of filtering in the horizontal and vertical direction.
6329 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6330 * because that would mix the U and V values of one pixel or two adjacent pixels.
6331 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6332 * regardless of the filtering setting. Vertical filtering works automatically
6333 * though - the U and V values of two rows are mixed nicely.
6335 * Appart of avoiding filtering issues, the code has to know which value it just
6336 * read, and where it can find the other one. To determine this, it checks if
6337 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6339 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6340 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6342 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6343 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6344 * in an unfiltered situation. Finding the luminance on the other hand requires
6345 * finding out if it is an odd or even pixel. The real drawback of this approach
6346 * is filtering. This would have to be emulated completely in the shader, reading
6347 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6348 * vertically. Beyond that it would require adjustments to the texture handling
6349 * code to deal with the width scaling
6351 shader_addline(&buffer
, "!!ARBfp1.0\n");
6352 shader_addline(&buffer
, "TEMP luminance;\n");
6353 shader_addline(&buffer
, "TEMP temp;\n");
6354 shader_addline(&buffer
, "TEMP chroma;\n");
6355 shader_addline(&buffer
, "TEMP texcrd;\n");
6356 shader_addline(&buffer
, "TEMP texcrd2;\n");
6357 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6358 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6359 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6363 case YUV_FIXUP_UYVY
:
6364 case YUV_FIXUP_YUY2
:
6365 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6367 shader_buffer_free(&buffer
);
6372 case YUV_FIXUP_YV12
:
6373 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6375 shader_buffer_free(&buffer
);
6381 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6382 shader_buffer_free(&buffer
);
6386 /* Calculate the final result. Formula is taken from
6387 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6388 * ranges from -0.5 to 0.5
6390 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6392 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6393 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6394 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6395 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6396 shader_addline(&buffer
, "END\n");
6399 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
6401 if (glGetError() == GL_INVALID_OPERATION
) {
6403 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6404 FIXME("Fragment program error at position %d: %s\n", pos
,
6405 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6407 shader_buffer_free(&buffer
);
6412 case YUV_FIXUP_YUY2
:
6413 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6414 else priv
->yuy2_2d_shader
= shader
;
6417 case YUV_FIXUP_UYVY
:
6418 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6419 else priv
->uyvy_2d_shader
= shader
;
6422 case YUV_FIXUP_YV12
:
6423 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6424 else priv
->yv12_2d_shader
= shader
;
6431 /* Context activation is done by the caller. */
6432 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
6433 GLenum textype
, UINT width
, UINT height
)
6436 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6437 float size
[4] = {width
, height
, 1, 1};
6438 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6439 enum yuv_fixup yuv_fixup
;
6441 if (!is_yuv_fixup(format_desc
->color_fixup
))
6444 dump_color_fixup_desc(format_desc
->color_fixup
);
6445 /* Don't bother setting up a shader for unconverted formats */
6448 checkGLcall("glEnable(textype)");
6453 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
6457 case YUV_FIXUP_YUY2
:
6458 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
6461 case YUV_FIXUP_UYVY
:
6462 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
6465 case YUV_FIXUP_YV12
:
6466 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
6470 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
6473 checkGLcall("glEnable(textype)");
6478 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
6481 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
6482 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6483 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6484 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6485 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
6486 checkGLcall("glProgramLocalParameter4fvARB");
6492 /* Context activation is done by the caller. */
6493 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
6494 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6497 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
6498 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6499 glDisable(GL_TEXTURE_2D
);
6500 checkGLcall("glDisable(GL_TEXTURE_2D)");
6501 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
6502 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
6503 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6505 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
6506 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
6507 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6512 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
6514 enum yuv_fixup yuv_fixup
;
6516 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6518 TRACE("Checking support for fixup:\n");
6519 dump_color_fixup_desc(fixup
);
6522 if (is_identity_fixup(fixup
))
6528 /* We only support YUV conversions. */
6529 if (!is_yuv_fixup(fixup
))
6531 TRACE("[FAILED]\n");
6535 yuv_fixup
= get_yuv_fixup(fixup
);
6538 case YUV_FIXUP_YUY2
:
6539 case YUV_FIXUP_UYVY
:
6540 case YUV_FIXUP_YV12
:
6545 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6546 TRACE("[FAILED]\n");
6551 const struct blit_shader arbfp_blit
= {
6556 arbfp_blit_color_fixup_supported
,
6559 #undef GLINFO_LOCATION