push 5aff8350ceade24f8243f07a9cf7ecb816236fb1
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob4ed57a09336b8e0455f1336ce27703b6a2013d8c
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
47 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
48 if(!This->baseShader.reg_maps.usesmova) return FALSE;
49 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
52 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
53 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
55 return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
58 static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
60 if (!GL_SUPPORT(NV_VERTEX_PROGRAM) /* Need to init colors. */
61 || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
62 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
63 || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
65 return TRUE;
67 return FALSE;
70 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
72 unsigned int ret = 1;
73 /* We use one PARAM for the pos fixup, and in some cases one to load
74 * some immediate values into the shader
76 if(need_helper_const(gl_info)) ret++;
77 if(need_mova_const(shader, gl_info)) ret++;
78 return ret;
81 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
83 return stateblock->lowest_disabled_stage < 7;
86 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
87 * so upload them above that
89 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
90 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
92 /* ARB_program_shader private data */
94 struct loop_control
96 unsigned int count;
97 unsigned int start;
98 int step;
101 struct control_frame
103 struct list entry;
104 enum
107 IFC,
108 LOOP,
110 } type;
111 BOOL muting;
112 BOOL outer_loop;
113 union
115 unsigned int loop_no;
116 unsigned int ifc_no;
118 struct loop_control loop_control;
119 BOOL had_else;
122 struct arb_ps_np2fixup_info
124 struct ps_np2fixup_info super;
125 /* For ARB we need a offset value:
126 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
127 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
128 * array we need an offset to the index inside the program local parameter array. */
129 UINT offset;
132 struct arb_ps_compile_args
134 struct ps_compile_args super;
135 DWORD bools; /* WORD is enough, use DWORD for alignment */
136 unsigned char loop_ctrl[MAX_CONST_I][3];
139 struct stb_const_desc
141 unsigned char texunit;
142 UINT const_num;
145 struct arb_ps_compiled_shader
147 struct arb_ps_compile_args args;
148 struct arb_ps_np2fixup_info np2fixup_info;
149 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
150 struct stb_const_desc luminanceconst[MAX_TEXTURES];
151 UINT int_consts[MAX_CONST_I];
152 GLuint prgId;
153 UINT ycorrection;
154 unsigned char numbumpenvmatconsts;
155 char num_int_consts;
158 struct arb_vs_compile_args
160 struct vs_compile_args super;
161 union
163 struct
165 WORD bools;
166 char clip_control[2];
167 } boolclip;
168 DWORD boolclip_compare;
170 DWORD ps_signature;
171 union
173 unsigned char vertex_samplers[4];
174 DWORD vertex_samplers_compare;
176 unsigned char loop_ctrl[MAX_CONST_I][3];
179 struct arb_vs_compiled_shader
181 struct arb_vs_compile_args args;
182 GLuint prgId;
183 UINT int_consts[MAX_CONST_I];
184 char num_int_consts;
185 char need_color_unclamp;
186 UINT pos_fixup;
189 struct recorded_instruction
191 struct wined3d_shader_instruction ins;
192 struct list entry;
195 struct shader_arb_ctx_priv
197 char addr_reg[20];
198 enum
200 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
201 ARB,
202 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
203 NV2,
204 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
206 } target_version;
208 const struct arb_vs_compile_args *cur_vs_args;
209 const struct arb_ps_compile_args *cur_ps_args;
210 const struct arb_ps_compiled_shader *compiled_fprog;
211 const struct arb_vs_compiled_shader *compiled_vprog;
212 struct arb_ps_np2fixup_info *cur_np2fixup_info;
213 struct list control_frames;
214 struct list record;
215 BOOL recording;
216 BOOL muted;
217 unsigned int num_loops, loop_depth, num_ifcs;
218 int aL;
220 unsigned int vs_clipplanes;
221 BOOL footer_written;
222 BOOL in_main_func;
224 /* For 3.0 vertex shaders */
225 const char *vs_output[MAX_REG_OUTPUT];
226 /* For 2.x and earlier vertex shaders */
227 const char *texcrd_output[8], *color_output[2], *fog_output;
229 /* 3.0 pshader input for compatibility with fixed function */
230 const char *ps_input[MAX_REG_INPUT];
233 struct ps_signature
235 struct wined3d_shader_signature_element *sig;
236 DWORD idx;
237 struct wine_rb_entry entry;
240 struct arb_pshader_private {
241 struct arb_ps_compiled_shader *gl_shaders;
242 UINT num_gl_shaders, shader_array_size;
243 BOOL has_signature_idx;
244 DWORD input_signature_idx;
245 DWORD clipplane_emulation;
246 BOOL clamp_consts;
249 struct arb_vshader_private {
250 struct arb_vs_compiled_shader *gl_shaders;
251 UINT num_gl_shaders, shader_array_size;
254 struct shader_arb_priv
256 GLuint current_vprogram_id;
257 GLuint current_fprogram_id;
258 const struct arb_ps_compiled_shader *compiled_fprog;
259 const struct arb_vs_compiled_shader *compiled_vprog;
260 GLuint depth_blt_vprogram_id;
261 GLuint depth_blt_fprogram_id[tex_type_count];
262 BOOL use_arbfp_fixed_func;
263 struct wine_rb_tree fragment_shaders;
264 BOOL last_ps_const_clamped;
265 BOOL last_vs_color_unclamp;
267 struct wine_rb_tree signature_tree;
268 DWORD ps_sig_number;
271 /********************************************************
272 * ARB_[vertex/fragment]_program helper functions follow
273 ********************************************************/
275 /**
276 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
277 * When constant_list == NULL, it will load all the constants.
279 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
280 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
282 /* GL locking is done by the caller */
283 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
284 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
286 local_constant* lconst;
287 DWORD i = 0, j;
288 unsigned int ret;
290 if (TRACE_ON(d3d_shader)) {
291 for(i = 0; i < max_constants; i++) {
292 if(!dirty_consts[i]) continue;
293 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
294 constants[i * 4 + 0], constants[i * 4 + 1],
295 constants[i * 4 + 2], constants[i * 4 + 3]);
298 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
299 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
301 float lcl_const[4];
302 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
303 * shaders, the first 8 constants are marked dirty for reload
305 for(; i < min(8, max_constants); i++) {
306 if(!dirty_consts[i]) continue;
307 dirty_consts[i] = 0;
309 j = 4 * i;
310 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
311 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
312 else lcl_const[0] = constants[j + 0];
314 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
315 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
316 else lcl_const[1] = constants[j + 1];
318 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
319 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
320 else lcl_const[2] = constants[j + 2];
322 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
323 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
324 else lcl_const[3] = constants[j + 3];
326 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
329 /* If further constants are dirty, reload them without clamping.
331 * The alternative is not to touch them, but then we cannot reset the dirty constant count
332 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
333 * above would always re-check the first 8 constants since max_constant remains at the init
334 * value
338 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
339 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
340 * or just reloading *all* constants at once
342 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
344 for(; i < max_constants; i++) {
345 if(!dirty_consts[i]) continue;
347 /* Find the next block of dirty constants */
348 dirty_consts[i] = 0;
349 j = i;
350 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
351 dirty_consts[i] = 0;
354 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
356 } else {
357 for(; i < max_constants; i++) {
358 if(dirty_consts[i]) {
359 dirty_consts[i] = 0;
360 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
364 checkGLcall("glProgramEnvParameter4fvARB()");
366 /* Load immediate constants */
367 if(This->baseShader.load_local_constsF) {
368 if (TRACE_ON(d3d_shader)) {
369 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
370 GLfloat* values = (GLfloat*)lconst->value;
371 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
372 values[0], values[1], values[2], values[3]);
375 /* Immediate constants are clamped for 1.X shaders at loading times */
376 ret = 0;
377 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
378 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
379 ret = max(ret, lconst->idx + 1);
380 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
382 checkGLcall("glProgramEnvParameter4fvARB()");
383 return ret; /* The loaded immediate constants need reloading for the next shader */
384 } else {
385 return 0; /* No constants are dirty now */
390 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
392 static void shader_arb_load_np2fixup_constants(
393 IWineD3DDevice* device,
394 char usePixelShader,
395 char useVertexShader) {
397 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
398 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
399 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
400 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
402 if (!usePixelShader) {
403 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
404 return;
407 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
408 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
409 UINT i;
410 WORD active = fixup->super.active;
411 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
413 for (i = 0; active; active >>= 1, ++i) {
414 const unsigned char idx = fixup->super.idx[i];
415 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
416 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
418 if (!(active & 1)) continue;
420 if (!tex) {
421 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
422 continue;
425 if (idx % 2) {
426 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
427 } else {
428 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
432 for (i = 0; i < fixup->super.num_consts; ++i) {
433 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
434 fixup->offset + i, &np2fixup_constants[i * 4]));
439 /* GL locking is done by the caller. */
440 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
442 const struct wined3d_context *context = context_get_current();
443 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
444 const struct wined3d_gl_info *gl_info = context->gl_info;
445 unsigned char i;
446 struct shader_arb_priv *priv = deviceImpl->shader_priv;
447 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
449 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
451 int texunit = gl_shader->bumpenvmatconst[i].texunit;
453 /* The state manager takes care that this function is always called if the bump env matrix changes */
454 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
455 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
457 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
459 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
460 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
461 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
462 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
464 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
465 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
468 checkGLcall("Load bumpmap consts");
470 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
472 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
473 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
474 * ycorrection.z: 1.0
475 * ycorrection.w: 0.0
477 float val[4];
478 val[0] = context->render_offscreen ? 0.0f
479 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
480 val[1] = context->render_offscreen ? 1.0f : -1.0f;
481 val[2] = 1.0f;
482 val[3] = 0.0f;
483 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
484 checkGLcall("y correction loading");
487 if(gl_shader->num_int_consts == 0) return;
489 for(i = 0; i < MAX_CONST_I; i++)
491 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
493 float val[4];
494 val[0] = stateBlock->pixelShaderConstantI[4 * i];
495 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
496 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
497 val[3] = -1.0f;
499 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
502 checkGLcall("Load ps int consts");
505 /* GL locking is done by the caller. */
506 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
508 IWineD3DStateBlockImpl* stateBlock;
509 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
510 unsigned char i;
511 struct shader_arb_priv *priv = deviceImpl->shader_priv;
512 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
514 /* Upload the position fixup */
515 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
517 if(gl_shader->num_int_consts == 0) return;
519 stateBlock = deviceImpl->stateBlock;
521 for(i = 0; i < MAX_CONST_I; i++)
523 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
525 float val[4];
526 val[0] = stateBlock->vertexShaderConstantI[4 * i];
527 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
528 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
529 val[3] = -1.0f;
531 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
534 checkGLcall("Load vs int consts");
538 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
540 * We only support float constants in ARB at the moment, so don't
541 * worry about the Integers or Booleans
543 /* GL locking is done by the caller (state handler) */
544 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
546 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
547 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
548 const struct wined3d_gl_info *gl_info = context->gl_info;
550 if (useVertexShader) {
551 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
553 /* Load DirectX 9 float constants for vertex shader */
554 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
555 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
556 shader_arb_vs_local_constants(device);
559 if (usePixelShader) {
560 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
562 /* Load DirectX 9 float constants for pixel shader */
563 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
564 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
565 shader_arb_ps_local_constants(device);
569 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
571 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
572 struct wined3d_context *context = context_get_current();
574 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
575 * context. On a context switch the old context will be fully dirtified */
576 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
578 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
579 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
582 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
584 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
585 struct wined3d_context *context = context_get_current();
587 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
588 * context. On a context switch the old context will be fully dirtified */
589 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
591 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
592 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
595 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
597 DWORD *ret;
598 DWORD idx = 0;
599 const local_constant *lconst;
601 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
603 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
604 if(!ret) {
605 ERR("Out of memory\n");
606 return NULL;
609 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
610 ret[lconst->idx] = idx++;
612 return ret;
615 /* Generate the variable & register declarations for the ARB_vertex_program output target */
616 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
617 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
618 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
620 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
621 DWORD i, next_local = 0;
622 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
623 unsigned max_constantsF;
624 const local_constant *lconst;
626 /* In pixel shaders, all private constants are program local, we don't need anything
627 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
628 * If we need a private constant the GL implementation will squeeze it in somewhere
630 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
631 * immediate values. The posFixup is loaded using program.env for now, so always
632 * subtract one from the number of constants. If the shader uses indirect addressing,
633 * account for the helper const too because we have to declare all availabke d3d constants
634 * and don't know which are actually used.
636 if(pshader) {
637 max_constantsF = GL_LIMITS(pshader_constantsF);
638 } else {
639 if(This->baseShader.reg_maps.usesrelconstF) {
640 DWORD highest_constf = 0, clip_limit;
641 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
642 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
644 for(i = 0; i < This->baseShader.limits.constant_float; i++)
646 DWORD idx = i >> 5;
647 DWORD shift = i & 0x1f;
648 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
651 clip_limit = GL_LIMITS(clipplanes);
652 if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
653 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
654 max_constantsF -= *num_clipplanes;
655 if(*num_clipplanes < clip_limit)
657 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
660 else
662 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
663 else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
664 max_constantsF = GL_LIMITS(vshader_constantsF);
668 for(i = 0; i < This->baseShader.limits.temporary; i++) {
669 if (reg_maps->temporary[i])
670 shader_addline(buffer, "TEMP R%u;\n", i);
673 for (i = 0; i < This->baseShader.limits.address; i++) {
674 if (reg_maps->address[i])
675 shader_addline(buffer, "ADDRESS A%d;\n", i);
678 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
679 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
680 if (reg_maps->texcoord[i] && pshader)
681 shader_addline(buffer,"TEMP T%u;\n", i);
685 /* Load local constants using the program-local space,
686 * this avoids reloading them each time the shader is used
688 if(lconst_map) {
689 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
690 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
691 lconst_map[lconst->idx]);
692 next_local = max(next_local, lconst_map[lconst->idx] + 1);
696 /* we use the array-based constants array if the local constants are marked for loading,
697 * because then we use indirect addressing, or when the local constant list is empty,
698 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
699 * local constants do not declare the loaded constants as an array because ARB compilers usually
700 * do not optimize unused constants away
702 if(This->baseShader.reg_maps.usesrelconstF) {
703 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
704 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
705 max_constantsF, max_constantsF - 1);
706 } else {
707 for(i = 0; i < max_constantsF; i++) {
708 DWORD idx, mask;
709 idx = i >> 5;
710 mask = 1 << (i & 0x1f);
711 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
712 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
717 return next_local;
720 static const char * const shift_tab[] = {
721 "dummy", /* 0 (none) */
722 "coefmul.x", /* 1 (x2) */
723 "coefmul.y", /* 2 (x4) */
724 "coefmul.z", /* 3 (x8) */
725 "coefmul.w", /* 4 (x16) */
726 "dummy", /* 5 (x32) */
727 "dummy", /* 6 (x64) */
728 "dummy", /* 7 (x128) */
729 "dummy", /* 8 (d256) */
730 "dummy", /* 9 (d128) */
731 "dummy", /* 10 (d64) */
732 "dummy", /* 11 (d32) */
733 "coefdiv.w", /* 12 (d16) */
734 "coefdiv.z", /* 13 (d8) */
735 "coefdiv.y", /* 14 (d4) */
736 "coefdiv.x" /* 15 (d2) */
739 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
740 const struct wined3d_shader_dst_param *dst, char *write_mask)
742 char *ptr = write_mask;
744 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
746 *ptr++ = '.';
747 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
748 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
749 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
750 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
753 *ptr = '\0';
756 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
758 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
759 * but addressed as "rgba". To fix this we need to swap the register's x
760 * and z components. */
761 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
762 char *ptr = swizzle_str;
764 /* swizzle bits fields: wwzzyyxx */
765 DWORD swizzle = param->swizzle;
766 DWORD swizzle_x = swizzle & 0x03;
767 DWORD swizzle_y = (swizzle >> 2) & 0x03;
768 DWORD swizzle_z = (swizzle >> 4) & 0x03;
769 DWORD swizzle_w = (swizzle >> 6) & 0x03;
771 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
772 * generate a swizzle string. Unless we need to our own swizzling. */
773 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
775 *ptr++ = '.';
776 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
777 *ptr++ = swizzle_chars[swizzle_x];
778 } else {
779 *ptr++ = swizzle_chars[swizzle_x];
780 *ptr++ = swizzle_chars[swizzle_y];
781 *ptr++ = swizzle_chars[swizzle_z];
782 *ptr++ = swizzle_chars[swizzle_w];
786 *ptr = '\0';
789 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
791 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
792 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
794 if(strcmp(priv->addr_reg, src) == 0) return;
796 strcpy(priv->addr_reg, src);
797 shader_addline(buffer, "ARL A0.x, %s;\n", src);
800 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
801 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
803 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
804 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
806 /* oPos, oFog and oPts in D3D */
807 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
808 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
809 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
810 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
812 *is_color = FALSE;
814 switch (reg->type)
816 case WINED3DSPR_TEMP:
817 sprintf(register_name, "R%u", reg->idx);
818 break;
820 case WINED3DSPR_INPUT:
821 if (pshader)
823 if(This->baseShader.reg_maps.shader_version.major < 3)
825 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
826 else strcpy(register_name, "fragment.color.secondary");
828 else
830 if(reg->rel_addr)
832 char rel_reg[50];
833 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
835 if(strcmp(rel_reg, "**aL_emul**") == 0)
837 DWORD idx = ctx->aL + reg->idx;
838 if(idx < MAX_REG_INPUT)
840 strcpy(register_name, ctx->ps_input[idx]);
842 else
844 ERR("Pixel shader input register out of bounds: %u\n", idx);
845 sprintf(register_name, "out_of_bounds_%u", idx);
848 else if(This->baseShader.reg_maps.input_registers & 0x0300)
850 /* There are two ways basically:
852 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
853 * That means trouble if the loop also contains a breakc or if the control values
854 * aren't local constants.
855 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
856 * source dynamically. The trouble is that we cannot simply read aL.y because it
857 * is an ADDRESS register. We could however push it, load .zw with a value and use
858 * ADAC to load the condition code register and pop it again afterwards
860 FIXME("Relative input register addressing with more than 8 registers\n");
862 /* This is better than nothing for now */
863 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
865 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
867 /* This is problematic because we'd have to consult the ctx->ps_input strings
868 * for where to find the varying. Some may be "0.0", others can be texcoords or
869 * colors. This needs either a pipeline replacement to make the vertex shader feed
870 * proper varyings, or loop unrolling
872 * For now use the texcoords and hope for the best
874 FIXME("Non-vertex shader varying input with indirect addressing\n");
875 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
877 else
879 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
880 * pulls GL_NV_fragment_program2 in
882 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
885 else
887 if(reg->idx < MAX_REG_INPUT)
889 strcpy(register_name, ctx->ps_input[reg->idx]);
891 else
893 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
894 sprintf(register_name, "out_of_bounds_%u", reg->idx);
899 else
901 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
902 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
904 break;
906 case WINED3DSPR_CONST:
907 if (!pshader && reg->rel_addr)
909 BOOL aL = FALSE;
910 char rel_reg[50];
911 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
912 if(This->baseShader.reg_maps.shader_version.major < 2) {
913 sprintf(rel_reg, "A0.x");
914 } else {
915 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
916 if(ctx->target_version == ARB) {
917 if(strcmp(rel_reg, "**aL_emul**") == 0) {
918 aL = TRUE;
919 } else {
920 shader_arb_request_a0(ins, rel_reg);
921 sprintf(rel_reg, "A0.x");
925 if(aL)
926 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
927 else if (reg->idx >= rel_offset)
928 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
929 else
930 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
932 else
934 if (This->baseShader.reg_maps.usesrelconstF)
935 sprintf(register_name, "C[%u]", reg->idx);
936 else
937 sprintf(register_name, "C%u", reg->idx);
939 break;
941 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
942 if (pshader) {
943 if(This->baseShader.reg_maps.shader_version.major == 1 &&
944 This->baseShader.reg_maps.shader_version.minor <= 3) {
945 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
946 * and as source to most instructions. For some instructions it is the texcoord
947 * input. Those instructions know about the special use
949 sprintf(register_name, "T%u", reg->idx);
950 } else {
951 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
952 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
955 else
957 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
959 sprintf(register_name, "A%u", reg->idx);
961 else
963 sprintf(register_name, "A%u_SHADOW", reg->idx);
966 break;
968 case WINED3DSPR_COLOROUT:
969 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
971 strcpy(register_name, "TMP_COLOR");
973 else
975 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
976 if(This->baseShader.reg_maps.highest_render_target > 0)
978 sprintf(register_name, "result.color[%u]", reg->idx);
980 else
982 strcpy(register_name, "result.color");
985 break;
987 case WINED3DSPR_RASTOUT:
988 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
989 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
990 break;
992 case WINED3DSPR_DEPTHOUT:
993 strcpy(register_name, "result.depth");
994 break;
996 case WINED3DSPR_ATTROUT:
997 /* case WINED3DSPR_OUTPUT: */
998 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
999 else strcpy(register_name, ctx->color_output[reg->idx]);
1000 break;
1002 case WINED3DSPR_TEXCRDOUT:
1003 if (pshader)
1005 sprintf(register_name, "oT[%u]", reg->idx);
1007 else
1009 if(This->baseShader.reg_maps.shader_version.major < 3)
1011 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1013 else
1015 strcpy(register_name, ctx->vs_output[reg->idx]);
1018 break;
1020 case WINED3DSPR_LOOP:
1021 if(ctx->target_version >= NV2)
1023 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1024 if(pshader) sprintf(register_name, "A0.x");
1025 else sprintf(register_name, "aL.y");
1027 else
1029 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1030 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1031 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1032 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1033 * indexing
1035 sprintf(register_name, "**aL_emul**");
1038 break;
1040 case WINED3DSPR_CONSTINT:
1041 sprintf(register_name, "I%u", reg->idx);
1042 break;
1044 case WINED3DSPR_MISCTYPE:
1045 if(reg->idx == 0)
1047 sprintf(register_name, "vpos");
1049 else if(reg->idx == 1)
1051 sprintf(register_name, "fragment.facing.x");
1053 else
1055 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1057 break;
1059 default:
1060 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1061 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1062 break;
1066 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1067 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1069 char register_name[255];
1070 char write_mask[6];
1071 BOOL is_color;
1073 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1074 strcpy(str, register_name);
1076 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1077 strcat(str, write_mask);
1080 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1082 switch(channel_source)
1084 case CHANNEL_SOURCE_ZERO: return "0";
1085 case CHANNEL_SOURCE_ONE: return "1";
1086 case CHANNEL_SOURCE_X: return "x";
1087 case CHANNEL_SOURCE_Y: return "y";
1088 case CHANNEL_SOURCE_Z: return "z";
1089 case CHANNEL_SOURCE_W: return "w";
1090 default:
1091 FIXME("Unhandled channel source %#x\n", channel_source);
1092 return "undefined";
1096 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1097 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1099 DWORD mask;
1101 if (is_yuv_fixup(fixup))
1103 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1104 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1105 return;
1108 mask = 0;
1109 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1110 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1111 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1112 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1113 mask &= dst_mask;
1115 if (mask)
1117 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1118 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1119 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1122 mask = 0;
1123 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1124 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1125 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1126 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1127 mask &= dst_mask;
1129 if (mask)
1131 char reg_mask[6];
1132 char *ptr = reg_mask;
1134 if (mask != WINED3DSP_WRITEMASK_ALL)
1136 *ptr++ = '.';
1137 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1138 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1139 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1140 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1142 *ptr = '\0';
1144 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1148 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1150 DWORD mod;
1151 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1152 if (!ins->dst_count) return "";
1154 mod = ins->dst[0].modifiers;
1156 /* Silently ignore PARTIALPRECISION if its not supported */
1157 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1159 if(mod & WINED3DSPDM_MSAMPCENTROID)
1161 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1162 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1165 switch(mod)
1167 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1168 return "H_SAT";
1170 case WINED3DSPDM_SATURATE:
1171 return "_SAT";
1173 case WINED3DSPDM_PARTIALPRECISION:
1174 return "H";
1176 case 0:
1177 return "";
1179 default:
1180 FIXME("Unknown modifiers 0x%08x\n", mod);
1181 return "";
1185 #define TEX_PROJ 0x1
1186 #define TEX_BIAS 0x2
1187 #define TEX_LOD 0x4
1188 #define TEX_DERIV 0x10
1190 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1191 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1193 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1194 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1195 const char *tex_type;
1196 BOOL np2_fixup = FALSE;
1197 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1198 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1199 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1200 const char *mod;
1201 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1203 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1204 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1206 switch(sampler_type) {
1207 case WINED3DSTT_1D:
1208 tex_type = "1D";
1209 break;
1211 case WINED3DSTT_2D:
1212 if(device->stateBlock->textures[sampler_idx] &&
1213 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1214 tex_type = "RECT";
1215 } else {
1216 tex_type = "2D";
1218 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1220 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1222 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1223 else np2_fixup = TRUE;
1226 break;
1228 case WINED3DSTT_VOLUME:
1229 tex_type = "3D";
1230 break;
1232 case WINED3DSTT_CUBE:
1233 tex_type = "CUBE";
1234 break;
1236 default:
1237 ERR("Unexpected texture type %d\n", sampler_type);
1238 tex_type = "";
1241 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1242 * so don't use shader_arb_get_modifier
1244 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1245 else mod = "";
1247 /* Fragment samplers always have indentity mapping */
1248 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1250 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1253 if (flags & TEX_DERIV)
1255 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivates\n");
1256 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivates\n");
1257 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1258 dsx, dsy,sampler_idx, tex_type);
1260 else if(flags & TEX_LOD)
1262 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1263 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1264 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1265 sampler_idx, tex_type);
1267 else if (flags & TEX_BIAS)
1269 /* Shouldn't be possible, but let's check for it */
1270 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1271 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1272 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1274 else if (flags & TEX_PROJ)
1276 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1278 else
1280 if (np2_fixup)
1282 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1283 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1284 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1286 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1288 else
1289 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1292 if (pshader)
1294 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1295 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1299 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1300 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1302 /* Generate a line that does the input modifier computation and return the input register to use */
1303 BOOL is_color = FALSE;
1304 char regstr[256];
1305 char swzstr[20];
1306 int insert_line;
1307 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1308 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1310 /* Assume a new line will be added */
1311 insert_line = 1;
1313 /* Get register name */
1314 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1315 shader_arb_get_swizzle(src, is_color, swzstr);
1317 switch (src->modifiers)
1319 case WINED3DSPSM_NONE:
1320 sprintf(outregstr, "%s%s", regstr, swzstr);
1321 insert_line = 0;
1322 break;
1323 case WINED3DSPSM_NEG:
1324 sprintf(outregstr, "-%s%s", regstr, swzstr);
1325 insert_line = 0;
1326 break;
1327 case WINED3DSPSM_BIAS:
1328 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1329 break;
1330 case WINED3DSPSM_BIASNEG:
1331 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1332 break;
1333 case WINED3DSPSM_SIGN:
1334 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1335 break;
1336 case WINED3DSPSM_SIGNNEG:
1337 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1338 break;
1339 case WINED3DSPSM_COMP:
1340 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1341 break;
1342 case WINED3DSPSM_X2:
1343 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1344 break;
1345 case WINED3DSPSM_X2NEG:
1346 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1347 break;
1348 case WINED3DSPSM_DZ:
1349 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1350 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1351 break;
1352 case WINED3DSPSM_DW:
1353 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1354 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1355 break;
1356 case WINED3DSPSM_ABS:
1357 if(ctx->target_version >= NV2) {
1358 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1359 insert_line = 0;
1360 } else {
1361 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1363 break;
1364 case WINED3DSPSM_ABSNEG:
1365 if(ctx->target_version >= NV2) {
1366 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1367 } else {
1368 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1369 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1371 insert_line = 0;
1372 break;
1373 default:
1374 sprintf(outregstr, "%s%s", regstr, swzstr);
1375 insert_line = 0;
1378 /* Return modified or original register, with swizzle */
1379 if (insert_line)
1380 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1383 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1385 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1386 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1387 char dst_name[50];
1388 char src_name[2][50];
1389 DWORD sampler_code = dst->reg.idx;
1391 shader_arb_get_dst_param(ins, dst, dst_name);
1393 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1395 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1396 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1397 * temps is done.
1399 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1400 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1401 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1402 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1403 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1405 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1406 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1409 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1411 *extra_char = ' ';
1412 switch(mod)
1414 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1415 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1416 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1417 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1418 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1419 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1420 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1421 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1422 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1423 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1424 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1425 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1426 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1428 FIXME("Unknown modifier %u\n", mod);
1429 return mod;
1432 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1434 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1435 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1436 char dst_name[50];
1437 char src_name[3][50];
1438 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1439 ins->ctx->reg_maps->shader_version.minor);
1440 BOOL is_color;
1442 shader_arb_get_dst_param(ins, dst, dst_name);
1443 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1445 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1446 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1448 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1449 } else {
1450 struct wined3d_shader_src_param src0_copy = ins->src[0];
1451 char extra_neg;
1453 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1454 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1456 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1457 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1458 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1459 /* No modifiers supported on CMP */
1460 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1462 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1463 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1465 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1466 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1471 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1473 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1474 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1475 char dst_name[50];
1476 char src_name[3][50];
1477 BOOL is_color;
1479 shader_arb_get_dst_param(ins, dst, dst_name);
1481 /* Generate input register names (with modifiers) */
1482 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1483 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1484 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1486 /* No modifiers are supported on CMP */
1487 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1488 src_name[0], src_name[2], src_name[1]);
1490 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1492 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1493 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1497 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1498 * dst = dot2(src0, src1) + src2 */
1499 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1501 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1502 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1503 char dst_name[50];
1504 char src_name[3][50];
1505 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1507 shader_arb_get_dst_param(ins, dst, dst_name);
1508 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1509 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1511 if(ctx->target_version >= NV3)
1513 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1514 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1515 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1516 dst_name, src_name[0], src_name[1], src_name[2]);
1518 else if(ctx->target_version >= NV2)
1520 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1521 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1522 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1523 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1525 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1527 * .xyxy and other swizzles that we could get with this are not valid in
1528 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1530 struct wined3d_shader_src_param tmp_param = ins->src[1];
1531 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1532 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1534 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1536 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1537 dst_name, src_name[2], src_name[0], src_name[1]);
1539 else
1541 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1542 /* 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]
1543 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1545 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1546 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1547 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1548 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1552 /* Map the opcode 1-to-1 to the GL code */
1553 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1555 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1556 const char *instruction;
1557 char arguments[256], dst_str[50];
1558 unsigned int i;
1559 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1561 switch (ins->handler_idx)
1563 case WINED3DSIH_ABS: instruction = "ABS"; break;
1564 case WINED3DSIH_ADD: instruction = "ADD"; break;
1565 case WINED3DSIH_CRS: instruction = "XPD"; break;
1566 case WINED3DSIH_DP3: instruction = "DP3"; break;
1567 case WINED3DSIH_DP4: instruction = "DP4"; break;
1568 case WINED3DSIH_DST: instruction = "DST"; break;
1569 case WINED3DSIH_FRC: instruction = "FRC"; break;
1570 case WINED3DSIH_LIT: instruction = "LIT"; break;
1571 case WINED3DSIH_LRP: instruction = "LRP"; break;
1572 case WINED3DSIH_MAD: instruction = "MAD"; break;
1573 case WINED3DSIH_MAX: instruction = "MAX"; break;
1574 case WINED3DSIH_MIN: instruction = "MIN"; break;
1575 case WINED3DSIH_MOV: instruction = "MOV"; break;
1576 case WINED3DSIH_MUL: instruction = "MUL"; break;
1577 case WINED3DSIH_SGE: instruction = "SGE"; break;
1578 case WINED3DSIH_SLT: instruction = "SLT"; break;
1579 case WINED3DSIH_SUB: instruction = "SUB"; break;
1580 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1581 case WINED3DSIH_SGN: instruction = "SSG"; break;
1582 case WINED3DSIH_DSX: instruction = "DDX"; break;
1583 default: instruction = "";
1584 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1585 break;
1588 /* Note that shader_arb_add_dst_param() adds spaces. */
1589 arguments[0] = '\0';
1590 shader_arb_get_dst_param(ins, dst, dst_str);
1591 for (i = 0; i < ins->src_count; ++i)
1593 char operand[100];
1594 strcat(arguments, ", ");
1595 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1596 strcat(arguments, operand);
1598 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1601 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1603 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1604 shader_addline(buffer, "NOP;\n");
1607 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1609 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1610 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1611 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1613 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1614 char src0_param[256];
1616 if(ins->handler_idx == WINED3DSIH_MOVA) {
1617 char write_mask[6];
1619 if(ctx->target_version >= NV2) {
1620 shader_hw_map2gl(ins);
1621 return;
1623 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1624 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1626 /* This implements the mova formula used in GLSL. The first two instructions
1627 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1628 * in this case:
1629 * mova A0.x, 0.0
1631 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1633 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1634 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1636 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1637 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1639 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1640 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1641 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1642 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1644 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1646 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1648 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1649 } else if (ins->ctx->reg_maps->shader_version.major == 1
1650 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1651 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1653 src0_param[0] = '\0';
1654 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1656 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1657 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1658 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1660 else
1662 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1663 * with more than one component. Thus replicate the first source argument over all
1664 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1665 struct wined3d_shader_src_param tmp_src = ins->src[0];
1666 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1667 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1668 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1671 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1673 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1674 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1676 shader_addline(buffer, "#mov handled in srgb write code\n");
1677 return;
1679 shader_hw_map2gl(ins);
1681 else
1683 shader_hw_map2gl(ins);
1687 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1689 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1690 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1691 char reg_dest[40];
1693 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1694 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1696 shader_arb_get_dst_param(ins, dst, reg_dest);
1698 if (ins->ctx->reg_maps->shader_version.major >= 2)
1700 const char *kilsrc = "TA";
1701 BOOL is_color;
1703 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1704 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1706 kilsrc = reg_dest;
1708 else
1710 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1711 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1712 * masked out components to 0(won't kill)
1714 char x = '0', y = '0', z = '0', w = '0';
1715 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1716 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1717 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1718 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1719 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1721 shader_addline(buffer, "KIL %s;\n", kilsrc);
1722 } else {
1723 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1724 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1726 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1727 * or pass in any temporary register(in shader phase 2)
1729 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1730 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1731 } else {
1732 shader_arb_get_dst_param(ins, dst, reg_dest);
1734 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1735 shader_addline(buffer, "KIL TA;\n");
1739 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1741 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1742 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1743 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1744 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1745 ins->ctx->reg_maps->shader_version.minor);
1746 struct wined3d_shader_src_param src;
1748 char reg_dest[40];
1749 char reg_coord[40];
1750 DWORD reg_sampler_code;
1751 DWORD myflags = 0;
1753 /* All versions have a destination register */
1754 shader_arb_get_dst_param(ins, dst, reg_dest);
1756 /* 1.0-1.4: Use destination register number as texture code.
1757 2.0+: Use provided sampler number as texure code. */
1758 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1759 reg_sampler_code = dst->reg.idx;
1760 else
1761 reg_sampler_code = ins->src[1].reg.idx;
1763 /* 1.0-1.3: Use the texcoord varying.
1764 1.4+: Use provided coordinate source register. */
1765 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1766 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1767 else {
1768 /* TEX is the only instruction that can handle DW and DZ natively */
1769 src = ins->src[0];
1770 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1771 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1772 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1775 /* projection flag:
1776 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1777 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1778 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1780 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1782 DWORD flags = 0;
1783 if(reg_sampler_code < MAX_TEXTURES) {
1784 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1786 if (flags & WINED3DTTFF_PROJECTED) {
1787 myflags |= TEX_PROJ;
1790 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1792 DWORD src_mod = ins->src[0].modifiers;
1793 if (src_mod == WINED3DSPSM_DZ) {
1794 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1795 * varying register, so we need a temp reg
1797 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1798 strcpy(reg_coord, "TA");
1799 myflags |= TEX_PROJ;
1800 } else if(src_mod == WINED3DSPSM_DW) {
1801 myflags |= TEX_PROJ;
1803 } else {
1804 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1805 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1807 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1810 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1812 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1813 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1814 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1815 ins->ctx->reg_maps->shader_version.minor);
1816 char dst_str[50];
1818 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1820 DWORD reg = dst->reg.idx;
1822 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1823 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1824 } else {
1825 char reg_src[40];
1827 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1828 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1829 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1833 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1835 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1836 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1837 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1838 DWORD flags;
1840 DWORD reg1 = ins->dst[0].reg.idx;
1841 char dst_str[50];
1842 char src_str[50];
1844 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1845 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1846 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1847 /* Move .x first in case src_str is "TA" */
1848 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1849 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1850 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1851 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1854 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1856 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1858 DWORD reg1 = ins->dst[0].reg.idx;
1859 char dst_str[50];
1860 char src_str[50];
1862 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1863 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1864 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1865 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1866 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1867 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1870 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1872 DWORD reg1 = ins->dst[0].reg.idx;
1873 char dst_str[50];
1874 char src_str[50];
1876 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1877 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1878 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1879 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1882 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1884 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1885 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1886 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1887 char reg_coord[40], dst_reg[50], src_reg[50];
1888 DWORD reg_dest_code;
1890 /* All versions have a destination register. The Tx where the texture coordinates come
1891 * from is the varying incarnation of the texture register
1893 reg_dest_code = dst->reg.idx;
1894 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1895 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1896 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1898 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1899 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1901 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1902 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1904 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1905 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1906 * extension.
1908 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1909 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1910 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1911 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1913 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1914 * so we can't let the GL handle this.
1916 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1917 & WINED3DTTFF_PROJECTED) {
1918 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1919 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1920 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1921 } else {
1922 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1925 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1927 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1929 /* No src swizzles are allowed, so this is ok */
1930 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1931 src_reg, reg_dest_code, reg_dest_code);
1932 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1936 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1938 DWORD reg = ins->dst[0].reg.idx;
1939 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1940 char src0_name[50], dst_name[50];
1941 BOOL is_color;
1942 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1944 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1945 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1946 * T<reg+1> register. Use this register to store the calculated vector
1948 tmp_reg.idx = reg + 1;
1949 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1950 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1953 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1955 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1956 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1957 DWORD flags;
1958 DWORD reg = ins->dst[0].reg.idx;
1959 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1960 char dst_str[50];
1961 char src0_name[50];
1962 char dst_reg[50];
1963 BOOL is_color;
1965 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1966 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1968 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1969 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1970 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1971 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1972 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1975 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1977 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1978 DWORD reg = ins->dst[0].reg.idx;
1979 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1980 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1981 char src0_name[50], dst_name[50];
1982 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1983 BOOL is_color;
1985 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1986 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1987 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1989 tmp_reg.idx = reg + 2 - current_state->current_row;
1990 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1992 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1993 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1994 dst_name, 'x' + current_state->current_row, reg, src0_name);
1995 current_state->texcoord_w[current_state->current_row++] = reg;
1998 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2000 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2001 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2002 DWORD flags;
2003 DWORD reg = ins->dst[0].reg.idx;
2004 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2005 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2006 char dst_str[50];
2007 char src0_name[50], dst_name[50];
2008 BOOL is_color;
2010 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2011 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2012 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2014 /* Sample the texture using the calculated coordinates */
2015 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2016 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2017 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2018 current_state->current_row = 0;
2021 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2023 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2024 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2025 DWORD flags;
2026 DWORD reg = ins->dst[0].reg.idx;
2027 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2028 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2029 char dst_str[50];
2030 char src0_name[50];
2031 char dst_reg[8];
2032 BOOL is_color;
2034 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2035 * components for temporary data storage
2037 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2038 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2039 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2041 /* Construct the eye-ray vector from w coordinates */
2042 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2043 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2044 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2046 /* Calculate reflection vector
2048 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2049 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2050 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2051 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2052 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2053 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2054 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2056 /* Sample the texture using the calculated coordinates */
2057 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2058 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2059 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2060 current_state->current_row = 0;
2063 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2065 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2066 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2067 DWORD flags;
2068 DWORD reg = ins->dst[0].reg.idx;
2069 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2070 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2071 char dst_str[50];
2072 char src0_name[50];
2073 char src1_name[50];
2074 char dst_reg[8];
2075 BOOL is_color;
2077 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2078 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2079 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2080 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2081 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2083 /* Calculate reflection vector.
2085 * dot(N, E)
2086 * dst_reg.xyz = 2 * --------- * N - E
2087 * dot(N, N)
2089 * Which normalizes the normal vector
2091 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2092 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2093 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2094 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2095 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2096 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2098 /* Sample the texture using the calculated coordinates */
2099 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2100 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2101 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2102 current_state->current_row = 0;
2105 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2107 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2108 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2109 char dst_name[50];
2111 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2112 * which is essentially an input, is the destination register because it is the first
2113 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2114 * here(writemasks/swizzles are not valid on texdepth)
2116 shader_arb_get_dst_param(ins, dst, dst_name);
2118 /* According to the msdn, the source register(must be r5) is unusable after
2119 * the texdepth instruction, so we're free to modify it
2121 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2123 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2124 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2125 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2127 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2128 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2129 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2130 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2133 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2134 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2135 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2136 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2138 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2139 DWORD sampler_idx = ins->dst[0].reg.idx;
2140 char src0[50];
2141 char dst_str[50];
2143 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2144 shader_addline(buffer, "MOV TB, 0.0;\n");
2145 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2147 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2148 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2151 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2152 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2153 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2155 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2156 char src0[50];
2157 char dst_str[50];
2158 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2160 /* Handle output register */
2161 shader_arb_get_dst_param(ins, dst, dst_str);
2162 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2163 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2166 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2167 * Perform the 3rd row of a 3x3 matrix multiply */
2168 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2170 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2171 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2172 char dst_str[50], dst_name[50];
2173 char src0[50];
2174 BOOL is_color;
2176 shader_arb_get_dst_param(ins, dst, dst_str);
2177 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2178 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2179 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2180 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2183 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2184 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2185 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2186 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2188 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2190 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2191 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2192 char src0[50], dst_name[50];
2193 BOOL is_color;
2195 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2196 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2197 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2199 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2200 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2201 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2203 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2204 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2205 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2206 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2209 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2210 Vertex/Pixel shaders to ARB_vertex_program codes */
2211 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2213 int i;
2214 int nComponents = 0;
2215 struct wined3d_shader_dst_param tmp_dst = {{0}};
2216 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2217 struct wined3d_shader_instruction tmp_ins;
2219 memset(&tmp_ins, 0, sizeof(tmp_ins));
2221 /* Set constants for the temporary argument */
2222 tmp_ins.ctx = ins->ctx;
2223 tmp_ins.dst_count = 1;
2224 tmp_ins.dst = &tmp_dst;
2225 tmp_ins.src_count = 2;
2226 tmp_ins.src = tmp_src;
2228 switch(ins->handler_idx)
2230 case WINED3DSIH_M4x4:
2231 nComponents = 4;
2232 tmp_ins.handler_idx = WINED3DSIH_DP4;
2233 break;
2234 case WINED3DSIH_M4x3:
2235 nComponents = 3;
2236 tmp_ins.handler_idx = WINED3DSIH_DP4;
2237 break;
2238 case WINED3DSIH_M3x4:
2239 nComponents = 4;
2240 tmp_ins.handler_idx = WINED3DSIH_DP3;
2241 break;
2242 case WINED3DSIH_M3x3:
2243 nComponents = 3;
2244 tmp_ins.handler_idx = WINED3DSIH_DP3;
2245 break;
2246 case WINED3DSIH_M3x2:
2247 nComponents = 2;
2248 tmp_ins.handler_idx = WINED3DSIH_DP3;
2249 break;
2250 default:
2251 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2252 break;
2255 tmp_dst = ins->dst[0];
2256 tmp_src[0] = ins->src[0];
2257 tmp_src[1] = ins->src[1];
2258 for (i = 0; i < nComponents; i++) {
2259 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2260 shader_hw_map2gl(&tmp_ins);
2261 ++tmp_src[1].reg.idx;
2265 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2267 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2268 const char *instruction;
2270 char dst[50];
2271 char src[50];
2273 switch(ins->handler_idx)
2275 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2276 case WINED3DSIH_RCP: instruction = "RCP"; break;
2277 case WINED3DSIH_EXP: instruction = "EX2"; break;
2278 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2279 default: instruction = "";
2280 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2281 break;
2284 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2285 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2286 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2288 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2289 * .w is used
2291 strcat(src, ".w");
2294 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2297 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2299 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2300 char dst_name[50];
2301 char src_name[50];
2302 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2303 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2305 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2306 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2308 if(pshader && priv->target_version >= NV3)
2310 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2312 else
2314 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2315 shader_addline(buffer, "RSQ TA, TA.x;\n");
2316 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2317 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2318 src_name);
2322 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2324 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2325 char dst_name[50];
2326 char src_name[3][50];
2328 /* ARB_fragment_program has a convenient LRP instruction */
2329 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2330 shader_hw_map2gl(ins);
2331 return;
2334 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2335 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2336 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2337 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2339 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2340 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2341 dst_name, src_name[0], src_name[2]);
2344 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2346 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2347 * must contain fixed constants. So we need a separate function to filter those constants and
2348 * can't use map2gl
2350 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2351 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2352 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2353 char dst_name[50];
2354 char src_name0[50], src_name1[50], src_name2[50];
2355 BOOL is_color;
2357 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2358 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2359 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2360 /* No modifiers are supported on SCS */
2361 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2363 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2365 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2366 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2368 } else if(priv->target_version >= NV2) {
2369 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2371 /* Sincos writemask must be .x, .y or .xy */
2372 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2373 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2374 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2375 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2376 } else {
2377 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2378 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2380 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2381 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2383 * The constants we get are:
2385 * +1 +1, -1 -1 +1 +1 -1 -1
2386 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2387 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2389 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2391 * (x/2)^2 = x^2 / 4
2392 * (x/2)^3 = x^3 / 8
2393 * (x/2)^4 = x^4 / 16
2394 * (x/2)^5 = x^5 / 32
2395 * etc
2397 * To get the final result:
2398 * sin(x) = 2 * sin(x/2) * cos(x/2)
2399 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2400 * (from sin(x+y) and cos(x+y) rules)
2402 * As per MSDN, dst.z is undefined after the operation, and so is
2403 * dst.x and dst.y if they're masked out by the writemask. Ie
2404 * sincos dst.y, src1, c0, c1
2405 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2406 * vsa.exe also stops with an error if the dest register is the same register as the source
2407 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2408 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2410 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2411 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2412 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2414 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2415 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2416 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2417 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2418 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2419 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2421 /* sin(x/2)
2423 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2424 * properly merge that with MULs in the code above?
2425 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2426 * we can merge the sine and cosine MAD rows to calculate them together.
2428 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2429 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2430 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2431 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2433 /* cos(x/2) */
2434 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2435 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2436 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2438 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2439 /* cos x */
2440 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2441 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2443 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2444 /* sin x */
2445 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2446 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2451 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2453 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2454 char dst_name[50];
2455 char src_name[50];
2456 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2458 /* SGN is only valid in vertex shaders */
2459 if(ctx->target_version == NV2) {
2460 shader_hw_map2gl(ins);
2461 return;
2463 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2464 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2466 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2467 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2469 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2470 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2471 } else {
2472 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2473 * Then use TA, and calculate the final result
2475 * Not reading from TA? Store the first result in TA to avoid overwriting the
2476 * destination if src reg = dst reg
2478 if(strstr(src_name, "TA"))
2480 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2481 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2482 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2484 else
2486 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2487 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2488 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2493 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2495 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2496 char src[50];
2497 char dst[50];
2498 char dst_name[50];
2499 BOOL is_color;
2501 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2502 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2503 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2505 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2506 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2509 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2511 *need_abs = FALSE;
2513 switch(mod)
2515 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2516 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2517 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2518 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2519 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2520 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2521 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2522 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2523 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2524 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2525 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2526 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2527 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2529 FIXME("Unknown modifier %u\n", mod);
2530 return mod;
2533 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2535 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2536 char src0[50], src1[50], dst[50];
2537 struct wined3d_shader_src_param src0_copy = ins->src[0];
2538 BOOL need_abs = FALSE;
2539 const char *instr;
2540 BOOL arg2 = FALSE;
2542 switch(ins->handler_idx)
2544 case WINED3DSIH_LOG: instr = "LG2"; break;
2545 case WINED3DSIH_LOGP: instr = "LOG"; break;
2546 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2547 default:
2548 ERR("Unexpected instruction %d\n", ins->handler_idx);
2549 return;
2552 /* LOG, LOGP and POW operate on the absolute value of the input */
2553 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2555 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2556 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2557 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2559 if(need_abs)
2561 shader_addline(buffer, "ABS TA, %s;\n", src0);
2562 if(arg2)
2564 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2566 else
2568 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2571 else if(arg2)
2573 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2575 else
2577 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2581 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2583 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2584 char src_name[50];
2585 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2587 /* src0 is aL */
2588 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2590 if(vshader)
2592 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2593 struct list *e = list_head(&priv->control_frames);
2594 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2596 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2597 /* The constant loader makes sure to load -1 into iX.w */
2598 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2599 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2600 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2602 else
2604 shader_addline(buffer, "LOOP %s;\n", src_name);
2608 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2610 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2611 char src_name[50];
2612 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2614 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2616 /* The constant loader makes sure to load -1 into iX.w */
2617 if(vshader)
2619 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2620 struct list *e = list_head(&priv->control_frames);
2621 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2623 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2625 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2626 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2627 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2629 else
2631 shader_addline(buffer, "REP %s;\n", src_name);
2635 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2637 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2638 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2640 if(vshader)
2642 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2643 struct list *e = list_head(&priv->control_frames);
2644 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2646 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2647 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2648 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2650 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2652 else
2654 shader_addline(buffer, "ENDLOOP;\n");
2658 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2660 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2661 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2663 if(vshader)
2665 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2666 struct list *e = list_head(&priv->control_frames);
2667 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2669 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2670 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2671 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2673 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2675 else
2677 shader_addline(buffer, "ENDREP;\n");
2681 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2683 struct control_frame *control_frame;
2685 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2687 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2689 ERR("Could not find loop for break\n");
2690 return NULL;
2693 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2695 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2696 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2697 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2699 if(vshader)
2701 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2703 else
2705 shader_addline(buffer, "BRK;\n");
2709 static const char *get_compare(COMPARISON_TYPE flags)
2711 switch (flags)
2713 case COMPARISON_GT: return "GT";
2714 case COMPARISON_EQ: return "EQ";
2715 case COMPARISON_GE: return "GE";
2716 case COMPARISON_LT: return "LT";
2717 case COMPARISON_NE: return "NE";
2718 case COMPARISON_LE: return "LE";
2719 default:
2720 FIXME("Unrecognized comparison value: %u\n", flags);
2721 return "(\?\?)";
2725 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2727 switch (flags)
2729 case COMPARISON_GT: return COMPARISON_LE;
2730 case COMPARISON_EQ: return COMPARISON_NE;
2731 case COMPARISON_GE: return COMPARISON_LT;
2732 case COMPARISON_LT: return COMPARISON_GE;
2733 case COMPARISON_NE: return COMPARISON_EQ;
2734 case COMPARISON_LE: return COMPARISON_GT;
2735 default:
2736 FIXME("Unrecognized comparison value: %u\n", flags);
2737 return -1;
2741 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2743 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2744 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2745 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2746 char src_name0[50];
2747 char src_name1[50];
2748 const char *comp = get_compare(ins->flags);
2750 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2751 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2753 if(vshader)
2755 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2756 * away the subtraction result
2758 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2759 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2761 else
2763 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2764 shader_addline(buffer, "BRK (%s.x);\n", comp);
2768 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2770 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2771 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2772 struct list *e = list_head(&priv->control_frames);
2773 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2774 const char *comp;
2775 char src_name0[50];
2776 char src_name1[50];
2777 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2779 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2780 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2782 if(vshader)
2784 /* Invert the flag. We jump to the else label if the condition is NOT true */
2785 comp = get_compare(invert_compare(ins->flags));
2786 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2787 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->ifc_no, comp);
2789 else
2791 comp = get_compare(ins->flags);
2792 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2793 shader_addline(buffer, "IF %s.x;\n", comp);
2797 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2799 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2800 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2801 struct list *e = list_head(&priv->control_frames);
2802 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2803 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2805 if(vshader)
2807 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2808 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2809 control_frame->had_else = TRUE;
2811 else
2813 shader_addline(buffer, "ELSE;\n");
2817 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2819 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2820 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2821 struct list *e = list_head(&priv->control_frames);
2822 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2823 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2825 if(vshader)
2827 if(control_frame->had_else)
2829 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2831 else
2833 shader_addline(buffer, "#No else branch. else is endif\n");
2834 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2837 else
2839 shader_addline(buffer, "ENDIF;\n");
2843 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2845 DWORD sampler_idx = ins->src[1].reg.idx;
2846 char reg_dest[40];
2847 char reg_src[3][40];
2848 DWORD flags = TEX_DERIV;
2850 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2851 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2852 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2853 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2855 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2856 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2858 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2861 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2863 DWORD sampler_idx = ins->src[1].reg.idx;
2864 char reg_dest[40];
2865 char reg_coord[40];
2866 DWORD flags = TEX_LOD;
2868 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2869 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2871 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2872 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2874 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2877 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2879 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2880 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2882 priv->in_main_func = FALSE;
2883 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2884 * subroutine, don't generate a label that will make GL complain
2886 if(priv->target_version == ARB) return;
2888 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2891 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2892 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2894 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2895 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2896 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2897 unsigned int i;
2899 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2900 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2901 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2902 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2904 if(args->super.fog_src == VS_FOG_Z) {
2905 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2906 } else if (!reg_maps->fog) {
2907 /* posFixup.x is always 1.0, so we can savely use it */
2908 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2911 /* Write the final position.
2913 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2914 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2915 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2916 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2918 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2919 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2920 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2922 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2924 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
2926 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2929 else if(args->boolclip.clip_control[0])
2931 unsigned int cur_clip = 0;
2932 char component[4] = {'x', 'y', 'z', 'w'};
2934 for(i = 0; i < GL_LIMITS(clipplanes); i++)
2936 if(args->boolclip.clip_control[1] & (1 << i))
2938 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2939 component[cur_clip++], i);
2942 switch(cur_clip)
2944 case 0:
2945 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
2946 break;
2947 case 1:
2948 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
2949 break;
2950 case 2:
2951 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
2952 break;
2953 case 3:
2954 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
2955 break;
2957 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
2958 args->boolclip.clip_control[0] - 1);
2961 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2962 * and the glsl equivalent
2964 if(need_helper_const(gl_info)) {
2965 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2966 } else {
2967 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2968 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2971 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2973 priv_ctx->footer_written = TRUE;
2976 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
2978 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2979 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2980 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
2981 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2983 if(priv->target_version == ARB) return;
2985 if(vshader)
2987 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
2990 shader_addline(buffer, "RET;\n");
2993 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
2995 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2996 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
2999 /* GL locking is done by the caller */
3000 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3002 GLuint program_id = 0;
3003 const char *blt_vprogram =
3004 "!!ARBvp1.0\n"
3005 "PARAM c[1] = { { 1, 0.5 } };\n"
3006 "MOV result.position, vertex.position;\n"
3007 "MOV result.color, c[0].x;\n"
3008 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3009 "END\n";
3011 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3012 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3013 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
3015 if (glGetError() == GL_INVALID_OPERATION) {
3016 GLint pos;
3017 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3018 FIXME("Vertex program error at position %d: %s\n", pos,
3019 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3022 return program_id;
3025 /* GL locking is done by the caller */
3026 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
3028 GLuint program_id = 0;
3029 static const char * const blt_fprograms[tex_type_count] =
3031 /* tex_1d */
3032 NULL,
3033 /* tex_2d */
3034 "!!ARBfp1.0\n"
3035 "TEMP R0;\n"
3036 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3037 "MOV result.depth.z, R0.x;\n"
3038 "END\n",
3039 /* tex_3d */
3040 NULL,
3041 /* tex_cube */
3042 "!!ARBfp1.0\n"
3043 "TEMP R0;\n"
3044 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3045 "MOV result.depth.z, R0.x;\n"
3046 "END\n",
3047 /* tex_rect */
3048 "!!ARBfp1.0\n"
3049 "TEMP R0;\n"
3050 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3051 "MOV result.depth.z, R0.x;\n"
3052 "END\n",
3055 if (!blt_fprograms[tex_type])
3057 FIXME("tex_type %#x not supported\n", tex_type);
3058 tex_type = tex_2d;
3061 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3062 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3063 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
3065 if (glGetError() == GL_INVALID_OPERATION) {
3066 GLint pos;
3067 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3068 FIXME("Fragment program error at position %d: %s\n", pos,
3069 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3072 return program_id;
3075 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3076 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3078 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3080 if(condcode)
3082 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3083 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3084 /* Calculate the > 0.0031308 case */
3085 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3086 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3087 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3088 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3089 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3090 /* Calculate the < case */
3091 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3093 else
3095 /* Calculate the > 0.0031308 case */
3096 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3097 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3098 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3099 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3100 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3101 /* Calculate the < case */
3102 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3103 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3104 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3105 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3106 /* Store the components > 0.0031308 in the destination */
3107 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3108 /* Add the components that are < 0.0031308 */
3109 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3110 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3111 * result.color writes(.rgb first, then .a), or handle overwriting already written
3112 * components. The assembler uses a temporary register in this case, which is usually
3113 * not allocated from one of our registers that were used earlier.
3116 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3117 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3120 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3122 const local_constant *constant;
3124 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3126 if (constant->idx == idx)
3128 return constant->value;
3131 return NULL;
3134 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3135 struct shader_arb_ctx_priv *priv)
3137 const char *texcoords[8] =
3139 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3140 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3142 unsigned int i;
3143 const struct wined3d_shader_signature_element *sig = This->input_signature;
3144 const char *semantic_name;
3145 DWORD semantic_idx;
3147 switch(args->super.vp_mode)
3149 case pretransformed:
3150 case fixedfunction:
3151 /* The pixelshader has to collect the varyings on its own. In any case properly load
3152 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3153 * other attribs to 0.0.
3155 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3156 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3157 * load the texcoord attrib pointers to match the pixel shader signature
3159 for(i = 0; i < MAX_REG_INPUT; i++)
3161 semantic_name = sig[i].semantic_name;
3162 semantic_idx = sig[i].semantic_idx;
3163 if(semantic_name == NULL) continue;
3165 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3167 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3168 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3169 else priv->ps_input[i] = "0.0";
3171 else if(args->super.vp_mode == fixedfunction)
3173 priv->ps_input[i] = "0.0";
3175 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3177 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3178 else priv->ps_input[i] = "0.0";
3180 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3182 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3183 else priv->ps_input[i] = "0.0";
3185 else
3187 priv->ps_input[i] = "0.0";
3190 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3192 break;
3194 case vertexshader:
3195 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3196 * fragment.color
3198 for(i = 0; i < 8; i++)
3200 priv->ps_input[i] = texcoords[i];
3202 priv->ps_input[8] = "fragment.color.primary";
3203 priv->ps_input[9] = "fragment.color.secondary";
3204 break;
3208 /* GL locking is done by the caller */
3209 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3210 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3212 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3213 CONST DWORD *function = This->baseShader.function;
3214 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3215 const local_constant *lconst;
3216 GLuint retval;
3217 char fragcolor[16];
3218 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3219 struct shader_arb_ctx_priv priv_ctx;
3220 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
3221 BOOL want_nv_prog = FALSE;
3222 struct arb_pshader_private *shader_priv = This->backend_priv;
3224 char srgbtmp[4][4];
3225 unsigned int i, found = 0;
3227 for(i = 0; i < This->baseShader.limits.temporary; i++) {
3229 /* Don't overwrite the color source */
3230 if(This->color0_mov && i == This->color0_reg) continue;
3231 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
3233 if(reg_maps->temporary[i]) {
3234 sprintf(srgbtmp[found], "R%u", i);
3235 found++;
3236 if(found == 4) break;
3240 switch(found) {
3241 case 4: dcl_tmp = FALSE; break;
3242 case 0:
3243 sprintf(srgbtmp[0], "TA");
3244 sprintf(srgbtmp[1], "TB");
3245 sprintf(srgbtmp[2], "TC");
3246 sprintf(srgbtmp[3], "TD");
3247 dcl_td = TRUE;
3248 break;
3249 case 1:
3250 sprintf(srgbtmp[1], "TA");
3251 sprintf(srgbtmp[2], "TB");
3252 sprintf(srgbtmp[3], "TC");
3253 break;
3254 case 2:
3255 sprintf(srgbtmp[2], "TA");
3256 sprintf(srgbtmp[3], "TB");
3257 break;
3258 case 3:
3259 sprintf(srgbtmp[3], "TA");
3260 break;
3263 /* Create the hw ARB shader */
3264 memset(&priv_ctx, 0, sizeof(priv_ctx));
3265 priv_ctx.cur_ps_args = args;
3266 priv_ctx.compiled_fprog = compiled;
3267 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3268 init_ps_input(This, args, &priv_ctx);
3269 list_init(&priv_ctx.control_frames);
3271 /* Avoid enabling NV_fragment_program* if we do not need it.
3273 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3274 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3275 * is faster than what we gain from using higher native instructions. There are some things though
3276 * that cannot be emulated. In that case enable the extensions.
3277 * If the extension is enabled, instruction handlers that support both ways will use it.
3279 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3280 * So enable the best we can get.
3282 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3283 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3285 want_nv_prog = TRUE;
3288 shader_addline(buffer, "!!ARBfp1.0\n");
3289 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
3290 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3291 priv_ctx.target_version = NV3;
3292 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
3293 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3294 priv_ctx.target_version = NV2;
3295 } else {
3296 if(want_nv_prog)
3298 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3299 * limits properly
3301 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3302 ERR("Try GLSL\n");
3304 priv_ctx.target_version = ARB;
3307 if(This->baseShader.reg_maps.highest_render_target > 0)
3309 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3312 if (reg_maps->shader_version.major < 3)
3314 switch(args->super.fog) {
3315 case FOG_OFF:
3316 break;
3317 case FOG_LINEAR:
3318 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3319 break;
3320 case FOG_EXP:
3321 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3322 break;
3323 case FOG_EXP2:
3324 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3325 break;
3329 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3330 * unused temps away(but occupies them for the whole shader if they're used once). Always
3331 * declaring them avoids tricky bookkeeping work
3333 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3334 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3335 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3336 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3337 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3338 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3339 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3341 if (reg_maps->shader_version.major < 2)
3343 strcpy(fragcolor, "R0");
3344 } else {
3345 if(args->super.srgb_correction) {
3346 if(This->color0_mov) {
3347 sprintf(fragcolor, "R%u", This->color0_reg);
3348 } else {
3349 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3350 strcpy(fragcolor, "TMP_COLOR");
3352 } else {
3353 strcpy(fragcolor, "result.color");
3357 if(args->super.srgb_correction) {
3358 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3359 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3360 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3361 srgb_sub_high, 0.0, 0.0, 0.0);
3364 /* Base Declarations */
3365 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3366 lconst_map, NULL, &priv_ctx);
3368 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
3369 if(!reg_maps->bumpmat[i]) continue;
3371 cur = compiled->numbumpenvmatconsts;
3372 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3373 compiled->bumpenvmatconst[cur].texunit = i;
3374 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3375 compiled->luminanceconst[cur].texunit = i;
3377 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3378 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3379 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3380 * textures due to conditional NP2 restrictions)
3382 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3383 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3384 * their location is shader dependent anyway and they cannot be loaded globally.
3386 compiled->bumpenvmatconst[cur].const_num = next_local++;
3387 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3388 i, compiled->bumpenvmatconst[cur].const_num);
3389 compiled->numbumpenvmatconsts = cur + 1;
3391 if(!reg_maps->luminanceparams[i]) continue;
3393 compiled->luminanceconst[cur].const_num = next_local++;
3394 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3395 i, compiled->luminanceconst[cur].const_num);
3398 for(i = 0; i < MAX_CONST_I; i++)
3400 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3401 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3403 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3405 if(control_values)
3407 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3408 control_values[0], control_values[1], control_values[2]);
3410 else
3412 compiled->int_consts[i] = next_local;
3413 compiled->num_int_consts++;
3414 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3419 if(reg_maps->vpos || reg_maps->usesdsy)
3421 compiled->ycorrection = next_local;
3422 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3424 if(reg_maps->vpos)
3426 shader_addline(buffer, "TEMP vpos;\n");
3427 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3428 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3429 * ycorrection.z: 1.0
3430 * ycorrection.w: 0.0
3432 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3433 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3436 else
3438 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3441 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3442 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3443 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3444 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3445 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3446 * shader compilation errors and the subsequent errors when drawing with this shader. */
3447 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3449 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3450 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3451 const UINT max_lconsts = gl_info->ps_arb_max_local_constants;
3453 fixup->offset = next_local;
3454 fixup->super.active = 0;
3456 cur = 0;
3457 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3458 if (!(map & (1 << i))) continue;
3460 if (fixup->offset + (cur >> 1) < max_lconsts) {
3461 fixup->super.active |= (1 << i);
3462 fixup->super.idx[i] = cur++;
3463 } else {
3464 FIXME("No free constant found to load NP2 fixup data into shader. "
3465 "Sampling from this texture will probably look wrong.\n");
3466 break;
3470 fixup->super.num_consts = (cur + 1) >> 1;
3471 if (fixup->super.num_consts) {
3472 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3473 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3476 next_local += fixup->super.num_consts;
3479 if(shader_priv->clipplane_emulation)
3481 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation - 1);
3484 /* Base Shader Body */
3485 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3487 if(args->super.srgb_correction) {
3488 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3489 priv_ctx.target_version >= NV2);
3490 } else if(reg_maps->shader_version.major < 2) {
3491 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3493 shader_addline(buffer, "END\n");
3495 /* TODO: change to resource.glObjectHandle or something like that */
3496 GL_EXTCALL(glGenProgramsARB(1, &retval));
3498 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3499 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3501 TRACE("Created hw pixel shader, prg=%d\n", retval);
3502 /* Create the program and check for errors */
3503 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3504 buffer->bsize, buffer->buffer));
3506 if (glGetError() == GL_INVALID_OPERATION) {
3507 GLint errPos;
3508 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3509 FIXME("HW PixelShader Error at position %d: %s\n",
3510 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3511 retval = 0;
3514 /* Load immediate constants */
3515 if(lconst_map) {
3516 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3517 const float *value = (const float *)lconst->value;
3518 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3519 checkGLcall("glProgramLocalParameter4fvARB");
3521 HeapFree(GetProcessHeap(), 0, lconst_map);
3524 return retval;
3527 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3529 unsigned int i;
3530 int ret;
3532 for(i = 0; i < MAX_REG_INPUT; i++)
3534 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3536 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3537 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3538 continue;
3541 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3542 if(ret != 0) return ret;
3543 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3544 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3545 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3546 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3547 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3549 return 0;
3552 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3554 struct wined3d_shader_signature_element *new;
3555 int i;
3556 char *name;
3558 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3559 for(i = 0; i < MAX_REG_INPUT; i++)
3561 if(sig[i].semantic_name == NULL)
3563 continue;
3566 new[i] = sig[i];
3567 /* Clone the semantic string */
3568 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3569 strcpy(name, sig[i].semantic_name);
3570 new[i].semantic_name = name;
3572 return new;
3575 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3577 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3578 struct ps_signature *found_sig;
3580 if(entry != NULL)
3582 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3583 TRACE("Found existing signature %u\n", found_sig->idx);
3584 return found_sig->idx;
3586 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3587 found_sig->sig = clone_sig(sig);
3588 found_sig->idx = priv->ps_sig_number++;
3589 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3590 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3592 ERR("Failed to insert program entry.\n");
3594 return found_sig->idx;
3597 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3598 struct arb_vs_compiled_shader *compiled)
3600 unsigned int i, j;
3601 static const char *texcoords[8] =
3603 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3604 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3606 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3607 const struct wined3d_shader_signature_element *sig;
3608 const char *semantic_name;
3609 DWORD semantic_idx, reg_idx;
3611 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3612 * and varying 9 to result.color.secondary
3614 const char *decl_idx_to_string[MAX_REG_INPUT] =
3616 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3617 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3618 "result.color.primary", "result.color.secondary"
3621 if(sig_num == ~0)
3623 TRACE("Pixel shader uses builtin varyings\n");
3624 /* Map builtins to builtins */
3625 for(i = 0; i < 8; i++)
3627 priv_ctx->texcrd_output[i] = texcoords[i];
3629 priv_ctx->color_output[0] = "result.color.primary";
3630 priv_ctx->color_output[1] = "result.color.secondary";
3631 priv_ctx->fog_output = "result.fogcoord";
3633 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3634 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3636 semantic_name = shader->output_signature[i].semantic_name;
3637 if(semantic_name == NULL) continue;
3639 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3641 TRACE("o%u is TMP_OUT\n", i);
3642 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3643 else priv_ctx->vs_output[i] = "TA";
3645 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3647 TRACE("o%u is result.pointsize\n", i);
3648 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3649 else priv_ctx->vs_output[i] = "TA";
3651 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3653 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3654 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3655 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3656 else priv_ctx->vs_output[i] = "TA";
3658 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3660 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3661 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3662 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3664 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3666 TRACE("o%u is result.fogcoord\n", i);
3667 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3668 else priv_ctx->vs_output[i] = "result.fogcoord";
3670 else
3672 priv_ctx->vs_output[i] = "TA";
3675 return;
3678 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3679 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3681 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3682 TRACE("Pixel shader uses declared varyings\n");
3684 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3685 for(i = 0; i < 8; i++)
3687 priv_ctx->texcrd_output[i] = "TA";
3689 priv_ctx->color_output[0] = "TA";
3690 priv_ctx->color_output[1] = "TA";
3691 priv_ctx->fog_output = "TA";
3693 for(i = 0; i < MAX_REG_INPUT; i++)
3695 semantic_name = sig[i].semantic_name;
3696 semantic_idx = sig[i].semantic_idx;
3697 reg_idx = sig[i].register_idx;
3698 if(semantic_name == NULL) continue;
3700 /* If a declared input register is not written by builtin arguments, don't write to it.
3701 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3703 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3704 * to TMP_OUT in any case
3706 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3708 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3710 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3712 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3714 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3716 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3718 else
3720 continue;
3723 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3724 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3726 compiled->need_color_unclamp = TRUE;
3730 /* Map declared to declared */
3731 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3733 /* Write unread output to TA to throw them away */
3734 priv_ctx->vs_output[i] = "TA";
3735 semantic_name = shader->output_signature[i].semantic_name;
3736 if(semantic_name == NULL)
3738 continue;
3741 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3742 shader->output_signature[i].semantic_idx == 0)
3744 priv_ctx->vs_output[i] = "TMP_OUT";
3745 continue;
3747 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3748 shader->output_signature[i].semantic_idx == 0)
3750 priv_ctx->vs_output[i] = "result.pointsize";
3751 continue;
3754 for(j = 0; j < MAX_REG_INPUT; j++)
3756 if(sig[j].semantic_name == NULL)
3758 continue;
3761 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3762 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3764 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3766 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3767 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3769 compiled->need_color_unclamp = TRUE;
3776 /* GL locking is done by the caller */
3777 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3778 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3780 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3781 CONST DWORD *function = This->baseShader.function;
3782 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3783 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3784 const local_constant *lconst;
3785 GLuint ret;
3786 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3787 struct shader_arb_ctx_priv priv_ctx;
3788 unsigned int i;
3790 memset(&priv_ctx, 0, sizeof(priv_ctx));
3791 priv_ctx.cur_vs_args = args;
3792 list_init(&priv_ctx.control_frames);
3793 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3795 /* Create the hw ARB shader */
3796 shader_addline(buffer, "!!ARBvp1.0\n");
3798 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3799 * mesurable performance penalty, and we can always make use of it for clipplanes.
3801 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3802 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3803 priv_ctx.target_version = NV3;
3804 shader_addline(buffer, "ADDRESS aL;\n");
3805 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3806 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3807 priv_ctx.target_version = NV2;
3808 shader_addline(buffer, "ADDRESS aL;\n");
3809 } else {
3810 priv_ctx.target_version = ARB;
3813 shader_addline(buffer, "TEMP TMP_OUT;\n");
3814 if(need_helper_const(gl_info)) {
3815 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3817 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3818 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3819 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3822 shader_addline(buffer, "TEMP TA;\n");
3824 /* Base Declarations */
3825 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3826 lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3828 for(i = 0; i < MAX_CONST_I; i++)
3830 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3831 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3833 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3835 if(control_values)
3837 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3838 control_values[0], control_values[1], control_values[2]);
3840 else
3842 compiled->int_consts[i] = next_local;
3843 compiled->num_int_consts++;
3844 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3849 /* We need a constant to fixup the final position */
3850 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3851 compiled->pos_fixup = next_local++;
3853 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3854 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3855 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3856 * a replacement shader depend on the texcoord.w being set properly.
3858 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3859 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3860 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3861 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3862 * this can eat a number of instructions, so skip it unless this cap is set as well
3864 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3865 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3867 if ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
3869 int i;
3870 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3871 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3872 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3873 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3879 /* The shader starts with the main function */
3880 priv_ctx.in_main_func = TRUE;
3881 /* Base Shader Body */
3882 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3884 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
3886 shader_addline(buffer, "END\n");
3888 /* TODO: change to resource.glObjectHandle or something like that */
3889 GL_EXTCALL(glGenProgramsARB(1, &ret));
3891 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3892 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3894 TRACE("Created hw vertex shader, prg=%d\n", ret);
3895 /* Create the program and check for errors */
3896 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3897 buffer->bsize, buffer->buffer));
3899 if (glGetError() == GL_INVALID_OPERATION) {
3900 GLint errPos;
3901 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3902 FIXME("HW VertexShader Error at position %d: %s\n",
3903 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3904 ret = -1;
3905 } else {
3906 /* Load immediate constants */
3907 if(lconst_map) {
3908 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3909 const float *value = (const float *)lconst->value;
3910 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3914 HeapFree(GetProcessHeap(), 0, lconst_map);
3916 return ret;
3919 static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps)
3921 struct arb_pshader_private *shader_priv = ps->backend_priv;
3922 int i;
3923 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)ps->baseShader.device)->adapter->gl_info;
3925 /* See if we can use fragment.texcoord[7] for clipplane emulation
3927 * Don't do this if it is not supported, or fragment.texcoord[7] is used
3929 if(ps->baseShader.reg_maps.shader_version.major < 3)
3931 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3933 if(!ps->baseShader.reg_maps.texcoord[i - 1])
3935 shader_priv->clipplane_emulation = i;
3936 return;
3939 WARN("Did not find a free clip reg(2.0)\n");
3941 else
3943 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3945 if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
3947 shader_priv->clipplane_emulation = i;
3948 return;
3951 WARN("Did not find a free clip reg(3.0)\n");
3955 /* GL locking is done by the caller */
3956 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3958 UINT i;
3959 DWORD new_size;
3960 struct arb_ps_compiled_shader *new_array;
3961 struct wined3d_shader_buffer buffer;
3962 struct arb_pshader_private *shader_data;
3963 GLuint ret;
3965 if(!shader->backend_priv) {
3966 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3967 struct shader_arb_priv *priv = device->shader_priv;
3969 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3970 shader_data = shader->backend_priv;
3971 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
3973 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
3974 else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
3976 shader_data->has_signature_idx = TRUE;
3977 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
3979 if(!device->vs_clipping) find_clip_texcoord(shader);
3981 shader_data = shader->backend_priv;
3983 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3984 * so a linear search is more performant than a hashmap or a binary search
3985 * (cache coherency etc)
3987 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3988 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3989 return &shader_data->gl_shaders[i];
3993 TRACE("No matching GL shader found, compiling a new shader\n");
3994 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3995 if (shader_data->num_gl_shaders)
3997 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3998 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3999 new_size * sizeof(*shader_data->gl_shaders));
4000 } else {
4001 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4002 new_size = 1;
4005 if(!new_array) {
4006 ERR("Out of memory\n");
4007 return 0;
4009 shader_data->gl_shaders = new_array;
4010 shader_data->shader_array_size = new_size;
4013 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4015 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4016 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4018 if (!shader_buffer_init(&buffer))
4020 ERR("Failed to initialize shader buffer.\n");
4021 return 0;
4024 ret = shader_arb_generate_pshader(shader, &buffer, args,
4025 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4026 shader_buffer_free(&buffer);
4027 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4029 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4032 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4033 const DWORD use_map, BOOL skip_int) {
4034 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4035 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4036 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
4037 if(stored->ps_signature != new->ps_signature) return FALSE;
4038 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
4039 if(skip_int) return TRUE;
4041 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4044 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4046 UINT i;
4047 DWORD new_size;
4048 struct arb_vs_compiled_shader *new_array;
4049 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4050 struct wined3d_shader_buffer buffer;
4051 struct arb_vshader_private *shader_data;
4052 GLuint ret;
4053 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4055 if(!shader->backend_priv) {
4056 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4058 shader_data = shader->backend_priv;
4060 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4061 * so a linear search is more performant than a hashmap or a binary search
4062 * (cache coherency etc)
4064 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4065 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
4066 return &shader_data->gl_shaders[i];
4070 TRACE("No matching GL shader found, compiling a new shader\n");
4072 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4073 if (shader_data->num_gl_shaders)
4075 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4076 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4077 new_size * sizeof(*shader_data->gl_shaders));
4078 } else {
4079 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4080 new_size = 1;
4083 if(!new_array) {
4084 ERR("Out of memory\n");
4085 return 0;
4087 shader_data->gl_shaders = new_array;
4088 shader_data->shader_array_size = new_size;
4091 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4093 if (!shader_buffer_init(&buffer))
4095 ERR("Failed to initialize shader buffer.\n");
4096 return 0;
4099 ret = shader_arb_generate_vshader(shader, &buffer, args,
4100 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4101 shader_buffer_free(&buffer);
4102 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4104 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4107 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4108 struct arb_ps_compile_args *args)
4110 int i;
4111 WORD int_skip;
4112 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4113 find_ps_compile_args(shader, stateblock, &args->super);
4115 /* This forces all local boolean constants to 1 to make them stateblock independent */
4116 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4118 for(i = 0; i < MAX_CONST_B; i++)
4120 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4123 /* Skip if unused or local, or supported natively */
4124 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4125 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
4127 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4128 return;
4131 for(i = 0; i < MAX_CONST_I; i++)
4133 if(int_skip & (1 << i))
4135 args->loop_ctrl[i][0] = 0;
4136 args->loop_ctrl[i][1] = 0;
4137 args->loop_ctrl[i][2] = 0;
4139 else
4141 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4142 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4143 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4148 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4149 struct arb_vs_compile_args *args)
4151 int i;
4152 WORD int_skip;
4153 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4154 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4155 find_vs_compile_args(shader, stateblock, &args->super);
4157 args->boolclip_compare = 0;
4158 if(use_ps(stateblock))
4160 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4161 struct arb_pshader_private *shader_priv = ps->backend_priv;
4162 args->ps_signature = shader_priv->input_signature_idx;
4164 args->boolclip.clip_control[0] = shader_priv->clipplane_emulation;
4166 else
4168 args->ps_signature = ~0;
4169 if(!dev->vs_clipping)
4171 args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
4173 /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
4176 if(args->boolclip.clip_control[0])
4178 if(stateblock->renderState[WINED3DRS_CLIPPING])
4180 args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4182 /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
4185 /* This forces all local boolean constants to 1 to make them stateblock independent */
4186 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4187 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4188 for(i = 0; i < MAX_CONST_B; i++)
4190 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
4193 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4194 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4195 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4196 args->vertex_samplers[3] = 0;
4198 /* Skip if unused or local */
4199 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4200 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
4202 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4203 return;
4206 for(i = 0; i < MAX_CONST_I; i++)
4208 if(int_skip & (1 << i))
4210 args->loop_ctrl[i][0] = 0;
4211 args->loop_ctrl[i][1] = 0;
4212 args->loop_ctrl[i][2] = 0;
4214 else
4216 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4217 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4218 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4223 /* GL locking is done by the caller */
4224 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4226 IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4227 struct shader_arb_priv *priv = This->shader_priv;
4228 const struct wined3d_gl_info *gl_info = context->gl_info;
4229 int i;
4231 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4232 if (usePS) {
4233 struct arb_ps_compile_args compile_args;
4234 struct arb_ps_compiled_shader *compiled;
4235 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4237 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4238 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4239 compiled = find_arb_pshader(ps, &compile_args);
4240 priv->current_fprogram_id = compiled->prgId;
4241 priv->compiled_fprog = compiled;
4243 /* Bind the fragment program */
4244 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4245 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4247 if(!priv->use_arbfp_fixed_func) {
4248 /* Enable OpenGL fragment programs */
4249 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4250 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4252 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4254 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4255 * a 1.x and newer shader, reload the first 8 constants
4257 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
4259 priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
4260 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4261 for(i = 0; i < 8; i++)
4263 context->pshader_const_dirty[i] = 1;
4265 /* Also takes care of loading local constants */
4266 shader_arb_load_constants(context, TRUE, FALSE);
4268 else
4270 shader_arb_ps_local_constants(This);
4273 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4274 if (compiled->np2fixup_info.super.active)
4275 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4276 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
4277 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4278 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4279 * replacement shader
4281 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4282 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4283 priv->current_fprogram_id = 0;
4286 if (useVS) {
4287 struct arb_vs_compile_args compile_args;
4288 struct arb_vs_compiled_shader *compiled;
4289 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4291 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4292 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4293 compiled = find_arb_vshader(vs, &compile_args);
4294 priv->current_vprogram_id = compiled->prgId;
4295 priv->compiled_vprog = compiled;
4297 /* Bind the vertex program */
4298 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4299 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4301 /* Enable OpenGL vertex programs */
4302 glEnable(GL_VERTEX_PROGRAM_ARB);
4303 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4304 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4305 shader_arb_vs_local_constants(This);
4307 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4308 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4310 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4311 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4312 checkGLcall("glClampColorARB");
4313 } else {
4314 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4317 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4318 priv->current_vprogram_id = 0;
4319 glDisable(GL_VERTEX_PROGRAM_ARB);
4320 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4324 /* GL locking is done by the caller */
4325 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4326 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4327 struct shader_arb_priv *priv = This->shader_priv;
4328 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
4329 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4331 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4332 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4333 glEnable(GL_VERTEX_PROGRAM_ARB);
4335 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4336 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4337 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4340 /* GL locking is done by the caller */
4341 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4342 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4343 struct shader_arb_priv *priv = This->shader_priv;
4344 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4346 if (priv->current_vprogram_id) {
4347 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4348 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4350 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4351 } else {
4352 glDisable(GL_VERTEX_PROGRAM_ARB);
4353 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4356 if (priv->current_fprogram_id) {
4357 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4358 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4360 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4361 } else if(!priv->use_arbfp_fixed_func) {
4362 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4363 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4367 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4368 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4369 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4370 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4372 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4374 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
4375 struct arb_pshader_private *shader_data = This->backend_priv;
4376 UINT i;
4378 if(!shader_data) return; /* This can happen if a shader was never compiled */
4379 ENTER_GL();
4381 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4383 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4384 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4385 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4387 LEAVE_GL();
4388 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4389 HeapFree(GetProcessHeap(), 0, shader_data);
4390 This->backend_priv = NULL;
4391 } else {
4392 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4393 struct arb_vshader_private *shader_data = This->backend_priv;
4394 UINT i;
4396 if(!shader_data) return; /* This can happen if a shader was never compiled */
4397 ENTER_GL();
4399 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4401 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4402 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4403 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4405 LEAVE_GL();
4406 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4407 HeapFree(GetProcessHeap(), 0, shader_data);
4408 This->backend_priv = NULL;
4412 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4414 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4415 return compare_sig(key, e->sig);
4418 struct wine_rb_functions sig_tree_functions =
4420 wined3d_rb_alloc,
4421 wined3d_rb_realloc,
4422 wined3d_rb_free,
4423 sig_tree_compare
4426 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4427 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4428 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4429 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4431 ERR("RB tree init failed\n");
4432 HeapFree(GetProcessHeap(), 0, priv);
4433 return E_OUTOFMEMORY;
4435 This->shader_priv = priv;
4436 return WINED3D_OK;
4439 static void release_signature(struct wine_rb_entry *entry, void *context)
4441 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4442 int i;
4443 for(i = 0; i < MAX_REG_INPUT; i++)
4445 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4447 HeapFree(GetProcessHeap(), 0, sig->sig);
4448 HeapFree(GetProcessHeap(), 0, sig);
4451 /* Context activation is done by the caller. */
4452 static void shader_arb_free(IWineD3DDevice *iface) {
4453 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4454 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4455 struct shader_arb_priv *priv = This->shader_priv;
4456 int i;
4458 ENTER_GL();
4459 if(priv->depth_blt_vprogram_id) {
4460 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4462 for (i = 0; i < tex_type_count; ++i) {
4463 if (priv->depth_blt_fprogram_id[i]) {
4464 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4467 LEAVE_GL();
4469 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4470 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4473 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4474 return TRUE;
4477 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
4478 struct shader_caps *pCaps)
4480 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4481 * then overwrite the shader specific ones
4483 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4485 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4486 if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
4488 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4489 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4491 else if(GL_LIMITS(vshader_constantsF) >= 256)
4493 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4494 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4495 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4497 else
4499 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4500 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4502 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4505 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4506 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
4508 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4509 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4511 else if(GL_LIMITS(pshader_constantsF) >= 32)
4513 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4514 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4515 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4517 else
4519 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4520 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4522 pCaps->PixelShader1xMaxValue = 8.0f;
4523 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4526 pCaps->VSClipping = use_nv_clip(gl_info);
4529 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4531 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4533 TRACE("Checking support for color_fixup:\n");
4534 dump_color_fixup_desc(fixup);
4537 /* We support everything except YUV conversions. */
4538 if (!is_yuv_fixup(fixup))
4540 TRACE("[OK]\n");
4541 return TRUE;
4544 TRACE("[FAILED]\n");
4545 return FALSE;
4548 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4549 DWORD shift;
4550 char write_mask[20], regstr[50];
4551 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4552 BOOL is_color = FALSE;
4553 const struct wined3d_shader_dst_param *dst;
4555 if (!ins->dst_count) return;
4557 dst = &ins->dst[0];
4558 shift = dst->shift;
4559 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4561 shader_arb_get_write_mask(ins, dst, write_mask);
4562 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4564 /* Generate a line that does the output modifier computation
4565 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4566 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4568 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4569 regstr, write_mask, regstr, shift_tab[shift]);
4572 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4574 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4575 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4576 /* WINED3DSIH_BEM */ pshader_hw_bem,
4577 /* WINED3DSIH_BREAK */ shader_hw_break,
4578 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4579 /* WINED3DSIH_BREAKP */ NULL,
4580 /* WINED3DSIH_CALL */ shader_hw_call,
4581 /* WINED3DSIH_CALLNZ */ NULL,
4582 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4583 /* WINED3DSIH_CND */ pshader_hw_cnd,
4584 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4585 /* WINED3DSIH_DCL */ NULL,
4586 /* WINED3DSIH_DEF */ NULL,
4587 /* WINED3DSIH_DEFB */ NULL,
4588 /* WINED3DSIH_DEFI */ NULL,
4589 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4590 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4591 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4592 /* WINED3DSIH_DST */ shader_hw_map2gl,
4593 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4594 /* WINED3DSIH_DSY */ shader_hw_dsy,
4595 /* WINED3DSIH_ELSE */ shader_hw_else,
4596 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4597 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4598 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4599 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4600 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4601 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4602 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4603 /* WINED3DSIH_IFC */ shader_hw_ifc,
4604 /* WINED3DSIH_LABEL */ shader_hw_label,
4605 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4606 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4607 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4608 /* WINED3DSIH_LOOP */ shader_hw_loop,
4609 /* WINED3DSIH_LRP */ shader_hw_lrp,
4610 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4611 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4612 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4613 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4614 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4615 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4616 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4617 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4618 /* WINED3DSIH_MOV */ shader_hw_mov,
4619 /* WINED3DSIH_MOVA */ shader_hw_mov,
4620 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4621 /* WINED3DSIH_NOP */ shader_hw_nop,
4622 /* WINED3DSIH_NRM */ shader_hw_nrm,
4623 /* WINED3DSIH_PHASE */ NULL,
4624 /* WINED3DSIH_POW */ shader_hw_log_pow,
4625 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4626 /* WINED3DSIH_REP */ shader_hw_rep,
4627 /* WINED3DSIH_RET */ shader_hw_ret,
4628 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4629 /* WINED3DSIH_SETP */ NULL,
4630 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4631 /* WINED3DSIH_SGN */ shader_hw_sgn,
4632 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4633 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4634 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4635 /* WINED3DSIH_TEX */ pshader_hw_tex,
4636 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4637 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4638 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4639 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4640 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4641 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4642 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4643 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4644 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4645 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4646 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4647 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4648 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4649 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4650 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4651 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4652 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4653 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4654 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4655 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4656 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4659 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4661 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4662 WORD bools = 0;
4663 WORD flag = (1 << idx);
4664 const local_constant *constant;
4665 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4667 if(This->baseShader.reg_maps.local_bool_consts & flag)
4669 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4670 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4672 if (constant->idx == idx)
4674 return constant->value[0];
4677 ERR("Local constant not found\n");
4678 return FALSE;
4680 else
4682 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4683 else bools = priv->cur_ps_args->bools;
4684 return bools & flag;
4688 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4689 IWineD3DBaseShaderImpl *This, UINT idx, struct loop_control *loop_control)
4691 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4693 /* Integer constants can either be a local constant, or they can be stored in the shader
4694 * type specific compile args. */
4695 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4697 const local_constant *constant;
4699 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4701 if (constant->idx == idx)
4703 loop_control->count = constant->value[0];
4704 loop_control->start = constant->value[1];
4705 /* Step is signed. */
4706 loop_control->step = (int)constant->value[2];
4707 return;
4710 /* If this happens the flag was set incorrectly */
4711 ERR("Local constant not found\n");
4712 loop_control->count = 0;
4713 loop_control->start = 0;
4714 loop_control->step = 0;
4715 return;
4718 switch (This->baseShader.reg_maps.shader_version.type)
4720 case WINED3D_SHADER_TYPE_VERTEX:
4721 /* Count and aL start value are unsigned */
4722 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4723 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4724 /* Step is signed. */
4725 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4726 break;
4728 case WINED3D_SHADER_TYPE_PIXEL:
4729 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4730 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4731 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4732 break;
4734 default:
4735 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4736 break;
4740 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4742 unsigned int i;
4743 struct wined3d_shader_dst_param *dst_param = NULL;
4744 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4745 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4746 if(!rec)
4748 ERR("Out of memory\n");
4749 return;
4752 rec->ins = *ins;
4753 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4754 if(!dst_param) goto free;
4755 *dst_param = *ins->dst;
4756 if(ins->dst->reg.rel_addr)
4758 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4759 if(!rel_addr) goto free;
4760 *rel_addr = *ins->dst->reg.rel_addr;
4761 dst_param->reg.rel_addr = rel_addr;
4763 rec->ins.dst = dst_param;
4765 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4766 if(!src_param) goto free;
4767 for(i = 0; i < ins->src_count; i++)
4769 src_param[i] = ins->src[i];
4770 if(ins->src[i].reg.rel_addr)
4772 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4773 if(!rel_addr) goto free;
4774 *rel_addr = *ins->src[i].reg.rel_addr;
4775 src_param[i].reg.rel_addr = rel_addr;
4778 rec->ins.src = src_param;
4779 list_add_tail(list, &rec->entry);
4780 return;
4782 free:
4783 ERR("Out of memory\n");
4784 if(dst_param)
4786 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4787 HeapFree(GetProcessHeap(), 0, dst_param);
4789 if(src_param)
4791 for(i = 0; i < ins->src_count; i++)
4793 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4795 HeapFree(GetProcessHeap(), 0, src_param);
4797 HeapFree(GetProcessHeap(), 0, rec);
4800 static void free_recorded_instruction(struct list *list)
4802 struct recorded_instruction *rec_ins, *entry2;
4803 unsigned int i;
4805 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4807 list_remove(&rec_ins->entry);
4808 if(rec_ins->ins.dst)
4810 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4811 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4813 if(rec_ins->ins.src)
4815 for(i = 0; i < rec_ins->ins.src_count; i++)
4817 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4819 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4821 HeapFree(GetProcessHeap(), 0, rec_ins);
4825 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4826 SHADER_HANDLER hw_fct;
4827 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4828 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4829 struct control_frame *control_frame;
4830 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4831 BOOL bool_const;
4833 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4835 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4836 list_add_head(&priv->control_frames, &control_frame->entry);
4838 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4839 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4841 if(priv->target_version >= NV2)
4843 control_frame->loop_no = priv->num_loops++;
4844 priv->loop_depth++;
4846 else
4848 /* Don't bother recording when we're in a not used if branch */
4849 if(priv->muted)
4851 return;
4854 if(!priv->recording)
4856 list_init(&priv->record);
4857 priv->recording = TRUE;
4858 control_frame->outer_loop = TRUE;
4859 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
4860 return; /* Instruction is handled */
4862 /* Record this loop in the outer loop's recording */
4865 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4867 if(priv->target_version >= NV2)
4869 /* Nothing to do. The control frame is popped after the HW instr handler */
4871 else
4873 struct list *e = list_head(&priv->control_frames);
4874 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4875 list_remove(&control_frame->entry);
4877 if(control_frame->outer_loop)
4879 int iteration, aL = 0;
4880 struct list copy;
4882 /* Turn off recording before playback */
4883 priv->recording = FALSE;
4885 /* Move the recorded instructions to a separate list and get them out of the private data
4886 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4887 * be recorded again, thus priv->record might be overwritten
4889 list_init(&copy);
4890 list_move_tail(&copy, &priv->record);
4891 list_init(&priv->record);
4893 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4895 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4896 control_frame->loop_control.count, control_frame->loop_control.start,
4897 control_frame->loop_control.step);
4898 aL = control_frame->loop_control.start;
4900 else
4902 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
4905 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
4907 struct recorded_instruction *rec_ins;
4908 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4910 priv->aL = aL;
4911 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4913 else
4915 shader_addline(buffer, "#Iteration %d\n", iteration);
4918 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
4920 shader_arb_handle_instruction(&rec_ins->ins);
4923 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4925 aL += control_frame->loop_control.step;
4928 shader_addline(buffer, "#end loop/rep\n");
4930 free_recorded_instruction(&copy);
4931 HeapFree(GetProcessHeap(), 0, control_frame);
4932 return; /* Instruction is handled */
4934 else
4936 /* This is a nested loop. Proceed to the normal recording function */
4937 HeapFree(GetProcessHeap(), 0, control_frame);
4942 if(priv->recording)
4944 record_instruction(&priv->record, ins);
4945 return;
4948 /* boolean if */
4949 if(ins->handler_idx == WINED3DSIH_IF)
4951 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4952 list_add_head(&priv->control_frames, &control_frame->entry);
4953 control_frame->type = IF;
4955 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
4956 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
4957 if(!priv->muted && bool_const == FALSE)
4959 shader_addline(buffer, "#if(FALSE){\n");
4960 priv->muted = TRUE;
4961 control_frame->muting = TRUE;
4963 else shader_addline(buffer, "#if(TRUE) {\n");
4965 return; /* Instruction is handled */
4967 else if(ins->handler_idx == WINED3DSIH_IFC)
4969 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4970 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4971 control_frame->type = IFC;
4972 control_frame->ifc_no = priv->num_ifcs++;
4973 list_add_head(&priv->control_frames, &control_frame->entry);
4975 else if(ins->handler_idx == WINED3DSIH_ELSE)
4977 struct list *e = list_head(&priv->control_frames);
4978 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4980 if(control_frame->type == IF)
4982 shader_addline(buffer, "#} else {\n");
4983 if(!priv->muted && !control_frame->muting)
4985 priv->muted = TRUE;
4986 control_frame->muting = TRUE;
4988 else if(control_frame->muting) priv->muted = FALSE;
4989 return; /* Instruction is handled. */
4991 /* In case of an ifc, generate a HW shader instruction */
4993 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4995 struct list *e = list_head(&priv->control_frames);
4996 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4998 if(control_frame->type == IF)
5000 shader_addline(buffer, "#} endif\n");
5001 if(control_frame->muting) priv->muted = FALSE;
5002 list_remove(&control_frame->entry);
5003 HeapFree(GetProcessHeap(), 0, control_frame);
5004 return; /* Instruction is handled */
5008 if(priv->muted) return;
5010 /* Select handler */
5011 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5013 /* Unhandled opcode */
5014 if (!hw_fct)
5016 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5017 return;
5019 hw_fct(ins);
5021 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5023 struct list *e = list_head(&priv->control_frames);
5024 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5025 list_remove(&control_frame->entry);
5026 HeapFree(GetProcessHeap(), 0, control_frame);
5027 priv->loop_depth--;
5029 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5031 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5032 struct list *e = list_head(&priv->control_frames);
5033 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5034 list_remove(&control_frame->entry);
5035 HeapFree(GetProcessHeap(), 0, control_frame);
5039 shader_arb_add_instruction_modifiers(ins);
5042 const shader_backend_t arb_program_shader_backend = {
5043 shader_arb_handle_instruction,
5044 shader_arb_select,
5045 shader_arb_select_depth_blt,
5046 shader_arb_deselect_depth_blt,
5047 shader_arb_update_float_vertex_constants,
5048 shader_arb_update_float_pixel_constants,
5049 shader_arb_load_constants,
5050 shader_arb_load_np2fixup_constants,
5051 shader_arb_destroy,
5052 shader_arb_alloc,
5053 shader_arb_free,
5054 shader_arb_dirty_const,
5055 shader_arb_get_caps,
5056 shader_arb_color_fixup_supported,
5059 /* ARB_fragment_program fixed function pipeline replacement definitions */
5060 #define ARB_FFP_CONST_TFACTOR 0
5061 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5062 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5063 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5064 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5066 struct arbfp_ffp_desc
5068 struct ffp_frag_desc parent;
5069 GLuint shader;
5070 unsigned int num_textures_used;
5073 /* Context activation is done by the caller. */
5074 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5075 ENTER_GL();
5076 if(enable) {
5077 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5078 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5079 } else {
5080 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5081 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5083 LEAVE_GL();
5086 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5087 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5088 struct shader_arb_priv *priv;
5089 /* Share private data between the shader backend and the pipeline replacement, if both
5090 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5091 * if no pixel shader is bound or not
5093 if(This->shader_backend == &arb_program_shader_backend) {
5094 This->fragment_priv = This->shader_priv;
5095 } else {
5096 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5097 if(!This->fragment_priv) return E_OUTOFMEMORY;
5099 priv = This->fragment_priv;
5100 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5102 ERR("Failed to initialize rbtree.\n");
5103 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5104 return E_OUTOFMEMORY;
5106 priv->use_arbfp_fixed_func = TRUE;
5107 return WINED3D_OK;
5110 /* Context activation is done by the caller. */
5111 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5113 const struct wined3d_gl_info *gl_info = context;
5114 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5116 ENTER_GL();
5117 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5118 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5119 HeapFree(GetProcessHeap(), 0, entry_arb);
5120 LEAVE_GL();
5123 /* Context activation is done by the caller. */
5124 static void arbfp_free(IWineD3DDevice *iface) {
5125 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5126 struct shader_arb_priv *priv = This->fragment_priv;
5128 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5129 priv->use_arbfp_fixed_func = FALSE;
5131 if(This->shader_backend != &arb_program_shader_backend) {
5132 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5136 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5138 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5139 WINED3DTEXOPCAPS_SELECTARG1 |
5140 WINED3DTEXOPCAPS_SELECTARG2 |
5141 WINED3DTEXOPCAPS_MODULATE4X |
5142 WINED3DTEXOPCAPS_MODULATE2X |
5143 WINED3DTEXOPCAPS_MODULATE |
5144 WINED3DTEXOPCAPS_ADDSIGNED2X |
5145 WINED3DTEXOPCAPS_ADDSIGNED |
5146 WINED3DTEXOPCAPS_ADD |
5147 WINED3DTEXOPCAPS_SUBTRACT |
5148 WINED3DTEXOPCAPS_ADDSMOOTH |
5149 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5150 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5151 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5152 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5153 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5154 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5155 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5156 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5157 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5158 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5159 WINED3DTEXOPCAPS_MULTIPLYADD |
5160 WINED3DTEXOPCAPS_LERP |
5161 WINED3DTEXOPCAPS_BUMPENVMAP |
5162 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5164 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5166 caps->MaxTextureBlendStages = 8;
5167 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
5169 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
5171 #undef GLINFO_LOCATION
5173 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5174 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5176 float col[4];
5177 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5179 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5180 * application provided constants
5182 if(device->shader_backend == &arb_program_shader_backend) {
5183 if (use_ps(stateblock)) return;
5185 device = stateblock->wineD3DDevice;
5186 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5187 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5190 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5191 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5192 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5196 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5198 float col[4];
5199 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5201 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5202 * application provided constants
5204 if(device->shader_backend == &arb_program_shader_backend) {
5205 if (use_ps(stateblock)) return;
5207 device = stateblock->wineD3DDevice;
5208 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5209 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5212 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5213 /* The specular color has no alpha */
5214 col[0] = 1.0f; col[1] = 1.0f;
5215 col[2] = 1.0f; col[3] = 0.0f;
5216 } else {
5217 col[0] = 0.0f; col[1] = 0.0f;
5218 col[2] = 0.0f; col[3] = 0.0f;
5220 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5221 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5224 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5226 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5227 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5228 float mat[2][2];
5230 if (use_ps(stateblock))
5232 if(stage != 0 &&
5233 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
5234 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5235 * anyway
5237 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5238 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5242 if(device->shader_backend == &arb_program_shader_backend) {
5243 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5244 return;
5246 } else if(device->shader_backend == &arb_program_shader_backend) {
5247 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5248 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5251 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5252 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5253 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5254 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5256 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5257 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5260 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5262 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5263 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5264 float param[4];
5266 if (use_ps(stateblock))
5268 if(stage != 0 &&
5269 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
5270 /* The pixel shader has to know the luminance offset. Do a constants update if it
5271 * isn't scheduled anyway
5273 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5274 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5278 if(device->shader_backend == &arb_program_shader_backend) {
5279 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5280 return;
5282 } else if(device->shader_backend == &arb_program_shader_backend) {
5283 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5284 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5287 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5288 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5289 param[2] = 0.0f;
5290 param[3] = 0.0f;
5292 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5293 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5296 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5298 const char *ret;
5300 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5302 switch(arg & WINED3DTA_SELECTMASK) {
5303 case WINED3DTA_DIFFUSE:
5304 ret = "fragment.color.primary"; break;
5306 case WINED3DTA_CURRENT:
5307 if(stage == 0) ret = "fragment.color.primary";
5308 else ret = "ret";
5309 break;
5311 case WINED3DTA_TEXTURE:
5312 switch(stage) {
5313 case 0: ret = "tex0"; break;
5314 case 1: ret = "tex1"; break;
5315 case 2: ret = "tex2"; break;
5316 case 3: ret = "tex3"; break;
5317 case 4: ret = "tex4"; break;
5318 case 5: ret = "tex5"; break;
5319 case 6: ret = "tex6"; break;
5320 case 7: ret = "tex7"; break;
5321 default: ret = "unknown texture";
5323 break;
5325 case WINED3DTA_TFACTOR:
5326 ret = "tfactor"; break;
5328 case WINED3DTA_SPECULAR:
5329 ret = "fragment.color.secondary"; break;
5331 case WINED3DTA_TEMP:
5332 ret = "tempreg"; break;
5334 case WINED3DTA_CONSTANT:
5335 FIXME("Implement perstage constants\n");
5336 switch(stage) {
5337 case 0: ret = "const0"; break;
5338 case 1: ret = "const1"; break;
5339 case 2: ret = "const2"; break;
5340 case 3: ret = "const3"; break;
5341 case 4: ret = "const4"; break;
5342 case 5: ret = "const5"; break;
5343 case 6: ret = "const6"; break;
5344 case 7: ret = "const7"; break;
5345 default: ret = "unknown constant";
5347 break;
5349 default:
5350 return "unknown";
5353 if(arg & WINED3DTA_COMPLEMENT) {
5354 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5355 if(argnum == 0) ret = "arg0";
5356 if(argnum == 1) ret = "arg1";
5357 if(argnum == 2) ret = "arg2";
5359 if(arg & WINED3DTA_ALPHAREPLICATE) {
5360 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5361 if(argnum == 0) ret = "arg0";
5362 if(argnum == 1) ret = "arg1";
5363 if(argnum == 2) ret = "arg2";
5365 return ret;
5368 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5369 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5371 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5372 unsigned int mul = 1;
5373 BOOL mul_final_dest = FALSE;
5375 if(color && alpha) dstmask = "";
5376 else if(color) dstmask = ".xyz";
5377 else dstmask = ".w";
5379 if(dst == tempreg) dstreg = "tempreg";
5380 else dstreg = "ret";
5382 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5383 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5384 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5386 switch(op) {
5387 case WINED3DTOP_DISABLE:
5388 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5389 break;
5391 case WINED3DTOP_SELECTARG2:
5392 arg1 = arg2;
5393 case WINED3DTOP_SELECTARG1:
5394 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5395 break;
5397 case WINED3DTOP_MODULATE4X:
5398 mul = 2;
5399 case WINED3DTOP_MODULATE2X:
5400 mul *= 2;
5401 if(strcmp(dstreg, "result.color") == 0) {
5402 dstreg = "ret";
5403 mul_final_dest = TRUE;
5405 case WINED3DTOP_MODULATE:
5406 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5407 break;
5409 case WINED3DTOP_ADDSIGNED2X:
5410 mul = 2;
5411 if(strcmp(dstreg, "result.color") == 0) {
5412 dstreg = "ret";
5413 mul_final_dest = TRUE;
5415 case WINED3DTOP_ADDSIGNED:
5416 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5417 arg2 = "arg2";
5418 case WINED3DTOP_ADD:
5419 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5420 break;
5422 case WINED3DTOP_SUBTRACT:
5423 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5424 break;
5426 case WINED3DTOP_ADDSMOOTH:
5427 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5428 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5429 break;
5431 case WINED3DTOP_BLENDCURRENTALPHA:
5432 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5433 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5434 break;
5435 case WINED3DTOP_BLENDFACTORALPHA:
5436 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5437 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5438 break;
5439 case WINED3DTOP_BLENDTEXTUREALPHA:
5440 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5441 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5442 break;
5443 case WINED3DTOP_BLENDDIFFUSEALPHA:
5444 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5445 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5446 break;
5448 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5449 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5450 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5451 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5452 break;
5454 /* D3DTOP_PREMODULATE ???? */
5456 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5457 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5458 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5459 break;
5460 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5461 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5462 break;
5463 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5464 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5465 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5466 break;
5467 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5468 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5469 break;
5471 case WINED3DTOP_DOTPRODUCT3:
5472 mul = 4;
5473 if(strcmp(dstreg, "result.color") == 0) {
5474 dstreg = "ret";
5475 mul_final_dest = TRUE;
5477 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5478 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5479 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5480 break;
5482 case WINED3DTOP_MULTIPLYADD:
5483 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5484 break;
5486 case WINED3DTOP_LERP:
5487 /* The msdn is not quite right here */
5488 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5489 break;
5491 case WINED3DTOP_BUMPENVMAP:
5492 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5493 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5494 break;
5496 default:
5497 FIXME("Unhandled texture op %08x\n", op);
5500 if(mul == 2) {
5501 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5502 } else if(mul == 4) {
5503 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5507 /* The stateblock is passed for GLINFO_LOCATION */
5508 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5510 unsigned int stage;
5511 struct wined3d_shader_buffer buffer;
5512 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5513 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5514 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5515 const char *textype;
5516 const char *instr, *sat;
5517 char colorcor_dst[8];
5518 GLuint ret;
5519 DWORD arg0, arg1, arg2;
5520 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5521 BOOL op_equal;
5522 const char *final_combiner_src = "ret";
5524 /* Find out which textures are read */
5525 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5526 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5527 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5528 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5529 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5530 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5531 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5532 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5534 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5535 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5536 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5537 bump_used[stage] = TRUE;
5538 tex_read[stage] = TRUE;
5540 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5541 bump_used[stage] = TRUE;
5542 tex_read[stage] = TRUE;
5543 luminance_used[stage] = TRUE;
5544 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5545 tfactor_used = TRUE;
5548 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5549 tfactor_used = TRUE;
5552 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5553 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5554 tempreg_used = TRUE;
5557 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5558 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5559 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5560 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5561 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5562 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5563 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5565 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5566 tempreg_used = TRUE;
5568 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5569 tfactor_used = TRUE;
5573 /* Shader header */
5574 if (!shader_buffer_init(&buffer))
5576 ERR("Failed to initialize shader buffer.\n");
5577 return 0;
5580 shader_addline(&buffer, "!!ARBfp1.0\n");
5582 switch(settings->fog) {
5583 case FOG_OFF: break;
5584 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5585 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5586 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5587 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5590 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5591 shader_addline(&buffer, "TEMP TMP;\n");
5592 shader_addline(&buffer, "TEMP ret;\n");
5593 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5594 shader_addline(&buffer, "TEMP arg0;\n");
5595 shader_addline(&buffer, "TEMP arg1;\n");
5596 shader_addline(&buffer, "TEMP arg2;\n");
5597 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5598 if(!tex_read[stage]) continue;
5599 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5600 if(!bump_used[stage]) continue;
5601 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5602 if(!luminance_used[stage]) continue;
5603 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5605 if(tfactor_used) {
5606 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5608 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5610 if(settings->sRGB_write) {
5611 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5612 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5613 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5614 srgb_sub_high, 0.0, 0.0, 0.0);
5617 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5619 /* Generate texture sampling instructions) */
5620 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5621 if(!tex_read[stage]) continue;
5623 switch(settings->op[stage].tex_type) {
5624 case tex_1d: textype = "1D"; break;
5625 case tex_2d: textype = "2D"; break;
5626 case tex_3d: textype = "3D"; break;
5627 case tex_cube: textype = "CUBE"; break;
5628 case tex_rect: textype = "RECT"; break;
5629 default: textype = "unexpected_textype"; break;
5632 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5633 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5634 sat = "";
5635 } else {
5636 sat = "_SAT";
5639 if(settings->op[stage].projected == proj_none) {
5640 instr = "TEX";
5641 } else if(settings->op[stage].projected == proj_count4 ||
5642 settings->op[stage].projected == proj_count3) {
5643 instr = "TXP";
5644 } else {
5645 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5646 instr = "TXP";
5649 if(stage > 0 &&
5650 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5651 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5652 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5653 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5654 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5655 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5657 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5658 * so multiply the displacement with the dividing parameter before passing it to TXP
5660 if (settings->op[stage].projected != proj_none) {
5661 if(settings->op[stage].projected == proj_count4) {
5662 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5663 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5664 } else {
5665 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5666 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5668 } else {
5669 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5672 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5673 instr, sat, stage, stage, textype);
5674 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5675 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5676 stage - 1, stage - 1, stage - 1);
5677 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5679 } else if(settings->op[stage].projected == proj_count3) {
5680 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5681 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5682 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5683 instr, sat, stage, stage, textype);
5684 } else {
5685 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5686 instr, sat, stage, stage, stage, textype);
5689 sprintf(colorcor_dst, "tex%u", stage);
5690 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5691 settings->op[stage].color_fixup);
5694 /* Generate the main shader */
5695 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5696 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5697 if(stage == 0) {
5698 final_combiner_src = "fragment.color.primary";
5700 break;
5703 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5704 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5705 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5706 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5707 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5708 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5709 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5710 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5711 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5712 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5713 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5714 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5715 } else {
5716 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5717 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5718 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5719 settings->op[stage].carg2 == settings->op[stage].aarg2;
5722 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5723 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5724 settings->op[stage].cop, settings->op[stage].carg0,
5725 settings->op[stage].carg1, settings->op[stage].carg2);
5726 if(stage == 0) {
5727 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5729 } else if(op_equal) {
5730 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5731 settings->op[stage].cop, settings->op[stage].carg0,
5732 settings->op[stage].carg1, settings->op[stage].carg2);
5733 } else {
5734 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5735 settings->op[stage].cop, settings->op[stage].carg0,
5736 settings->op[stage].carg1, settings->op[stage].carg2);
5737 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5738 settings->op[stage].aop, settings->op[stage].aarg0,
5739 settings->op[stage].aarg1, settings->op[stage].aarg2);
5743 if(settings->sRGB_write) {
5744 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5745 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5746 } else {
5747 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5750 /* Footer */
5751 shader_addline(&buffer, "END\n");
5753 /* Generate the shader */
5754 GL_EXTCALL(glGenProgramsARB(1, &ret));
5755 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5756 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5758 if (glGetError() == GL_INVALID_OPERATION) {
5759 GLint pos;
5760 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5761 FIXME("Fragment program error at position %d: %s\n", pos,
5762 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5764 shader_buffer_free(&buffer);
5765 return ret;
5768 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5770 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5771 struct shader_arb_priv *priv = device->fragment_priv;
5772 BOOL use_pshader = use_ps(stateblock);
5773 BOOL use_vshader = use_vs(stateblock);
5774 struct ffp_frag_settings settings;
5775 const struct arbfp_ffp_desc *desc;
5776 unsigned int i;
5778 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5780 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5781 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5782 /* Reload fixed function constants since they collide with the pixel shader constants */
5783 for(i = 0; i < MAX_TEXTURES; i++) {
5784 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5786 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5787 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5788 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5789 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5791 return;
5794 if(!use_pshader) {
5795 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5796 gen_ffp_frag_op(stateblock, &settings, FALSE);
5797 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5798 if(!desc) {
5799 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5800 if (!new_desc)
5802 ERR("Out of memory\n");
5803 return;
5805 new_desc->num_textures_used = 0;
5806 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5807 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5808 new_desc->num_textures_used = i;
5811 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5812 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5813 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5814 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5815 desc = new_desc;
5818 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5819 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5820 * deactivate it.
5822 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5823 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5824 priv->current_fprogram_id = desc->shader;
5826 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5827 /* Reload fixed function constants since they collide with the pixel shader constants */
5828 for(i = 0; i < MAX_TEXTURES; i++) {
5829 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5831 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5832 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5834 context->last_was_pshader = FALSE;
5835 } else {
5836 context->last_was_pshader = TRUE;
5839 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5840 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5841 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5842 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5843 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5845 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5846 * shader handler
5848 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5849 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5851 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5852 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5855 if(use_pshader) {
5856 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5860 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5861 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5862 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5863 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5864 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5866 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5868 enum fogsource new_source;
5870 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5872 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5873 fragment_prog_arbfp(state, stateblock, context);
5876 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5878 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5879 if(use_vs(stateblock)) {
5880 new_source = FOGSOURCE_VS;
5881 } else {
5882 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5883 new_source = FOGSOURCE_COORD;
5884 } else {
5885 new_source = FOGSOURCE_FFP;
5888 } else {
5889 new_source = FOGSOURCE_FFP;
5891 if(new_source != context->fog_source) {
5892 context->fog_source = new_source;
5893 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5897 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5899 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5900 fragment_prog_arbfp(state, stateblock, context);
5904 #undef GLINFO_LOCATION
5906 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5907 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5908 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5909 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5910 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5911 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5912 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5913 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5914 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5915 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5916 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5917 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5918 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5919 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5920 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5921 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5922 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5923 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5924 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5925 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5926 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5927 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5928 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5929 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5930 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5931 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5932 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5933 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5934 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5935 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5936 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5937 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5938 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5939 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5940 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5941 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5942 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5943 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5944 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5945 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5946 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5947 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5948 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5949 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5950 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5951 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5952 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5953 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5954 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5955 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5956 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5957 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5958 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5959 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5960 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5961 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5962 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5963 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5964 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5965 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5966 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5967 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5968 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5969 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5970 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5971 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5972 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5973 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5974 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5975 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5976 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5977 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5978 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5979 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5980 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5981 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5982 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5983 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5984 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5985 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5986 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5987 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5988 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5989 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5990 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5991 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5992 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5993 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5994 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5995 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5996 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5997 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5998 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5999 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6000 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6001 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6002 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6003 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6004 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6005 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6006 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6007 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6008 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6009 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6010 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6011 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6012 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6013 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6014 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6015 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6016 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6017 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6018 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6019 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6020 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6021 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6022 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6023 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6024 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6025 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6026 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6027 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6028 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6029 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6030 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6031 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6032 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6033 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6034 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6035 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6036 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6037 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6038 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6039 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6040 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6041 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6042 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6043 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6044 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6045 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6046 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6047 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6048 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6049 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6050 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6051 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6052 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6053 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6054 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6057 const struct fragment_pipeline arbfp_fragment_pipeline = {
6058 arbfp_enable,
6059 arbfp_get_caps,
6060 arbfp_alloc,
6061 arbfp_free,
6062 shader_arb_color_fixup_supported,
6063 arbfp_fragmentstate_template,
6064 TRUE /* We can disable projected textures */
6067 #define GLINFO_LOCATION device->adapter->gl_info
6069 struct arbfp_blit_priv {
6070 GLenum yuy2_rect_shader, yuy2_2d_shader;
6071 GLenum uyvy_rect_shader, uyvy_2d_shader;
6072 GLenum yv12_rect_shader, yv12_2d_shader;
6075 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6076 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6077 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6078 if(!device->blit_priv) {
6079 ERR("Out of memory\n");
6080 return E_OUTOFMEMORY;
6082 return WINED3D_OK;
6085 /* Context activation is done by the caller. */
6086 static void arbfp_blit_free(IWineD3DDevice *iface) {
6087 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6088 struct arbfp_blit_priv *priv = device->blit_priv;
6090 ENTER_GL();
6091 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6092 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6093 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6094 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6095 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6096 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6097 checkGLcall("Delete yuv programs");
6098 LEAVE_GL();
6101 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
6102 GLenum textype, char *luminance)
6104 char chroma;
6105 const char *tex, *texinstr;
6107 if (yuv_fixup == YUV_FIXUP_UYVY) {
6108 chroma = 'x';
6109 *luminance = 'w';
6110 } else {
6111 chroma = 'w';
6112 *luminance = 'x';
6114 switch(textype) {
6115 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6116 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6117 default:
6118 /* This is more tricky than just replacing the texture type - we have to navigate
6119 * properly in the texture to find the correct chroma values
6121 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6122 return FALSE;
6125 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6126 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6127 * filtering when we sample the texture.
6129 * These are the rules for reading the chroma:
6131 * Even pixel: Cr
6132 * Even pixel: U
6133 * Odd pixel: V
6135 * So we have to get the sampling x position in non-normalized coordinates in integers
6137 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6138 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6139 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6140 } else {
6141 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6143 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6144 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6145 * 0.5, so add 0.5.
6147 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6148 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6150 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6151 * even and odd pixels respectively
6153 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6154 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6156 /* Sample Pixel 1 */
6157 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6159 /* Put the value into either of the chroma values */
6160 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6161 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6162 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6163 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6165 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6166 * the pixel right to the current one. Otherwise, sample the left pixel.
6167 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6169 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6170 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6171 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6173 /* Put the value into the other chroma */
6174 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6175 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6176 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6177 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6179 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6180 * the current one and lerp the two U and V values
6183 /* This gives the correctly filtered luminance value */
6184 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6186 return TRUE;
6189 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6191 const char *tex;
6193 switch(textype) {
6194 case GL_TEXTURE_2D: tex = "2D"; break;
6195 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6196 default:
6197 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6198 return FALSE;
6201 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6202 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6203 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6204 * pitch of the luminance plane, the packing into the gl texture is a bit
6205 * unfortunate. If the whole texture is interpreted as luminance data it looks
6206 * approximately like this:
6208 * +----------------------------------+----
6209 * | |
6210 * | |
6211 * | |
6212 * | |
6213 * | | 2
6214 * | LUMINANCE | -
6215 * | | 3
6216 * | |
6217 * | |
6218 * | |
6219 * | |
6220 * +----------------+-----------------+----
6221 * | | |
6222 * | U even rows | U odd rows |
6223 * | | | 1
6224 * +----------------+------------------ -
6225 * | | | 3
6226 * | V even rows | V odd rows |
6227 * | | |
6228 * +----------------+-----------------+----
6229 * | | |
6230 * | 0.5 | 0.5 |
6232 * So it appears as if there are 4 chroma images, but in fact the odd rows
6233 * in the chroma images are in the same row as the even ones. So its is
6234 * kinda tricky to read
6236 * When reading from rectangle textures, keep in mind that the input y coordinates
6237 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6239 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6240 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6242 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6243 /* the chroma planes have only half the width */
6244 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6246 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6247 * the coordinate. Also read the right side of the image when reading odd lines
6249 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6250 * bleeding
6252 if(textype == GL_TEXTURE_2D) {
6254 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6256 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6258 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6259 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6261 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6262 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6263 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6264 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6265 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6267 /* clamp, keep the half pixel origin in mind */
6268 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6269 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6270 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6271 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6272 } else {
6273 /* Read from [size - size+size/4] */
6274 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6275 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6277 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6278 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6279 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6280 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6281 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6282 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6284 /* Make sure to read exactly from the pixel center */
6285 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6286 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6288 /* Clamp */
6289 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6290 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6291 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6292 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6293 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6295 /* Read the texture, put the result into the output register */
6296 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6297 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6299 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6300 * No need to clamp because we're just reusing the already clamped value from above
6302 if(textype == GL_TEXTURE_2D) {
6303 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6304 } else {
6305 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6307 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6308 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6310 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6311 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6312 * values due to filtering
6314 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6315 if(textype == GL_TEXTURE_2D) {
6316 /* Multiply the y coordinate by 2/3 and clamp it */
6317 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6318 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6319 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6320 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6321 } else {
6322 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6323 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6324 * is bigger
6326 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6327 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6328 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6330 *luminance = 'a';
6332 return TRUE;
6335 /* Context activation is done by the caller. */
6336 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
6338 GLenum shader;
6339 struct wined3d_shader_buffer buffer;
6340 char luminance_component;
6341 struct arbfp_blit_priv *priv = device->blit_priv;
6343 /* Shader header */
6344 if (!shader_buffer_init(&buffer))
6346 ERR("Failed to initialize shader buffer.\n");
6347 return 0;
6350 ENTER_GL();
6351 GL_EXTCALL(glGenProgramsARB(1, &shader));
6352 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6353 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6354 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6355 LEAVE_GL();
6356 if(!shader) {
6357 shader_buffer_free(&buffer);
6358 return 0;
6361 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6362 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6363 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6364 * each single pixel it contains, and one U and one V value shared between both
6365 * pixels.
6367 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6368 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6369 * take the format into account when generating the read swizzles
6371 * Reading the Y value is straightforward - just sample the texture. The hardware
6372 * takes care of filtering in the horizontal and vertical direction.
6374 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6375 * because that would mix the U and V values of one pixel or two adjacent pixels.
6376 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6377 * regardless of the filtering setting. Vertical filtering works automatically
6378 * though - the U and V values of two rows are mixed nicely.
6380 * Appart of avoiding filtering issues, the code has to know which value it just
6381 * read, and where it can find the other one. To determine this, it checks if
6382 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6384 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6385 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6387 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6388 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6389 * in an unfiltered situation. Finding the luminance on the other hand requires
6390 * finding out if it is an odd or even pixel. The real drawback of this approach
6391 * is filtering. This would have to be emulated completely in the shader, reading
6392 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6393 * vertically. Beyond that it would require adjustments to the texture handling
6394 * code to deal with the width scaling
6396 shader_addline(&buffer, "!!ARBfp1.0\n");
6397 shader_addline(&buffer, "TEMP luminance;\n");
6398 shader_addline(&buffer, "TEMP temp;\n");
6399 shader_addline(&buffer, "TEMP chroma;\n");
6400 shader_addline(&buffer, "TEMP texcrd;\n");
6401 shader_addline(&buffer, "TEMP texcrd2;\n");
6402 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6403 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6404 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6406 switch (yuv_fixup)
6408 case YUV_FIXUP_UYVY:
6409 case YUV_FIXUP_YUY2:
6410 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6412 shader_buffer_free(&buffer);
6413 return 0;
6415 break;
6417 case YUV_FIXUP_YV12:
6418 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6420 shader_buffer_free(&buffer);
6421 return 0;
6423 break;
6425 default:
6426 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6427 shader_buffer_free(&buffer);
6428 return 0;
6431 /* Calculate the final result. Formula is taken from
6432 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6433 * ranges from -0.5 to 0.5
6435 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6437 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6438 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6439 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6440 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6441 shader_addline(&buffer, "END\n");
6443 ENTER_GL();
6444 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
6446 if (glGetError() == GL_INVALID_OPERATION) {
6447 GLint pos;
6448 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6449 FIXME("Fragment program error at position %d: %s\n", pos,
6450 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6452 shader_buffer_free(&buffer);
6453 LEAVE_GL();
6455 switch (yuv_fixup)
6457 case YUV_FIXUP_YUY2:
6458 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6459 else priv->yuy2_2d_shader = shader;
6460 break;
6462 case YUV_FIXUP_UYVY:
6463 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6464 else priv->uyvy_2d_shader = shader;
6465 break;
6467 case YUV_FIXUP_YV12:
6468 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6469 else priv->yv12_2d_shader = shader;
6470 break;
6473 return shader;
6476 /* Context activation is done by the caller. */
6477 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6478 GLenum textype, UINT width, UINT height)
6480 GLenum shader;
6481 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6482 float size[4] = {width, height, 1, 1};
6483 struct arbfp_blit_priv *priv = device->blit_priv;
6484 enum yuv_fixup yuv_fixup;
6486 if (!is_yuv_fixup(format_desc->color_fixup))
6488 TRACE("Fixup:\n");
6489 dump_color_fixup_desc(format_desc->color_fixup);
6490 /* Don't bother setting up a shader for unconverted formats */
6491 ENTER_GL();
6492 glEnable(textype);
6493 checkGLcall("glEnable(textype)");
6494 LEAVE_GL();
6495 return WINED3D_OK;
6498 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6500 switch(yuv_fixup)
6502 case YUV_FIXUP_YUY2:
6503 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6504 break;
6506 case YUV_FIXUP_UYVY:
6507 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6508 break;
6510 case YUV_FIXUP_YV12:
6511 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6512 break;
6514 default:
6515 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6516 ENTER_GL();
6517 glEnable(textype);
6518 checkGLcall("glEnable(textype)");
6519 LEAVE_GL();
6520 return E_NOTIMPL;
6523 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6525 ENTER_GL();
6526 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6527 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6528 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6529 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6530 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6531 checkGLcall("glProgramLocalParameter4fvARB");
6532 LEAVE_GL();
6534 return WINED3D_OK;
6537 /* Context activation is done by the caller. */
6538 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6539 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6541 ENTER_GL();
6542 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6543 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6544 glDisable(GL_TEXTURE_2D);
6545 checkGLcall("glDisable(GL_TEXTURE_2D)");
6546 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6547 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6548 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6550 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6551 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6552 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6554 LEAVE_GL();
6557 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6559 enum yuv_fixup yuv_fixup;
6561 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6563 TRACE("Checking support for fixup:\n");
6564 dump_color_fixup_desc(fixup);
6567 if (is_identity_fixup(fixup))
6569 TRACE("[OK]\n");
6570 return TRUE;
6573 /* We only support YUV conversions. */
6574 if (!is_yuv_fixup(fixup))
6576 TRACE("[FAILED]\n");
6577 return FALSE;
6580 yuv_fixup = get_yuv_fixup(fixup);
6581 switch(yuv_fixup)
6583 case YUV_FIXUP_YUY2:
6584 case YUV_FIXUP_UYVY:
6585 case YUV_FIXUP_YV12:
6586 TRACE("[OK]\n");
6587 return TRUE;
6589 default:
6590 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6591 TRACE("[FAILED]\n");
6592 return FALSE;
6596 const struct blit_shader arbfp_blit = {
6597 arbfp_blit_alloc,
6598 arbfp_blit_free,
6599 arbfp_blit_set,
6600 arbfp_blit_unset,
6601 arbfp_blit_color_fixup_supported,
6604 #undef GLINFO_LOCATION