2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL
need_mova_const(IWineD3DBaseShader
*shader
, const 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
) &&
56 !(GLINFO_LOCATION
.quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
59 static BOOL
need_helper_const(const struct wined3d_gl_info
*gl_info
)
61 if (!GL_SUPPORT(NV_VERTEX_PROGRAM
) /* Need to init colors. */
62 || gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
/* Load the immval offset. */
63 || gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
/* Have to init texcoords. */
64 || (!use_nv_clip(gl_info
)) /* Init the clip texcoord */)
71 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
74 /* We use one PARAM for the pos fixup, and in some cases one to load
75 * some immediate values into the shader
77 if(need_helper_const(gl_info
)) ret
++;
78 if(need_mova_const(shader
, gl_info
)) ret
++;
82 static inline BOOL
ffp_clip_emul(IWineD3DStateBlockImpl
*stateblock
)
84 return stateblock
->lowest_disabled_stage
< 7;
87 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
88 * so upload them above that
90 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
91 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
93 /* ARB_program_shader private data */
109 unsigned int loop_no
;
112 struct wined3d_shader_loop_control loop_control
;
116 struct arb_ps_np2fixup_info
118 struct ps_np2fixup_info super
;
119 /* For ARB we need a offset value:
120 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
121 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
122 * array we need an offset to the index inside the program local parameter array. */
126 struct arb_ps_compile_args
128 struct ps_compile_args super
;
130 WORD clip
; /* only a boolean, use a WORD for alignment */
131 unsigned char loop_ctrl
[MAX_CONST_I
][3];
134 struct stb_const_desc
136 unsigned char texunit
;
140 struct arb_ps_compiled_shader
142 struct arb_ps_compile_args args
;
143 struct arb_ps_np2fixup_info np2fixup_info
;
144 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
145 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
146 UINT int_consts
[MAX_CONST_I
];
149 unsigned char numbumpenvmatconsts
;
153 struct arb_vs_compile_args
155 struct vs_compile_args super
;
161 char clip_control
[2];
163 DWORD boolclip_compare
;
168 unsigned char vertex_samplers
[4];
169 DWORD vertex_samplers_compare
;
171 unsigned char loop_ctrl
[MAX_CONST_I
][3];
174 struct arb_vs_compiled_shader
176 struct arb_vs_compile_args args
;
178 UINT int_consts
[MAX_CONST_I
];
180 char need_color_unclamp
;
184 struct recorded_instruction
186 struct wined3d_shader_instruction ins
;
190 struct shader_arb_ctx_priv
195 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
197 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
199 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
203 const struct arb_vs_compile_args
*cur_vs_args
;
204 const struct arb_ps_compile_args
*cur_ps_args
;
205 const struct arb_ps_compiled_shader
*compiled_fprog
;
206 const struct arb_vs_compiled_shader
*compiled_vprog
;
207 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
208 struct list control_frames
;
212 unsigned int num_loops
, loop_depth
, num_ifcs
;
215 unsigned int vs_clipplanes
;
219 /* For 3.0 vertex shaders */
220 const char *vs_output
[MAX_REG_OUTPUT
];
221 /* For 2.x and earlier vertex shaders */
222 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
224 /* 3.0 pshader input for compatibility with fixed function */
225 const char *ps_input
[MAX_REG_INPUT
];
230 struct wined3d_shader_signature_element
*sig
;
232 struct wine_rb_entry entry
;
235 struct arb_pshader_private
{
236 struct arb_ps_compiled_shader
*gl_shaders
;
237 UINT num_gl_shaders
, shader_array_size
;
238 BOOL has_signature_idx
;
239 DWORD input_signature_idx
;
240 DWORD clipplane_emulation
;
244 struct arb_vshader_private
{
245 struct arb_vs_compiled_shader
*gl_shaders
;
246 UINT num_gl_shaders
, shader_array_size
;
249 struct shader_arb_priv
251 GLuint current_vprogram_id
;
252 GLuint current_fprogram_id
;
253 const struct arb_ps_compiled_shader
*compiled_fprog
;
254 const struct arb_vs_compiled_shader
*compiled_vprog
;
255 GLuint depth_blt_vprogram_id
;
256 GLuint depth_blt_fprogram_id
[tex_type_count
];
257 BOOL use_arbfp_fixed_func
;
258 struct wine_rb_tree fragment_shaders
;
259 BOOL last_ps_const_clamped
;
260 BOOL last_vs_color_unclamp
;
262 struct wine_rb_tree signature_tree
;
266 /********************************************************
267 * ARB_[vertex/fragment]_program helper functions follow
268 ********************************************************/
270 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
271 * When constant_list == NULL, it will load all the constants.
273 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
274 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
276 /* GL locking is done by the caller */
277 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
278 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
280 local_constant
* lconst
;
284 if (TRACE_ON(d3d_constants
))
286 for(i
= 0; i
< max_constants
; i
++) {
287 if(!dirty_consts
[i
]) continue;
288 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
289 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
290 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
296 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
297 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
300 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
301 * shaders, the first 8 constants are marked dirty for reload
303 for(; i
< min(8, max_constants
); i
++) {
304 if(!dirty_consts
[i
]) continue;
308 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
309 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
310 else lcl_const
[0] = constants
[j
+ 0];
312 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
313 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
314 else lcl_const
[1] = constants
[j
+ 1];
316 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
317 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
318 else lcl_const
[2] = constants
[j
+ 2];
320 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
321 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
322 else lcl_const
[3] = constants
[j
+ 3];
324 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
327 /* If further constants are dirty, reload them without clamping.
329 * The alternative is not to touch them, but then we cannot reset the dirty constant count
330 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
331 * above would always re-check the first 8 constants since max_constant remains at the init
336 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
337 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
338 * or just reloading *all* constants at once
340 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
342 for(; i
< max_constants
; i
++) {
343 if(!dirty_consts
[i
]) continue;
345 /* Find the next block of dirty constants */
348 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
352 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
355 for(; i
< max_constants
; i
++) {
356 if(dirty_consts
[i
]) {
358 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
362 checkGLcall("glProgramEnvParameter4fvARB()");
364 /* Load immediate constants */
365 if(This
->baseShader
.load_local_constsF
) {
366 if (TRACE_ON(d3d_shader
)) {
367 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
368 GLfloat
* values
= (GLfloat
*)lconst
->value
;
369 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
370 values
[0], values
[1], values
[2], values
[3]);
373 /* Immediate constants are clamped for 1.X shaders at loading times */
375 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
376 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
377 ret
= max(ret
, lconst
->idx
+ 1);
378 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
380 checkGLcall("glProgramEnvParameter4fvARB()");
381 return ret
; /* The loaded immediate constants need reloading for the next shader */
383 return 0; /* No constants are dirty now */
388 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
390 static void shader_arb_load_np2fixup_constants(
391 IWineD3DDevice
* device
,
393 char useVertexShader
) {
395 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
396 const struct shader_arb_priv
* const priv
= (const struct shader_arb_priv
*) deviceImpl
->shader_priv
;
397 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
398 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
400 if (!usePixelShader
) {
401 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
405 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
406 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
408 WORD active
= fixup
->super
.active
;
409 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
411 for (i
= 0; active
; active
>>= 1, ++i
) {
412 const unsigned char idx
= fixup
->super
.idx
[i
];
413 const IWineD3DTextureImpl
* const tex
= (const IWineD3DTextureImpl
*) stateBlock
->textures
[i
];
414 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
416 if (!(active
& 1)) continue;
419 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
424 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
426 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
430 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
431 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
432 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
437 /* GL locking is done by the caller. */
438 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
440 const struct wined3d_context
*context
= context_get_current();
441 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
442 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
444 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
445 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
447 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
449 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
451 /* The state manager takes care that this function is always called if the bump env matrix changes */
452 const float *data
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVMAT00
];
453 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
455 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
457 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
458 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
459 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
460 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
462 const float *scale
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
463 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->luminanceconst
[i
].const_num
, scale
));
466 checkGLcall("Load bumpmap consts");
468 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
470 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
471 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
476 val
[0] = context
->render_offscreen
? 0.0f
477 : ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
478 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
481 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
482 checkGLcall("y correction loading");
485 if(gl_shader
->num_int_consts
== 0) return;
487 for(i
= 0; i
< MAX_CONST_I
; i
++)
489 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
492 val
[0] = stateBlock
->pixelShaderConstantI
[4 * i
];
493 val
[1] = stateBlock
->pixelShaderConstantI
[4 * i
+ 1];
494 val
[2] = stateBlock
->pixelShaderConstantI
[4 * i
+ 2];
497 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
500 checkGLcall("Load ps int consts");
503 /* GL locking is done by the caller. */
504 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
506 IWineD3DStateBlockImpl
* stateBlock
;
507 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
509 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
510 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
512 /* Upload the position fixup */
513 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, deviceImpl
->posFixup
));
515 if(gl_shader
->num_int_consts
== 0) return;
517 stateBlock
= deviceImpl
->stateBlock
;
519 for(i
= 0; i
< MAX_CONST_I
; i
++)
521 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
524 val
[0] = stateBlock
->vertexShaderConstantI
[4 * i
];
525 val
[1] = stateBlock
->vertexShaderConstantI
[4 * i
+ 1];
526 val
[2] = stateBlock
->vertexShaderConstantI
[4 * i
+ 2];
529 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
532 checkGLcall("Load vs int consts");
536 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
538 * We only support float constants in ARB at the moment, so don't
539 * worry about the Integers or Booleans
541 /* GL locking is done by the caller (state handler) */
542 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
544 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
545 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
546 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
548 if (useVertexShader
) {
549 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
551 /* Load DirectX 9 float constants for vertex shader */
552 device
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
553 device
->highest_dirty_vs_const
, stateBlock
->vertexShaderConstantF
, context
->vshader_const_dirty
);
554 shader_arb_vs_local_constants(device
);
557 if (usePixelShader
) {
558 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
560 /* Load DirectX 9 float constants for pixel shader */
561 device
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
562 device
->highest_dirty_ps_const
, stateBlock
->pixelShaderConstantF
, context
->pshader_const_dirty
);
563 shader_arb_ps_local_constants(device
);
567 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
569 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
570 struct wined3d_context
*context
= context_get_current();
572 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
573 * context. On a context switch the old context will be fully dirtified */
574 if (!context
|| ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
!= This
) return;
576 memset(context
->vshader_const_dirty
+ start
, 1, sizeof(*context
->vshader_const_dirty
) * count
);
577 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
);
580 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
582 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
583 struct wined3d_context
*context
= context_get_current();
585 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
586 * context. On a context switch the old context will be fully dirtified */
587 if (!context
|| ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
!= This
) return;
589 memset(context
->pshader_const_dirty
+ start
, 1, sizeof(*context
->pshader_const_dirty
) * count
);
590 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
);
593 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
597 const local_constant
*lconst
;
599 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
601 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
603 ERR("Out of memory\n");
607 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
608 ret
[lconst
->idx
] = idx
++;
613 /* Generate the variable & register declarations for the ARB_vertex_program output target */
614 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
615 struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, DWORD
*lconst_map
,
616 DWORD
*num_clipplanes
, struct shader_arb_ctx_priv
*ctx
)
618 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
619 DWORD i
, next_local
= 0;
620 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
621 unsigned max_constantsF
;
622 const local_constant
*lconst
;
625 /* In pixel shaders, all private constants are program local, we don't need anything
626 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
627 * If we need a private constant the GL implementation will squeeze it in somewhere
629 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
630 * immediate values. The posFixup is loaded using program.env for now, so always
631 * subtract one from the number of constants. If the shader uses indirect addressing,
632 * account for the helper const too because we have to declare all availabke d3d constants
633 * and don't know which are actually used.
636 max_constantsF
= GL_LIMITS(pshader_constantsF
);
638 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
639 DWORD highest_constf
= 0, clip_limit
;
640 max_constantsF
= GL_LIMITS(vshader_constantsF
) - reserved_vs_const(iface
, gl_info
);
641 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
643 for(i
= 0; i
< This
->baseShader
.limits
.constant_float
; i
++)
646 DWORD shift
= i
& 0x1f;
647 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
650 clip_limit
= GL_LIMITS(clipplanes
);
651 if(ctx
->target_version
== ARB
) clip_limit
= min(clip_limit
, 4);
652 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
653 max_constantsF
-= *num_clipplanes
;
654 if(*num_clipplanes
< clip_limit
)
656 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, GL_LIMITS(clipplanes
));
661 if(ctx
->target_version
>= NV2
) *num_clipplanes
= GL_LIMITS(clipplanes
);
662 else *num_clipplanes
= min(GL_LIMITS(clipplanes
), 4);
663 max_constantsF
= GL_LIMITS(vshader_constantsF
);
667 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
669 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
672 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
674 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
677 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
679 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
681 if (map
& 1) 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
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);
707 for(i
= 0; i
< max_constantsF
; i
++) {
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
);
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
)
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';
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
)
776 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
777 *ptr
++ = swizzle_chars
[swizzle_x
];
779 *ptr
++ = swizzle_chars
[swizzle_x
];
780 *ptr
++ = swizzle_chars
[swizzle_y
];
781 *ptr
++ = swizzle_chars
[swizzle_z
];
782 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
816 case WINED3DSPR_TEMP
:
817 sprintf(register_name
, "R%u", reg
->idx
);
820 case WINED3DSPR_INPUT
:
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");
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
]);
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
);
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
);
887 if(reg
->idx
< MAX_REG_INPUT
)
889 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
893 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
894 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
901 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
902 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
906 case WINED3DSPR_CONST
:
907 if (!pshader
&& reg
->rel_addr
)
911 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
912 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
913 sprintf(rel_reg
, "A0.x");
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) {
920 shader_arb_request_a0(ins
, rel_reg
);
921 sprintf(rel_reg
, "A0.x");
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
);
930 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
934 if (This
->baseShader
.reg_maps
.usesrelconstF
)
935 sprintf(register_name
, "C[%u]", reg
->idx
);
937 sprintf(register_name
, "C%u", reg
->idx
);
941 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
951 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
952 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
957 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
959 sprintf(register_name
, "A%u", reg
->idx
);
963 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
968 case WINED3DSPR_COLOROUT
:
969 if(ctx
->cur_ps_args
->super
.srgb_correction
&& reg
->idx
== 0)
971 strcpy(register_name
, "TMP_COLOR");
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
);
982 strcpy(register_name
, "result.color");
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
]);
992 case WINED3DSPR_DEPTHOUT
:
993 strcpy(register_name
, "result.depth");
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
]);
1002 case WINED3DSPR_TEXCRDOUT
:
1005 sprintf(register_name
, "oT[%u]", reg
->idx
);
1009 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1011 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1015 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
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");
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
1035 sprintf(register_name
, "**aL_emul**");
1040 case WINED3DSPR_CONSTINT
:
1041 sprintf(register_name
, "I%u", reg
->idx
);
1044 case WINED3DSPR_MISCTYPE
:
1047 sprintf(register_name
, "vpos");
1049 else if(reg
->idx
== 1)
1051 sprintf(register_name
, "fragment.facing.x");
1055 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1060 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1061 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
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];
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";
1091 FIXME("Unhandled channel source %#x\n", channel_source
);
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
)
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
);
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
;
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
));
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
;
1132 char *ptr
= reg_mask
;
1134 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
)
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
;
1167 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1170 case WINED3DSPDM_SATURATE
:
1173 case WINED3DSPDM_PARTIALPRECISION
:
1180 FIXME("Unknown modifiers 0x%08x\n", mod
);
1185 #define TEX_PROJ 0x1
1186 #define TEX_BIAS 0x2
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
;
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
) {
1212 if(device
->stateBlock
->textures
[sampler_idx
] &&
1213 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
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
;
1228 case WINED3DSTT_VOLUME
:
1232 case WINED3DSTT_CUBE
:
1237 ERR("Unexpected texture type %d\n", sampler_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";
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 derivatives\n");
1256 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\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
);
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
);
1289 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
);
1323 case WINED3DSPSM_NEG
:
1324 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1327 case WINED3DSPSM_BIAS
:
1328 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1330 case WINED3DSPSM_BIASNEG
:
1331 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1333 case WINED3DSPSM_SIGN
:
1334 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
1336 case WINED3DSPSM_SIGNNEG
:
1337 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
1339 case WINED3DSPSM_COMP
:
1340 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
1342 case WINED3DSPSM_X2
:
1343 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1345 case WINED3DSPSM_X2NEG
:
1346 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1356 case WINED3DSPSM_ABS
:
1357 if(ctx
->target_version
>= NV2
) {
1358 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1361 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1364 case WINED3DSPSM_ABSNEG
:
1365 if(ctx
->target_version
>= NV2
) {
1366 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1368 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1369 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1374 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1378 /* Return modified or original register, with swizzle */
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
;
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
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
)
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
);
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
;
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
);
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]);
1450 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
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
;
1476 char src_name
[3][50];
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
;
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]);
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];
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_DSX
: instruction
= "DDX"; break;
1582 default: instruction
= "";
1583 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1587 /* Note that shader_arb_add_dst_param() adds spaces. */
1588 arguments
[0] = '\0';
1589 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1590 for (i
= 0; i
< ins
->src_count
; ++i
)
1593 strcat(arguments
, ", ");
1594 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1595 strcat(arguments
, operand
);
1597 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1600 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1602 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1603 shader_addline(buffer
, "NOP;\n");
1606 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1608 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1609 BOOL pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
1610 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1612 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1613 char src0_param
[256];
1615 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1618 if(ctx
->target_version
>= NV2
) {
1619 shader_hw_map2gl(ins
);
1622 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1623 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1625 /* This implements the mova formula used in GLSL. The first two instructions
1626 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1630 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1632 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1633 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1635 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask
, src0_param
);
1636 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask
);
1638 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1639 shader_addline(buffer
, "ADD TA%s, TA, mova_const.x;\n", write_mask
);
1640 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1641 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1643 shader_addline(buffer
, "ADD TA%s, TA, helper_const.z;\n", write_mask
);
1645 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1647 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1648 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1649 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1650 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1652 src0_param
[0] = '\0';
1653 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1655 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1656 shader_addline(buffer
, "ADD TA.x, %s, helper_const.z;\n", src0_param
);
1657 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1661 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1662 * with more than one component. Thus replicate the first source argument over all
1663 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1664 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1665 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1666 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1667 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1670 else if(ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& ins
->dst
[0].reg
.idx
== 0 && pshader
)
1672 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1673 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1675 shader_addline(buffer
, "#mov handled in srgb write code\n");
1678 shader_hw_map2gl(ins
);
1682 shader_hw_map2gl(ins
);
1686 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1688 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1689 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1692 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1693 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1695 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1697 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1699 const char *kilsrc
= "TA";
1702 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1703 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1709 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1710 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1711 * masked out components to 0(won't kill)
1713 char x
= '0', y
= '0', z
= '0', w
= '0';
1714 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1715 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1716 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1717 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1718 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1720 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1722 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1723 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1725 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1726 * or pass in any temporary register(in shader phase 2)
1728 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1729 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1731 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1733 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1734 shader_addline(buffer
, "KIL TA;\n");
1738 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1740 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1741 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1742 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1743 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1744 ins
->ctx
->reg_maps
->shader_version
.minor
);
1745 struct wined3d_shader_src_param src
;
1749 DWORD reg_sampler_code
;
1752 /* All versions have a destination register */
1753 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1755 /* 1.0-1.4: Use destination register number as texture code.
1756 2.0+: Use provided sampler number as texure code. */
1757 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1758 reg_sampler_code
= dst
->reg
.idx
;
1760 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1762 /* 1.0-1.3: Use the texcoord varying.
1763 1.4+: Use provided coordinate source register. */
1764 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1765 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1767 /* TEX is the only instruction that can handle DW and DZ natively */
1769 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1770 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1771 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1775 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1776 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1777 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1779 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1782 if(reg_sampler_code
< MAX_TEXTURES
) {
1783 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1785 if (flags
& WINED3DTTFF_PROJECTED
) {
1786 myflags
|= TEX_PROJ
;
1789 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1791 DWORD src_mod
= ins
->src
[0].modifiers
;
1792 if (src_mod
== WINED3DSPSM_DZ
) {
1793 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1794 * varying register, so we need a temp reg
1796 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1797 strcpy(reg_coord
, "TA");
1798 myflags
|= TEX_PROJ
;
1799 } else if(src_mod
== WINED3DSPSM_DW
) {
1800 myflags
|= TEX_PROJ
;
1803 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1804 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1806 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1809 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1811 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1812 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1813 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1814 ins
->ctx
->reg_maps
->shader_version
.minor
);
1817 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1819 DWORD reg
= dst
->reg
.idx
;
1821 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1822 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1826 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1827 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1828 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1832 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1834 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1835 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1836 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1839 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1843 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1844 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1845 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1846 /* Move .x first in case src_str is "TA" */
1847 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1848 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1849 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1850 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1853 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1855 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1857 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1861 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1862 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1863 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1864 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
1865 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
1866 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
1869 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1871 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1875 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1876 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1877 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1878 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
1881 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1883 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1884 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1885 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1886 char reg_coord
[40], dst_reg
[50], src_reg
[50];
1887 DWORD reg_dest_code
;
1889 /* All versions have a destination register. The Tx where the texture coordinates come
1890 * from is the varying incarnation of the texture register
1892 reg_dest_code
= dst
->reg
.idx
;
1893 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
1894 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
1895 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
1897 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1898 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1900 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1901 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1903 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1904 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1907 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1908 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
1909 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1910 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
1912 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1913 * so we can't let the GL handle this.
1915 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1916 & WINED3DTTFF_PROJECTED
) {
1917 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
1918 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
1919 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
1921 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
1924 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
1926 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
1928 /* No src swizzles are allowed, so this is ok */
1929 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1930 src_reg
, reg_dest_code
, reg_dest_code
);
1931 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
1935 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1937 DWORD reg
= ins
->dst
[0].reg
.idx
;
1938 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1939 char src0_name
[50], dst_name
[50];
1941 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1943 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1944 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1945 * T<reg+1> register. Use this register to store the calculated vector
1947 tmp_reg
.idx
= reg
+ 1;
1948 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1949 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
1952 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1954 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1955 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1957 DWORD reg
= ins
->dst
[0].reg
.idx
;
1958 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1964 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1965 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
1967 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1968 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1969 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
1970 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1971 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1974 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1976 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1977 DWORD reg
= ins
->dst
[0].reg
.idx
;
1978 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1979 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1980 char src0_name
[50], dst_name
[50];
1981 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1984 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1985 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1986 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1988 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
1989 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1991 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1992 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1993 dst_name
, 'x' + current_state
->current_row
, reg
, src0_name
);
1994 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1997 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
1999 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2000 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2002 DWORD reg
= ins
->dst
[0].reg
.idx
;
2003 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2004 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2006 char src0_name
[50], dst_name
[50];
2009 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2010 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2011 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2013 /* Sample the texture using the calculated coordinates */
2014 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2015 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2016 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2017 current_state
->current_row
= 0;
2020 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2022 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2023 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2025 DWORD reg
= ins
->dst
[0].reg
.idx
;
2026 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2027 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2033 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2034 * components for temporary data storage
2036 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2037 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2038 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2040 /* Construct the eye-ray vector from w coordinates */
2041 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
2042 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
2043 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2045 /* Calculate reflection vector
2047 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2048 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2049 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2050 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2051 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2052 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2053 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2055 /* Sample the texture using the calculated coordinates */
2056 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2057 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2058 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2059 current_state
->current_row
= 0;
2062 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2064 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2065 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2067 DWORD reg
= ins
->dst
[0].reg
.idx
;
2068 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2069 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2076 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2077 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2078 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2079 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2080 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2082 /* Calculate reflection vector.
2085 * dst_reg.xyz = 2 * --------- * N - E
2088 * Which normalizes the normal vector
2090 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2091 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2092 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2093 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2094 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2095 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2097 /* Sample the texture using the calculated coordinates */
2098 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2099 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2100 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2101 current_state
->current_row
= 0;
2104 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2106 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2107 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2110 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2111 * which is essentially an input, is the destination register because it is the first
2112 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2113 * here(writemasks/swizzles are not valid on texdepth)
2115 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2117 /* According to the msdn, the source register(must be r5) is unusable after
2118 * the texdepth instruction, so we're free to modify it
2120 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
2122 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2123 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2124 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2126 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2127 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2128 shader_addline(buffer
, "MIN TA.x, TA.x, one.x;\n");
2129 shader_addline(buffer
, "MAX result.depth, TA.x, 0.0;\n");
2132 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2133 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2134 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2135 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2137 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2138 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2142 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2143 shader_addline(buffer
, "MOV TB, 0.0;\n");
2144 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2146 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2147 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2150 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2151 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2152 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2154 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2157 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2159 /* Handle output register */
2160 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2161 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2162 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2165 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2166 * Perform the 3rd row of a 3x3 matrix multiply */
2167 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2169 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2170 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2171 char dst_str
[50], dst_name
[50];
2175 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2176 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2177 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2178 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2179 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2182 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2183 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2184 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2185 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2187 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2189 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2190 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2191 char src0
[50], dst_name
[50];
2194 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2195 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2196 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2198 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2199 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2200 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2202 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2203 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2204 shader_addline(buffer
, "MIN %s.x, %s.x, one.x;\n", dst_name
, dst_name
);
2205 shader_addline(buffer
, "MAX result.depth, %s.x, 0.0;\n", dst_name
);
2208 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2209 Vertex/Pixel shaders to ARB_vertex_program codes */
2210 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2213 int nComponents
= 0;
2214 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2215 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2216 struct wined3d_shader_instruction tmp_ins
;
2218 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2220 /* Set constants for the temporary argument */
2221 tmp_ins
.ctx
= ins
->ctx
;
2222 tmp_ins
.dst_count
= 1;
2223 tmp_ins
.dst
= &tmp_dst
;
2224 tmp_ins
.src_count
= 2;
2225 tmp_ins
.src
= tmp_src
;
2227 switch(ins
->handler_idx
)
2229 case WINED3DSIH_M4x4
:
2231 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2233 case WINED3DSIH_M4x3
:
2235 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2237 case WINED3DSIH_M3x4
:
2239 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2241 case WINED3DSIH_M3x3
:
2243 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2245 case WINED3DSIH_M3x2
:
2247 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2250 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2254 tmp_dst
= ins
->dst
[0];
2255 tmp_src
[0] = ins
->src
[0];
2256 tmp_src
[1] = ins
->src
[1];
2257 for (i
= 0; i
< nComponents
; i
++) {
2258 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2259 shader_hw_map2gl(&tmp_ins
);
2260 ++tmp_src
[1].reg
.idx
;
2264 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2266 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2267 const char *instruction
;
2272 switch(ins
->handler_idx
)
2274 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2275 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2276 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2277 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2278 default: instruction
= "";
2279 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2283 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2284 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2285 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2287 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2293 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2296 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2298 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2301 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2302 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2304 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2305 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2307 if(pshader
&& priv
->target_version
>= NV3
)
2309 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2313 shader_addline(buffer
, "DP3 TA, %s, %s;\n", src_name
, src_name
);
2314 shader_addline(buffer
, "RSQ TA, TA.x;\n");
2315 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2316 shader_addline(buffer
, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins
), dst_name
,
2321 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2323 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2325 char src_name
[3][50];
2327 /* ARB_fragment_program has a convenient LRP instruction */
2328 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2329 shader_hw_map2gl(ins
);
2333 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2334 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2335 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2336 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2338 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2339 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2340 dst_name
, src_name
[0], src_name
[2]);
2343 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2345 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2346 * must contain fixed constants. So we need a separate function to filter those constants and
2349 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2350 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2351 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2353 char src_name0
[50], src_name1
[50], src_name2
[50];
2356 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2357 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2358 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2359 /* No modifiers are supported on SCS */
2360 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2362 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2364 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2365 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2367 } else if(priv
->target_version
>= NV2
) {
2368 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2370 /* Sincos writemask must be .x, .y or .xy */
2371 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2372 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2373 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2374 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2376 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2377 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2379 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2380 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2382 * The constants we get are:
2384 * +1 +1, -1 -1 +1 +1 -1 -1
2385 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2386 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2388 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2392 * (x/2)^4 = x^4 / 16
2393 * (x/2)^5 = x^5 / 32
2396 * To get the final result:
2397 * sin(x) = 2 * sin(x/2) * cos(x/2)
2398 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2399 * (from sin(x+y) and cos(x+y) rules)
2401 * As per MSDN, dst.z is undefined after the operation, and so is
2402 * dst.x and dst.y if they're masked out by the writemask. Ie
2403 * sincos dst.y, src1, c0, c1
2404 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2405 * vsa.exe also stops with an error if the dest register is the same register as the source
2406 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2407 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2409 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2410 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2411 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2413 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2414 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2415 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2416 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2417 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2418 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2422 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2423 * properly merge that with MULs in the code above?
2424 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2425 * we can merge the sine and cosine MAD rows to calculate them together.
2427 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2428 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2429 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2430 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2433 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2434 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2435 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2437 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2439 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2440 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2442 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2444 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2445 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2450 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2452 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2455 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2457 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2458 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2460 /* SGN is only valid in vertex shaders */
2461 if(ctx
->target_version
>= NV2
) {
2462 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, 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
);
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
);
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
;
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
)
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
);
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
;
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;
2548 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
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
);
2561 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2564 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2568 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2573 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
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
;
2585 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2588 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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
);
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
;
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 */
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
);
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
);
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");
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
);
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");
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");
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
);
2701 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->loop_no
);
2705 shader_addline(buffer
, "BRK;\n");
2709 static const char *get_compare(COMPARISON_TYPE 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";
2720 FIXME("Unrecognized comparison value: %u\n", flags
);
2725 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE 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
;
2736 FIXME("Unrecognized comparison value: %u\n", flags
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
;
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
);
2827 if(control_frame
->had_else
)
2829 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->ifc_no
);
2833 shader_addline(buffer
, "#No else branch. else is endif\n");
2834 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
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
;
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
;
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
;
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
);
2945 shader_addline(buffer
, "MOV TA, -helper_const.w;\n");
2948 shader_addline(buffer
, "MOV TA.yzw, -helper_const.w;\n");
2951 shader_addline(buffer
, "MOV TA.zw, -helper_const.w;\n");
2954 shader_addline(buffer
, "MOV TA.w, -helper_const.w;\n");
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");
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;
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;
3005 const char *blt_vprogram
=
3007 "PARAM c[1] = { { 1, 0.5 } };\n"
3008 "MOV result.position, vertex.position;\n"
3009 "MOV result.color, c[0].x;\n"
3010 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3013 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3014 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3015 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3016 strlen(blt_vprogram
), blt_vprogram
));
3017 checkGLcall("glProgramStringARB()");
3019 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3022 FIXME("Vertex program error at position %d: %s\n", pos
,
3023 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3029 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3030 checkGLcall("glGetProgramivARB()");
3031 if (!native
) WARN("Program exceeds native resource limits.\n");
3037 /* GL locking is done by the caller */
3038 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
)
3040 GLuint program_id
= 0;
3043 static const char * const blt_fprograms
[tex_type_count
] =
3050 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3051 "MOV result.depth.z, R0.x;\n"
3058 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3059 "MOV result.depth.z, R0.x;\n"
3064 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3065 "MOV result.depth.z, R0.x;\n"
3069 if (!blt_fprograms
[tex_type
])
3071 FIXME("tex_type %#x not supported\n", tex_type
);
3075 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3076 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3077 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3078 strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
3079 checkGLcall("glProgramStringARB()");
3081 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3084 FIXME("Fragment program error at position %d: %s\n", pos
,
3085 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3091 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3092 checkGLcall("glGetProgramivARB()");
3093 if (!native
) WARN("Program exceeds native resource limits.\n");
3099 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3100 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3102 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3106 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3107 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3108 /* Calculate the > 0.0031308 case */
3109 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3110 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3111 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3112 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3113 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3114 /* Calculate the < case */
3115 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3119 /* Calculate the > 0.0031308 case */
3120 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3121 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3122 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3123 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3124 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3125 /* Calculate the < case */
3126 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3127 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3128 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3129 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3130 /* Store the components > 0.0031308 in the destination */
3131 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3132 /* Add the components that are < 0.0031308 */
3133 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3134 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3135 * result.color writes(.rgb first, then .a), or handle overwriting already written
3136 * components. The assembler uses a temporary register in this case, which is usually
3137 * not allocated from one of our registers that were used earlier.
3140 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3141 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3144 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3146 const local_constant
*constant
;
3148 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3150 if (constant
->idx
== idx
)
3152 return constant
->value
;
3158 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3159 struct shader_arb_ctx_priv
*priv
)
3161 const char *texcoords
[8] =
3163 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3164 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3167 const struct wined3d_shader_signature_element
*sig
= This
->input_signature
;
3168 const char *semantic_name
;
3171 switch(args
->super
.vp_mode
)
3173 case pretransformed
:
3175 /* The pixelshader has to collect the varyings on its own. In any case properly load
3176 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3177 * other attribs to 0.0.
3179 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3180 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3181 * load the texcoord attrib pointers to match the pixel shader signature
3183 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3185 semantic_name
= sig
[i
].semantic_name
;
3186 semantic_idx
= sig
[i
].semantic_idx
;
3187 if(semantic_name
== NULL
) continue;
3189 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3191 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.color.primary";
3192 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3193 else priv
->ps_input
[i
] = "0.0";
3195 else if(args
->super
.vp_mode
== fixedfunction
)
3197 priv
->ps_input
[i
] = "0.0";
3199 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3201 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3202 else priv
->ps_input
[i
] = "0.0";
3204 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3206 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.fogcoord";
3207 else priv
->ps_input
[i
] = "0.0";
3211 priv
->ps_input
[i
] = "0.0";
3214 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3219 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3222 for(i
= 0; i
< 8; i
++)
3224 priv
->ps_input
[i
] = texcoords
[i
];
3226 priv
->ps_input
[8] = "fragment.color.primary";
3227 priv
->ps_input
[9] = "fragment.color.secondary";
3232 /* GL locking is done by the caller */
3233 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3234 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3236 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3237 CONST DWORD
*function
= This
->baseShader
.function
;
3238 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3239 const local_constant
*lconst
;
3242 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3243 struct shader_arb_ctx_priv priv_ctx
;
3244 BOOL dcl_tmp
= args
->super
.srgb_correction
, dcl_td
= FALSE
;
3245 BOOL want_nv_prog
= FALSE
;
3246 struct arb_pshader_private
*shader_priv
= This
->baseShader
.backend_data
;
3251 unsigned int i
, found
= 0;
3253 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3256 || (This
->color0_mov
&& i
== This
->color0_reg
)
3257 || (reg_maps
->shader_version
.major
< 2 && i
== 0))
3260 sprintf(srgbtmp
[found
], "R%u", i
);
3262 if (found
== 4) break;
3266 case 4: dcl_tmp
= FALSE
; break;
3268 sprintf(srgbtmp
[0], "TA");
3269 sprintf(srgbtmp
[1], "TB");
3270 sprintf(srgbtmp
[2], "TC");
3271 sprintf(srgbtmp
[3], "TD");
3275 sprintf(srgbtmp
[1], "TA");
3276 sprintf(srgbtmp
[2], "TB");
3277 sprintf(srgbtmp
[3], "TC");
3280 sprintf(srgbtmp
[2], "TA");
3281 sprintf(srgbtmp
[3], "TB");
3284 sprintf(srgbtmp
[3], "TA");
3288 /* Create the hw ARB shader */
3289 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3290 priv_ctx
.cur_ps_args
= args
;
3291 priv_ctx
.compiled_fprog
= compiled
;
3292 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3293 init_ps_input(This
, args
, &priv_ctx
);
3294 list_init(&priv_ctx
.control_frames
);
3296 /* Avoid enabling NV_fragment_program* if we do not need it.
3298 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3299 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3300 * is faster than what we gain from using higher native instructions. There are some things though
3301 * that cannot be emulated. In that case enable the extensions.
3302 * If the extension is enabled, instruction handlers that support both ways will use it.
3304 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3305 * So enable the best we can get.
3307 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3308 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3310 want_nv_prog
= TRUE
;
3313 shader_addline(buffer
, "!!ARBfp1.0\n");
3314 if(want_nv_prog
&& GL_SUPPORT(NV_FRAGMENT_PROGRAM2
)) {
3315 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3316 priv_ctx
.target_version
= NV3
;
3317 } else if(want_nv_prog
&& GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION
)) {
3318 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3319 priv_ctx
.target_version
= NV2
;
3323 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3326 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3329 priv_ctx
.target_version
= ARB
;
3332 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
3334 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3337 if (reg_maps
->shader_version
.major
< 3)
3339 switch(args
->super
.fog
) {
3343 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3346 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3349 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3354 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3355 * unused temps away(but occupies them for the whole shader if they're used once). Always
3356 * declaring them avoids tricky bookkeeping work
3358 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3359 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3360 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3361 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3362 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3363 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3364 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3366 if (reg_maps
->shader_version
.major
< 2)
3368 strcpy(fragcolor
, "R0");
3370 if(args
->super
.srgb_correction
) {
3371 if(This
->color0_mov
) {
3372 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3374 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3375 strcpy(fragcolor
, "TMP_COLOR");
3378 strcpy(fragcolor
, "result.color");
3382 if(args
->super
.srgb_correction
) {
3383 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3384 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3385 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3386 srgb_sub_high
, 0.0, 0.0, 0.0);
3389 /* Base Declarations */
3390 next_local
= shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
,
3391 lconst_map
, NULL
, &priv_ctx
);
3393 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3395 if (!(map
& 1)) continue;
3397 cur
= compiled
->numbumpenvmatconsts
;
3398 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3399 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3400 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3401 compiled
->luminanceconst
[cur
].texunit
= i
;
3403 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3404 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3405 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3406 * textures due to conditional NP2 restrictions)
3408 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3409 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3410 * their location is shader dependent anyway and they cannot be loaded globally.
3412 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3413 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3414 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3415 compiled
->numbumpenvmatconsts
= cur
+ 1;
3417 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3419 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3420 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3421 i
, compiled
->luminanceconst
[cur
].const_num
);
3424 for(i
= 0; i
< MAX_CONST_I
; i
++)
3426 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3427 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3429 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3433 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3434 control_values
[0], control_values
[1], control_values
[2]);
3438 compiled
->int_consts
[i
] = next_local
;
3439 compiled
->num_int_consts
++;
3440 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3445 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3447 compiled
->ycorrection
= next_local
;
3448 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3452 shader_addline(buffer
, "TEMP vpos;\n");
3453 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3454 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3455 * ycorrection.z: 1.0
3456 * ycorrection.w: 0.0
3458 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3459 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3464 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3467 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3468 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3469 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3470 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3471 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3472 * shader compilation errors and the subsequent errors when drawing with this shader. */
3473 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3475 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3476 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3477 const UINT max_lconsts
= gl_info
->ps_arb_max_local_constants
;
3479 fixup
->offset
= next_local
;
3480 fixup
->super
.active
= 0;
3483 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3484 if (!(map
& (1 << i
))) continue;
3486 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3487 fixup
->super
.active
|= (1 << i
);
3488 fixup
->super
.idx
[i
] = cur
++;
3490 FIXME("No free constant found to load NP2 fixup data into shader. "
3491 "Sampling from this texture will probably look wrong.\n");
3496 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3497 if (fixup
->super
.num_consts
) {
3498 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3499 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3502 next_local
+= fixup
->super
.num_consts
;
3505 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3507 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3510 /* Base Shader Body */
3511 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3513 if(args
->super
.srgb_correction
) {
3514 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3515 priv_ctx
.target_version
>= NV2
);
3516 } else if(reg_maps
->shader_version
.major
< 2) {
3517 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3519 shader_addline(buffer
, "END\n");
3521 /* TODO: change to resource.glObjectHandle or something like that */
3522 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3524 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3525 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3527 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3528 /* Create the program and check for errors */
3529 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3530 buffer
->bsize
, buffer
->buffer
));
3531 checkGLcall("glProgramStringARB()");
3533 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3536 FIXME("HW PixelShader Error at position %d: %s\n",
3537 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3544 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3545 checkGLcall("glGetProgramivARB()");
3546 if (!native
) WARN("Program exceeds native resource limits.\n");
3549 /* Load immediate constants */
3551 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3552 const float *value
= (const float *)lconst
->value
;
3553 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3554 checkGLcall("glProgramLocalParameter4fvARB");
3556 HeapFree(GetProcessHeap(), 0, lconst_map
);
3562 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3567 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3569 if(sig1
[i
].semantic_name
== NULL
|| sig2
[i
].semantic_name
== NULL
)
3571 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3572 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3576 ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
);
3577 if(ret
!= 0) return ret
;
3578 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3579 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3580 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3581 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3582 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3587 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3589 struct wined3d_shader_signature_element
*new;
3593 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3594 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3596 if(sig
[i
].semantic_name
== NULL
)
3602 /* Clone the semantic string */
3603 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3604 strcpy(name
, sig
[i
].semantic_name
);
3605 new[i
].semantic_name
= name
;
3610 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3612 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3613 struct ps_signature
*found_sig
;
3617 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3618 TRACE("Found existing signature %u\n", found_sig
->idx
);
3619 return found_sig
->idx
;
3621 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3622 found_sig
->sig
= clone_sig(sig
);
3623 found_sig
->idx
= priv
->ps_sig_number
++;
3624 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3625 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3627 ERR("Failed to insert program entry.\n");
3629 return found_sig
->idx
;
3632 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3633 struct arb_vs_compiled_shader
*compiled
)
3636 static const char *texcoords
[8] =
3638 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3639 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3641 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3642 const struct wined3d_shader_signature_element
*sig
;
3643 const char *semantic_name
;
3644 DWORD semantic_idx
, reg_idx
;
3646 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3647 * and varying 9 to result.color.secondary
3649 const char *decl_idx_to_string
[MAX_REG_INPUT
] =
3651 texcoords
[0], texcoords
[1], texcoords
[2], texcoords
[3],
3652 texcoords
[4], texcoords
[5], texcoords
[6], texcoords
[7],
3653 "result.color.primary", "result.color.secondary"
3658 TRACE("Pixel shader uses builtin varyings\n");
3659 /* Map builtins to builtins */
3660 for(i
= 0; i
< 8; i
++)
3662 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3664 priv_ctx
->color_output
[0] = "result.color.primary";
3665 priv_ctx
->color_output
[1] = "result.color.secondary";
3666 priv_ctx
->fog_output
= "result.fogcoord";
3668 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3669 for(i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); i
++)
3671 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3672 if(semantic_name
== NULL
) continue;
3674 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3676 TRACE("o%u is TMP_OUT\n", i
);
3677 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3678 else priv_ctx
->vs_output
[i
] = "TA";
3680 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3682 TRACE("o%u is result.pointsize\n", i
);
3683 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.pointsize";
3684 else priv_ctx
->vs_output
[i
] = "TA";
3686 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3688 TRACE("o%u is result.color.?, idx %u\n", i
, shader
->output_signature
[i
].semantic_idx
);
3689 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.color.primary";
3690 else if(shader
->output_signature
[i
].semantic_idx
== 1) priv_ctx
->vs_output
[i
] = "result.color.secondary";
3691 else priv_ctx
->vs_output
[i
] = "TA";
3693 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3695 TRACE("o%u is %s\n", i
, texcoords
[shader
->output_signature
[i
].semantic_idx
]);
3696 if(shader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3697 else priv_ctx
->vs_output
[i
] = texcoords
[shader
->output_signature
[i
].semantic_idx
];
3699 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3701 TRACE("o%u is result.fogcoord\n", i
);
3702 if(shader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3703 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3707 priv_ctx
->vs_output
[i
] = "TA";
3713 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3714 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3716 sig
= ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->input_signature
;
3717 TRACE("Pixel shader uses declared varyings\n");
3719 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3720 for(i
= 0; i
< 8; i
++)
3722 priv_ctx
->texcrd_output
[i
] = "TA";
3724 priv_ctx
->color_output
[0] = "TA";
3725 priv_ctx
->color_output
[1] = "TA";
3726 priv_ctx
->fog_output
= "TA";
3728 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3730 semantic_name
= sig
[i
].semantic_name
;
3731 semantic_idx
= sig
[i
].semantic_idx
;
3732 reg_idx
= sig
[i
].register_idx
;
3733 if(semantic_name
== NULL
) continue;
3735 /* If a declared input register is not written by builtin arguments, don't write to it.
3736 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3738 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3739 * to TMP_OUT in any case
3741 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3743 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3745 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3747 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3749 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3751 if(semantic_idx
== 0) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
3758 if(strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary") == 0 ||
3759 strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary") == 0)
3761 compiled
->need_color_unclamp
= TRUE
;
3765 /* Map declared to declared */
3766 for(i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); i
++)
3768 /* Write unread output to TA to throw them away */
3769 priv_ctx
->vs_output
[i
] = "TA";
3770 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3771 if(semantic_name
== NULL
)
3776 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
) &&
3777 shader
->output_signature
[i
].semantic_idx
== 0)
3779 priv_ctx
->vs_output
[i
] = "TMP_OUT";
3782 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
) &&
3783 shader
->output_signature
[i
].semantic_idx
== 0)
3785 priv_ctx
->vs_output
[i
] = "result.pointsize";
3789 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
3791 if(sig
[j
].semantic_name
== NULL
)
3796 if(strcmp(sig
[j
].semantic_name
, semantic_name
) == 0 &&
3797 sig
[j
].semantic_idx
== shader
->output_signature
[i
].semantic_idx
)
3799 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
3801 if(strcmp(priv_ctx
->vs_output
[i
], "result.color.primary") == 0 ||
3802 strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary") == 0)
3804 compiled
->need_color_unclamp
= TRUE
;
3811 /* GL locking is done by the caller */
3812 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3813 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
3815 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3816 CONST DWORD
*function
= This
->baseShader
.function
;
3817 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3818 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3819 const local_constant
*lconst
;
3821 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
3822 struct shader_arb_ctx_priv priv_ctx
;
3826 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3827 priv_ctx
.cur_vs_args
= args
;
3828 list_init(&priv_ctx
.control_frames
);
3829 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
3831 /* Create the hw ARB shader */
3832 shader_addline(buffer
, "!!ARBvp1.0\n");
3834 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3835 * mesurable performance penalty, and we can always make use of it for clipplanes.
3837 if(GL_SUPPORT(NV_VERTEX_PROGRAM3
)) {
3838 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
3839 priv_ctx
.target_version
= NV3
;
3840 shader_addline(buffer
, "ADDRESS aL;\n");
3841 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
)) {
3842 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
3843 priv_ctx
.target_version
= NV2
;
3844 shader_addline(buffer
, "ADDRESS aL;\n");
3846 priv_ctx
.target_version
= ARB
;
3849 shader_addline(buffer
, "TEMP TMP_OUT;\n");
3850 if(need_helper_const(gl_info
)) {
3851 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
3853 if(need_mova_const((IWineD3DBaseShader
*) This
, gl_info
)) {
3854 shader_addline(buffer
, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3855 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
3858 shader_addline(buffer
, "TEMP TA;\n");
3860 /* Base Declarations */
3861 next_local
= shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
,
3862 lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
3864 for(i
= 0; i
< MAX_CONST_I
; i
++)
3866 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3867 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3869 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3873 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3874 control_values
[0], control_values
[1], control_values
[2]);
3878 compiled
->int_consts
[i
] = next_local
;
3879 compiled
->num_int_consts
++;
3880 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3885 /* We need a constant to fixup the final position */
3886 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
3887 compiled
->pos_fixup
= next_local
++;
3889 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3890 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3891 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3892 * a replacement shader depend on the texcoord.w being set properly.
3894 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3895 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3896 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3897 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3898 * this can eat a number of instructions, so skip it unless this cap is set as well
3900 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
3901 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
3903 if ((GLINFO_LOCATION
).quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
3906 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3907 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3908 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3909 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
3915 /* The shader starts with the main function */
3916 priv_ctx
.in_main_func
= TRUE
;
3917 /* Base Shader Body */
3918 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3920 if(!priv_ctx
.footer_written
) vshader_add_footer(This
, buffer
, args
, &priv_ctx
);
3922 shader_addline(buffer
, "END\n");
3924 /* TODO: change to resource.glObjectHandle or something like that */
3925 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3927 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
3928 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
3930 TRACE("Created hw vertex shader, prg=%d\n", ret
);
3931 /* Create the program and check for errors */
3932 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3933 buffer
->bsize
, buffer
->buffer
));
3934 checkGLcall("glProgramStringARB()");
3936 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3939 FIXME("HW VertexShader Error at position %d: %s\n",
3940 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3947 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3948 checkGLcall("glGetProgramivARB()");
3949 if (!native
) WARN("Program exceeds native resource limits.\n");
3951 /* Load immediate constants */
3953 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3954 const float *value
= (const float *)lconst
->value
;
3955 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3959 HeapFree(GetProcessHeap(), 0, lconst_map
);
3964 /* GL locking is done by the caller */
3965 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
3969 struct arb_ps_compiled_shader
*new_array
;
3970 struct wined3d_shader_buffer buffer
;
3971 struct arb_pshader_private
*shader_data
;
3974 if (!shader
->baseShader
.backend_data
)
3976 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3977 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3978 struct shader_arb_priv
*priv
= device
->shader_priv
;
3980 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3981 shader_data
= shader
->baseShader
.backend_data
;
3982 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
3984 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
3985 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->input_signature
);
3987 shader_data
->has_signature_idx
= TRUE
;
3988 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
3990 if (!device
->vs_clipping
)
3991 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->baseShader
.reg_maps
,
3992 GL_LIMITS(texture_stages
) - 1);
3994 shader_data
->clipplane_emulation
= ~0U;
3996 shader_data
= shader
->baseShader
.backend_data
;
3998 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3999 * so a linear search is more performant than a hashmap or a binary search
4000 * (cache coherency etc)
4002 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4003 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4004 return &shader_data
->gl_shaders
[i
];
4008 TRACE("No matching GL shader found, compiling a new shader\n");
4009 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4010 if (shader_data
->num_gl_shaders
)
4012 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4013 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4014 new_size
* sizeof(*shader_data
->gl_shaders
));
4016 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4021 ERR("Out of memory\n");
4024 shader_data
->gl_shaders
= new_array
;
4025 shader_data
->shader_array_size
= new_size
;
4028 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4030 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4031 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4033 if (!shader_buffer_init(&buffer
))
4035 ERR("Failed to initialize shader buffer.\n");
4039 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
,
4040 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4041 shader_buffer_free(&buffer
);
4042 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4044 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4047 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4048 const DWORD use_map
, BOOL skip_int
) {
4049 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4050 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4051 if(stored
->boolclip_compare
!= new->boolclip_compare
) return FALSE
;
4052 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4053 if(stored
->vertex_samplers_compare
!= new->vertex_samplers_compare
) return FALSE
;
4054 if(skip_int
) return TRUE
;
4056 return memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
)) == 0;
4059 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4063 struct arb_vs_compiled_shader
*new_array
;
4064 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4065 struct wined3d_shader_buffer buffer
;
4066 struct arb_vshader_private
*shader_data
;
4068 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4070 if (!shader
->baseShader
.backend_data
)
4072 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4074 shader_data
= shader
->baseShader
.backend_data
;
4076 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4077 * so a linear search is more performant than a hashmap or a binary search
4078 * (cache coherency etc)
4080 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4081 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
))) {
4082 return &shader_data
->gl_shaders
[i
];
4086 TRACE("No matching GL shader found, compiling a new shader\n");
4088 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4089 if (shader_data
->num_gl_shaders
)
4091 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4092 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4093 new_size
* sizeof(*shader_data
->gl_shaders
));
4095 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4100 ERR("Out of memory\n");
4103 shader_data
->gl_shaders
= new_array
;
4104 shader_data
->shader_array_size
= new_size
;
4107 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4109 if (!shader_buffer_init(&buffer
))
4111 ERR("Failed to initialize shader buffer.\n");
4115 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
,
4116 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4117 shader_buffer_free(&buffer
);
4118 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4120 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4123 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4124 struct arb_ps_compile_args
*args
)
4128 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4129 find_ps_compile_args(shader
, stateblock
, &args
->super
);
4131 /* This forces all local boolean constants to 1 to make them stateblock independent */
4132 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4134 for(i
= 0; i
< MAX_CONST_B
; i
++)
4136 if(stateblock
->pixelShaderConstantB
[i
]) args
->bools
|= ( 1 << i
);
4139 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4140 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4141 * duplicate the shader than have a no-op KIL instruction in every shader
4143 if((!((IWineD3DDeviceImpl
*) shader
->baseShader
.device
)->vs_clipping
) && use_vs(stateblock
) &&
4144 stateblock
->renderState
[WINED3DRS_CLIPPING
] && stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
])
4153 /* Skip if unused or local, or supported natively */
4154 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4155 if(int_skip
== 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION
))
4157 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4161 for(i
= 0; i
< MAX_CONST_I
; i
++)
4163 if(int_skip
& (1 << i
))
4165 args
->loop_ctrl
[i
][0] = 0;
4166 args
->loop_ctrl
[i
][1] = 0;
4167 args
->loop_ctrl
[i
][2] = 0;
4171 args
->loop_ctrl
[i
][0] = stateblock
->pixelShaderConstantI
[i
* 4];
4172 args
->loop_ctrl
[i
][1] = stateblock
->pixelShaderConstantI
[i
* 4 + 1];
4173 args
->loop_ctrl
[i
][2] = stateblock
->pixelShaderConstantI
[i
* 4 + 2];
4178 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4179 struct arb_vs_compile_args
*args
)
4183 IWineD3DDeviceImpl
*dev
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4184 const struct wined3d_gl_info
*gl_info
= &dev
->adapter
->gl_info
;
4185 find_vs_compile_args(shader
, stateblock
, &args
->super
);
4187 args
->boolclip_compare
= 0;
4188 if(use_ps(stateblock
))
4190 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
;
4191 struct arb_pshader_private
*shader_priv
= ps
->baseShader
.backend_data
;
4192 args
->ps_signature
= shader_priv
->input_signature_idx
;
4194 args
->boolclip
.clip_control
[0] = shader_priv
->clipplane_emulation
+ 1;
4198 args
->ps_signature
= ~0;
4199 if(!dev
->vs_clipping
)
4201 args
->boolclip
.clip_control
[0] = ffp_clip_emul(stateblock
) ? GL_LIMITS(texture_stages
) : 0;
4203 /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
4206 if(args
->boolclip
.clip_control
[0])
4208 if(stateblock
->renderState
[WINED3DRS_CLIPPING
])
4210 args
->boolclip
.clip_control
[1] = stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
];
4212 /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
4215 /* This forces all local boolean constants to 1 to make them stateblock independent */
4216 args
->boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4217 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4218 for(i
= 0; i
< MAX_CONST_B
; i
++)
4220 if(stateblock
->vertexShaderConstantB
[i
]) args
->boolclip
.bools
|= ( 1 << i
);
4223 args
->vertex_samplers
[0] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4224 args
->vertex_samplers
[1] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4225 args
->vertex_samplers
[2] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4226 args
->vertex_samplers
[3] = 0;
4228 /* Skip if unused or local */
4229 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4230 if(int_skip
== 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
)) /* This is about flow control, not clipping */
4232 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4236 for(i
= 0; i
< MAX_CONST_I
; i
++)
4238 if(int_skip
& (1 << i
))
4240 args
->loop_ctrl
[i
][0] = 0;
4241 args
->loop_ctrl
[i
][1] = 0;
4242 args
->loop_ctrl
[i
][2] = 0;
4246 args
->loop_ctrl
[i
][0] = stateblock
->vertexShaderConstantI
[i
* 4];
4247 args
->loop_ctrl
[i
][1] = stateblock
->vertexShaderConstantI
[i
* 4 + 1];
4248 args
->loop_ctrl
[i
][2] = stateblock
->vertexShaderConstantI
[i
* 4 + 2];
4253 /* GL locking is done by the caller */
4254 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4256 IWineD3DDeviceImpl
*This
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
4257 struct shader_arb_priv
*priv
= This
->shader_priv
;
4258 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4261 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4263 struct arb_ps_compile_args compile_args
;
4264 struct arb_ps_compiled_shader
*compiled
;
4265 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
;
4267 TRACE("Using pixel shader %p\n", This
->stateBlock
->pixelShader
);
4268 find_arb_ps_compile_args(ps
, This
->stateBlock
, &compile_args
);
4269 compiled
= find_arb_pshader(ps
, &compile_args
);
4270 priv
->current_fprogram_id
= compiled
->prgId
;
4271 priv
->compiled_fprog
= compiled
;
4273 /* Bind the fragment program */
4274 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4275 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4277 if(!priv
->use_arbfp_fixed_func
) {
4278 /* Enable OpenGL fragment programs */
4279 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4280 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4282 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4284 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4285 * a 1.x and newer shader, reload the first 8 constants
4287 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
)
4289 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
;
4290 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4291 for(i
= 0; i
< 8; i
++)
4293 context
->pshader_const_dirty
[i
] = 1;
4295 /* Also takes care of loading local constants */
4296 shader_arb_load_constants(context
, TRUE
, FALSE
);
4300 shader_arb_ps_local_constants(This
);
4303 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4304 if (compiled
->np2fixup_info
.super
.active
)
4305 shader_arb_load_np2fixup_constants((IWineD3DDevice
*)This
, usePS
, useVS
);
4306 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
4307 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4308 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4309 * replacement shader
4311 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4312 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4313 priv
->current_fprogram_id
= 0;
4317 struct arb_vs_compile_args compile_args
;
4318 struct arb_vs_compiled_shader
*compiled
;
4319 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
;
4321 TRACE("Using vertex shader %p\n", This
->stateBlock
->vertexShader
);
4322 find_arb_vs_compile_args(vs
, This
->stateBlock
, &compile_args
);
4323 compiled
= find_arb_vshader(vs
, &compile_args
);
4324 priv
->current_vprogram_id
= compiled
->prgId
;
4325 priv
->compiled_vprog
= compiled
;
4327 /* Bind the vertex program */
4328 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4329 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4331 /* Enable OpenGL vertex programs */
4332 glEnable(GL_VERTEX_PROGRAM_ARB
);
4333 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4334 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4335 shader_arb_vs_local_constants(This
);
4337 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4338 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4340 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
4341 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4342 checkGLcall("glClampColorARB");
4344 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4347 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
4348 priv
->current_vprogram_id
= 0;
4349 glDisable(GL_VERTEX_PROGRAM_ARB
);
4350 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4354 /* GL locking is done by the caller */
4355 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4356 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4357 struct shader_arb_priv
*priv
= This
->shader_priv
;
4358 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
4359 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4361 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4362 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4363 glEnable(GL_VERTEX_PROGRAM_ARB
);
4365 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
4366 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4367 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4370 /* GL locking is done by the caller */
4371 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
4372 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4373 struct shader_arb_priv
*priv
= This
->shader_priv
;
4374 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4376 if (priv
->current_vprogram_id
) {
4377 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4378 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4380 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4382 glDisable(GL_VERTEX_PROGRAM_ARB
);
4383 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4386 if (priv
->current_fprogram_id
) {
4387 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4388 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4390 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4391 } else if(!priv
->use_arbfp_fixed_func
) {
4392 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4393 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4397 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
4398 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
4399 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
;
4400 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4402 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
4404 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
4405 struct arb_pshader_private
*shader_data
= This
->baseShader
.backend_data
;
4408 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4411 if(shader_data
->num_gl_shaders
) ActivateContext(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4413 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4414 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4415 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4418 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4419 HeapFree(GetProcessHeap(), 0, shader_data
);
4420 This
->baseShader
.backend_data
= NULL
;
4422 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
4423 struct arb_vshader_private
*shader_data
= This
->baseShader
.backend_data
;
4426 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4429 if(shader_data
->num_gl_shaders
) ActivateContext(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4431 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4432 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4433 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4436 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4437 HeapFree(GetProcessHeap(), 0, shader_data
);
4438 This
->baseShader
.backend_data
= NULL
;
4442 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4444 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4445 return compare_sig(key
, e
->sig
);
4448 static const struct wine_rb_functions sig_tree_functions
=
4456 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
4457 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4458 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4459 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4461 ERR("RB tree init failed\n");
4462 HeapFree(GetProcessHeap(), 0, priv
);
4463 return E_OUTOFMEMORY
;
4465 This
->shader_priv
= priv
;
4469 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4471 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4473 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4475 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4477 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4478 HeapFree(GetProcessHeap(), 0, sig
);
4481 /* Context activation is done by the caller. */
4482 static void shader_arb_free(IWineD3DDevice
*iface
) {
4483 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4484 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4485 struct shader_arb_priv
*priv
= This
->shader_priv
;
4489 if(priv
->depth_blt_vprogram_id
) {
4490 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4492 for (i
= 0; i
< tex_type_count
; ++i
) {
4493 if (priv
->depth_blt_fprogram_id
[i
]) {
4494 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
4499 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4500 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4503 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
4507 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const struct wined3d_gl_info
*gl_info
,
4508 struct shader_caps
*pCaps
)
4510 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4511 * then overwrite the shader specific ones
4513 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
4515 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
4516 if(GL_SUPPORT(NV_VERTEX_PROGRAM3
))
4518 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4519 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4521 else if(GL_LIMITS(vshader_constantsF
) >= 256)
4523 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4524 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4525 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4529 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4530 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4532 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
4535 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
4536 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2
))
4538 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4539 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4541 else if(GL_LIMITS(pshader_constantsF
) >= 32)
4543 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4544 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4545 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4549 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4550 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4552 pCaps
->PixelShader1xMaxValue
= 8.0f
;
4553 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
4556 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4559 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4561 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4563 TRACE("Checking support for color_fixup:\n");
4564 dump_color_fixup_desc(fixup
);
4567 /* We support everything except YUV conversions. */
4568 if (!is_yuv_fixup(fixup
))
4574 TRACE("[FAILED]\n");
4578 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4580 char write_mask
[20], regstr
[50];
4581 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4582 BOOL is_color
= FALSE
;
4583 const struct wined3d_shader_dst_param
*dst
;
4585 if (!ins
->dst_count
) return;
4589 if(shift
== 0) return; /* Saturate alone is handled by the instructions */
4591 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4592 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4594 /* Generate a line that does the output modifier computation
4595 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4596 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4598 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4599 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4602 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4604 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4605 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4606 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4607 /* WINED3DSIH_BREAK */ shader_hw_break
,
4608 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4609 /* WINED3DSIH_BREAKP */ NULL
,
4610 /* WINED3DSIH_CALL */ shader_hw_call
,
4611 /* WINED3DSIH_CALLNZ */ NULL
,
4612 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4613 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4614 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4615 /* WINED3DSIH_DCL */ NULL
,
4616 /* WINED3DSIH_DEF */ NULL
,
4617 /* WINED3DSIH_DEFB */ NULL
,
4618 /* WINED3DSIH_DEFI */ NULL
,
4619 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4620 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4621 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4622 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4623 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4624 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4625 /* WINED3DSIH_ELSE */ shader_hw_else
,
4626 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4627 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4628 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4629 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
4630 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
4631 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4632 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4633 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4634 /* WINED3DSIH_LABEL */ shader_hw_label
,
4635 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
4636 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
4637 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
4638 /* WINED3DSIH_LOOP */ shader_hw_loop
,
4639 /* WINED3DSIH_LRP */ shader_hw_lrp
,
4640 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
4641 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
4642 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
4643 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
4644 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
4645 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
4646 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
4647 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
4648 /* WINED3DSIH_MOV */ shader_hw_mov
,
4649 /* WINED3DSIH_MOVA */ shader_hw_mov
,
4650 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
4651 /* WINED3DSIH_NOP */ shader_hw_nop
,
4652 /* WINED3DSIH_NRM */ shader_hw_nrm
,
4653 /* WINED3DSIH_PHASE */ NULL
,
4654 /* WINED3DSIH_POW */ shader_hw_log_pow
,
4655 /* WINED3DSIH_RCP */ shader_hw_scalar_op
,
4656 /* WINED3DSIH_REP */ shader_hw_rep
,
4657 /* WINED3DSIH_RET */ shader_hw_ret
,
4658 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
4659 /* WINED3DSIH_SETP */ NULL
,
4660 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
4661 /* WINED3DSIH_SGN */ shader_hw_sgn
,
4662 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
4663 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
4664 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
4665 /* WINED3DSIH_TEX */ pshader_hw_tex
,
4666 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
4667 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
4668 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
4669 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
4670 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
4671 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
4672 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
4673 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
4674 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
4675 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
4676 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
4677 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
4678 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
4679 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4680 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
4681 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
4682 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
4683 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
4684 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
4685 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
4686 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
4689 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
4691 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4693 WORD flag
= (1 << idx
);
4694 const local_constant
*constant
;
4695 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4697 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
4699 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4700 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
4702 if (constant
->idx
== idx
)
4704 return constant
->value
[0];
4707 ERR("Local constant not found\n");
4712 if(vshader
) bools
= priv
->cur_vs_args
->boolclip
.bools
;
4713 else bools
= priv
->cur_ps_args
->bools
;
4714 return bools
& flag
;
4718 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
4719 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
4721 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4723 /* Integer constants can either be a local constant, or they can be stored in the shader
4724 * type specific compile args. */
4725 if (This
->baseShader
.reg_maps
.local_int_consts
& (1 << idx
))
4727 const local_constant
*constant
;
4729 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
4731 if (constant
->idx
== idx
)
4733 loop_control
->count
= constant
->value
[0];
4734 loop_control
->start
= constant
->value
[1];
4735 /* Step is signed. */
4736 loop_control
->step
= (int)constant
->value
[2];
4740 /* If this happens the flag was set incorrectly */
4741 ERR("Local constant not found\n");
4742 loop_control
->count
= 0;
4743 loop_control
->start
= 0;
4744 loop_control
->step
= 0;
4748 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
4750 case WINED3D_SHADER_TYPE_VERTEX
:
4751 /* Count and aL start value are unsigned */
4752 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
4753 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
4754 /* Step is signed. */
4755 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
4758 case WINED3D_SHADER_TYPE_PIXEL
:
4759 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
4760 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
4761 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
4765 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
4770 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
4773 struct wined3d_shader_dst_param
*dst_param
= NULL
;
4774 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
4775 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
4778 ERR("Out of memory\n");
4783 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
4784 if(!dst_param
) goto free
;
4785 *dst_param
= *ins
->dst
;
4786 if(ins
->dst
->reg
.rel_addr
)
4788 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
4789 if(!rel_addr
) goto free
;
4790 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
4791 dst_param
->reg
.rel_addr
= rel_addr
;
4793 rec
->ins
.dst
= dst_param
;
4795 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
4796 if(!src_param
) goto free
;
4797 for(i
= 0; i
< ins
->src_count
; i
++)
4799 src_param
[i
] = ins
->src
[i
];
4800 if(ins
->src
[i
].reg
.rel_addr
)
4802 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
4803 if(!rel_addr
) goto free
;
4804 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
4805 src_param
[i
].reg
.rel_addr
= rel_addr
;
4808 rec
->ins
.src
= src_param
;
4809 list_add_tail(list
, &rec
->entry
);
4813 ERR("Out of memory\n");
4816 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
4817 HeapFree(GetProcessHeap(), 0, dst_param
);
4821 for(i
= 0; i
< ins
->src_count
; i
++)
4823 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
4825 HeapFree(GetProcessHeap(), 0, src_param
);
4827 HeapFree(GetProcessHeap(), 0, rec
);
4830 static void free_recorded_instruction(struct list
*list
)
4832 struct recorded_instruction
*rec_ins
, *entry2
;
4835 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
4837 list_remove(&rec_ins
->entry
);
4838 if(rec_ins
->ins
.dst
)
4840 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
4841 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
4843 if(rec_ins
->ins
.src
)
4845 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
4847 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
4849 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
4851 HeapFree(GetProcessHeap(), 0, rec_ins
);
4855 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4856 SHADER_HANDLER hw_fct
;
4857 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4858 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
4859 struct control_frame
*control_frame
;
4860 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4863 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
4865 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4866 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4868 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
4869 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
4871 if(priv
->target_version
>= NV2
)
4873 control_frame
->loop_no
= priv
->num_loops
++;
4878 /* Don't bother recording when we're in a not used if branch */
4884 if(!priv
->recording
)
4886 list_init(&priv
->record
);
4887 priv
->recording
= TRUE
;
4888 control_frame
->outer_loop
= TRUE
;
4889 get_loop_control_const(ins
, This
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
4890 return; /* Instruction is handled */
4892 /* Record this loop in the outer loop's recording */
4895 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
4897 if(priv
->target_version
>= NV2
)
4899 /* Nothing to do. The control frame is popped after the HW instr handler */
4903 struct list
*e
= list_head(&priv
->control_frames
);
4904 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
4905 list_remove(&control_frame
->entry
);
4907 if(control_frame
->outer_loop
)
4909 int iteration
, aL
= 0;
4912 /* Turn off recording before playback */
4913 priv
->recording
= FALSE
;
4915 /* Move the recorded instructions to a separate list and get them out of the private data
4916 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4917 * be recorded again, thus priv->record might be overwritten
4920 list_move_tail(©
, &priv
->record
);
4921 list_init(&priv
->record
);
4923 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4925 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4926 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
4927 control_frame
->loop_control
.step
);
4928 aL
= control_frame
->loop_control
.start
;
4932 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
4935 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
4937 struct recorded_instruction
*rec_ins
;
4938 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4941 shader_addline(buffer
, "#Iteration %d, aL=%d\n", iteration
, aL
);
4945 shader_addline(buffer
, "#Iteration %d\n", iteration
);
4948 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
4950 shader_arb_handle_instruction(&rec_ins
->ins
);
4953 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4955 aL
+= control_frame
->loop_control
.step
;
4958 shader_addline(buffer
, "#end loop/rep\n");
4960 free_recorded_instruction(©
);
4961 HeapFree(GetProcessHeap(), 0, control_frame
);
4962 return; /* Instruction is handled */
4966 /* This is a nested loop. Proceed to the normal recording function */
4967 HeapFree(GetProcessHeap(), 0, control_frame
);
4974 record_instruction(&priv
->record
, ins
);
4979 if(ins
->handler_idx
== WINED3DSIH_IF
)
4981 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4982 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4983 control_frame
->type
= IF
;
4985 bool_const
= get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
);
4986 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
4987 if(!priv
->muted
&& bool_const
== FALSE
)
4989 shader_addline(buffer
, "#if(FALSE){\n");
4991 control_frame
->muting
= TRUE
;
4993 else shader_addline(buffer
, "#if(TRUE) {\n");
4995 return; /* Instruction is handled */
4997 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
4999 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5000 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5001 control_frame
->type
= IFC
;
5002 control_frame
->ifc_no
= priv
->num_ifcs
++;
5003 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5005 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5007 struct list
*e
= list_head(&priv
->control_frames
);
5008 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5010 if(control_frame
->type
== IF
)
5012 shader_addline(buffer
, "#} else {\n");
5013 if(!priv
->muted
&& !control_frame
->muting
)
5016 control_frame
->muting
= TRUE
;
5018 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5019 return; /* Instruction is handled. */
5021 /* In case of an ifc, generate a HW shader instruction */
5023 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5025 struct list
*e
= list_head(&priv
->control_frames
);
5026 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5028 if(control_frame
->type
== IF
)
5030 shader_addline(buffer
, "#} endif\n");
5031 if(control_frame
->muting
) priv
->muted
= FALSE
;
5032 list_remove(&control_frame
->entry
);
5033 HeapFree(GetProcessHeap(), 0, control_frame
);
5034 return; /* Instruction is handled */
5038 if(priv
->muted
) return;
5040 /* Select handler */
5041 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5043 /* Unhandled opcode */
5046 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5051 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5053 struct list
*e
= list_head(&priv
->control_frames
);
5054 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5055 list_remove(&control_frame
->entry
);
5056 HeapFree(GetProcessHeap(), 0, control_frame
);
5059 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5061 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5062 struct list
*e
= list_head(&priv
->control_frames
);
5063 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5064 list_remove(&control_frame
->entry
);
5065 HeapFree(GetProcessHeap(), 0, control_frame
);
5069 shader_arb_add_instruction_modifiers(ins
);
5072 const shader_backend_t arb_program_shader_backend
= {
5073 shader_arb_handle_instruction
,
5075 shader_arb_select_depth_blt
,
5076 shader_arb_deselect_depth_blt
,
5077 shader_arb_update_float_vertex_constants
,
5078 shader_arb_update_float_pixel_constants
,
5079 shader_arb_load_constants
,
5080 shader_arb_load_np2fixup_constants
,
5084 shader_arb_dirty_const
,
5085 shader_arb_get_caps
,
5086 shader_arb_color_fixup_supported
,
5089 /* ARB_fragment_program fixed function pipeline replacement definitions */
5090 #define ARB_FFP_CONST_TFACTOR 0
5091 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5092 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5093 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5094 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5096 struct arbfp_ffp_desc
5098 struct ffp_frag_desc parent
;
5100 unsigned int num_textures_used
;
5103 /* Context activation is done by the caller. */
5104 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5107 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5108 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5110 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5111 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5116 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
5117 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5118 struct shader_arb_priv
*priv
;
5119 /* Share private data between the shader backend and the pipeline replacement, if both
5120 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5121 * if no pixel shader is bound or not
5123 if(This
->shader_backend
== &arb_program_shader_backend
) {
5124 This
->fragment_priv
= This
->shader_priv
;
5126 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5127 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
5129 priv
= This
->fragment_priv
;
5130 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5132 ERR("Failed to initialize rbtree.\n");
5133 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5134 return E_OUTOFMEMORY
;
5136 priv
->use_arbfp_fixed_func
= TRUE
;
5140 /* Context activation is done by the caller. */
5141 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5143 const struct wined3d_gl_info
*gl_info
= context
;
5144 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5147 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5148 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5149 HeapFree(GetProcessHeap(), 0, entry_arb
);
5153 /* Context activation is done by the caller. */
5154 static void arbfp_free(IWineD3DDevice
*iface
) {
5155 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5156 struct shader_arb_priv
*priv
= This
->fragment_priv
;
5158 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
5159 priv
->use_arbfp_fixed_func
= FALSE
;
5161 if(This
->shader_backend
!= &arb_program_shader_backend
) {
5162 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5166 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5168 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5169 WINED3DTEXOPCAPS_SELECTARG1
|
5170 WINED3DTEXOPCAPS_SELECTARG2
|
5171 WINED3DTEXOPCAPS_MODULATE4X
|
5172 WINED3DTEXOPCAPS_MODULATE2X
|
5173 WINED3DTEXOPCAPS_MODULATE
|
5174 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5175 WINED3DTEXOPCAPS_ADDSIGNED
|
5176 WINED3DTEXOPCAPS_ADD
|
5177 WINED3DTEXOPCAPS_SUBTRACT
|
5178 WINED3DTEXOPCAPS_ADDSMOOTH
|
5179 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5180 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5181 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5182 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5183 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5184 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5185 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5186 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5187 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5188 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5189 WINED3DTEXOPCAPS_MULTIPLYADD
|
5190 WINED3DTEXOPCAPS_LERP
|
5191 WINED3DTEXOPCAPS_BUMPENVMAP
|
5192 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5194 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5196 caps
->MaxTextureBlendStages
= 8;
5197 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
5199 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
5201 #undef GLINFO_LOCATION
5203 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5204 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5207 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5209 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5210 * application provided constants
5212 if(device
->shader_backend
== &arb_program_shader_backend
) {
5213 if (use_ps(stateblock
)) return;
5215 device
= stateblock
->wineD3DDevice
;
5216 context
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5217 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5220 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
5221 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5222 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5226 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5229 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5231 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5232 * application provided constants
5234 if(device
->shader_backend
== &arb_program_shader_backend
) {
5235 if (use_ps(stateblock
)) return;
5237 device
= stateblock
->wineD3DDevice
;
5238 context
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5239 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5242 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
5243 /* The specular color has no alpha */
5244 col
[0] = 1.0f
; col
[1] = 1.0f
;
5245 col
[2] = 1.0f
; col
[3] = 0.0f
;
5247 col
[0] = 0.0f
; col
[1] = 0.0f
;
5248 col
[2] = 0.0f
; col
[3] = 0.0f
;
5250 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5251 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5254 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5256 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5257 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5260 if (use_ps(stateblock
))
5263 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
5265 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5268 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5269 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5273 if(device
->shader_backend
== &arb_program_shader_backend
) {
5274 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5277 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5278 context
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5279 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5282 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5283 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5284 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5285 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5287 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5288 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5291 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5293 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5294 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5297 if (use_ps(stateblock
))
5300 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
5302 /* The pixel shader has to know the luminance offset. Do a constants update if it
5303 * isn't scheduled anyway
5305 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5306 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5310 if(device
->shader_backend
== &arb_program_shader_backend
) {
5311 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5314 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5315 context
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5316 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5319 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5320 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5324 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5325 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5328 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5332 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5334 switch(arg
& WINED3DTA_SELECTMASK
) {
5335 case WINED3DTA_DIFFUSE
:
5336 ret
= "fragment.color.primary"; break;
5338 case WINED3DTA_CURRENT
:
5339 if(stage
== 0) ret
= "fragment.color.primary";
5343 case WINED3DTA_TEXTURE
:
5345 case 0: ret
= "tex0"; break;
5346 case 1: ret
= "tex1"; break;
5347 case 2: ret
= "tex2"; break;
5348 case 3: ret
= "tex3"; break;
5349 case 4: ret
= "tex4"; break;
5350 case 5: ret
= "tex5"; break;
5351 case 6: ret
= "tex6"; break;
5352 case 7: ret
= "tex7"; break;
5353 default: ret
= "unknown texture";
5357 case WINED3DTA_TFACTOR
:
5358 ret
= "tfactor"; break;
5360 case WINED3DTA_SPECULAR
:
5361 ret
= "fragment.color.secondary"; break;
5363 case WINED3DTA_TEMP
:
5364 ret
= "tempreg"; break;
5366 case WINED3DTA_CONSTANT
:
5367 FIXME("Implement perstage constants\n");
5369 case 0: ret
= "const0"; break;
5370 case 1: ret
= "const1"; break;
5371 case 2: ret
= "const2"; break;
5372 case 3: ret
= "const3"; break;
5373 case 4: ret
= "const4"; break;
5374 case 5: ret
= "const5"; break;
5375 case 6: ret
= "const6"; break;
5376 case 7: ret
= "const7"; break;
5377 default: ret
= "unknown constant";
5385 if(arg
& WINED3DTA_COMPLEMENT
) {
5386 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5387 if(argnum
== 0) ret
= "arg0";
5388 if(argnum
== 1) ret
= "arg1";
5389 if(argnum
== 2) ret
= "arg2";
5391 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5392 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5393 if(argnum
== 0) ret
= "arg0";
5394 if(argnum
== 1) ret
= "arg1";
5395 if(argnum
== 2) ret
= "arg2";
5400 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5401 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5403 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5404 unsigned int mul
= 1;
5405 BOOL mul_final_dest
= FALSE
;
5407 if(color
&& alpha
) dstmask
= "";
5408 else if(color
) dstmask
= ".xyz";
5409 else dstmask
= ".w";
5411 if(dst
== tempreg
) dstreg
= "tempreg";
5412 else dstreg
= "ret";
5414 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5415 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5416 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5419 case WINED3DTOP_DISABLE
:
5420 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5423 case WINED3DTOP_SELECTARG2
:
5425 case WINED3DTOP_SELECTARG1
:
5426 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5429 case WINED3DTOP_MODULATE4X
:
5431 case WINED3DTOP_MODULATE2X
:
5433 if(strcmp(dstreg
, "result.color") == 0) {
5435 mul_final_dest
= TRUE
;
5437 case WINED3DTOP_MODULATE
:
5438 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5441 case WINED3DTOP_ADDSIGNED2X
:
5443 if(strcmp(dstreg
, "result.color") == 0) {
5445 mul_final_dest
= TRUE
;
5447 case WINED3DTOP_ADDSIGNED
:
5448 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5450 case WINED3DTOP_ADD
:
5451 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5454 case WINED3DTOP_SUBTRACT
:
5455 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5458 case WINED3DTOP_ADDSMOOTH
:
5459 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5460 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5463 case WINED3DTOP_BLENDCURRENTALPHA
:
5464 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5465 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5467 case WINED3DTOP_BLENDFACTORALPHA
:
5468 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5469 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5471 case WINED3DTOP_BLENDTEXTUREALPHA
:
5472 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5473 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5475 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5476 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5477 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5480 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5481 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5482 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5483 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5486 /* D3DTOP_PREMODULATE ???? */
5488 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5489 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5490 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5492 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5493 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5495 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5496 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5497 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5499 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5500 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5503 case WINED3DTOP_DOTPRODUCT3
:
5505 if(strcmp(dstreg
, "result.color") == 0) {
5507 mul_final_dest
= TRUE
;
5509 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5510 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5511 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5514 case WINED3DTOP_MULTIPLYADD
:
5515 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5518 case WINED3DTOP_LERP
:
5519 /* The msdn is not quite right here */
5520 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5523 case WINED3DTOP_BUMPENVMAP
:
5524 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5525 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5529 FIXME("Unhandled texture op %08x\n", op
);
5533 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5534 } else if(mul
== 4) {
5535 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5539 /* The stateblock is passed for GLINFO_LOCATION */
5540 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
5543 struct wined3d_shader_buffer buffer
;
5544 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5545 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5546 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5547 const char *textype
;
5548 const char *instr
, *sat
;
5549 char colorcor_dst
[8];
5551 DWORD arg0
, arg1
, arg2
;
5552 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5554 const char *final_combiner_src
= "ret";
5557 /* Find out which textures are read */
5558 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5559 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5560 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5561 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5562 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5563 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5564 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5565 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5567 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5568 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5569 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5570 bump_used
[stage
] = TRUE
;
5571 tex_read
[stage
] = TRUE
;
5573 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5574 bump_used
[stage
] = TRUE
;
5575 tex_read
[stage
] = TRUE
;
5576 luminance_used
[stage
] = TRUE
;
5577 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5578 tfactor_used
= TRUE
;
5581 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5582 tfactor_used
= TRUE
;
5585 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5586 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5587 tempreg_used
= TRUE
;
5590 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5591 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5592 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5593 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5594 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5595 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5596 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5598 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5599 tempreg_used
= TRUE
;
5601 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5602 tfactor_used
= TRUE
;
5607 if (!shader_buffer_init(&buffer
))
5609 ERR("Failed to initialize shader buffer.\n");
5613 shader_addline(&buffer
, "!!ARBfp1.0\n");
5615 switch(settings
->fog
) {
5616 case FOG_OFF
: break;
5617 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
5618 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
5619 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
5620 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
5623 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
5624 shader_addline(&buffer
, "TEMP TMP;\n");
5625 shader_addline(&buffer
, "TEMP ret;\n");
5626 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
5627 shader_addline(&buffer
, "TEMP arg0;\n");
5628 shader_addline(&buffer
, "TEMP arg1;\n");
5629 shader_addline(&buffer
, "TEMP arg2;\n");
5630 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5631 if(!tex_read
[stage
]) continue;
5632 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
5633 if(!bump_used
[stage
]) continue;
5634 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
5635 if(!luminance_used
[stage
]) continue;
5636 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
5639 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
5641 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
5643 if(settings
->sRGB_write
) {
5644 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5645 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
5646 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5647 srgb_sub_high
, 0.0, 0.0, 0.0);
5650 if(ffp_clip_emul(stateblock
) && settings
->emul_clipplanes
) shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
5652 /* Generate texture sampling instructions) */
5653 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
5654 if(!tex_read
[stage
]) continue;
5656 switch(settings
->op
[stage
].tex_type
) {
5657 case tex_1d
: textype
= "1D"; break;
5658 case tex_2d
: textype
= "2D"; break;
5659 case tex_3d
: textype
= "3D"; break;
5660 case tex_cube
: textype
= "CUBE"; break;
5661 case tex_rect
: textype
= "RECT"; break;
5662 default: textype
= "unexpected_textype"; break;
5665 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
5666 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5672 if(settings
->op
[stage
].projected
== proj_none
) {
5674 } else if(settings
->op
[stage
].projected
== proj_count4
||
5675 settings
->op
[stage
].projected
== proj_count3
) {
5678 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5683 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
5684 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
5685 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
5686 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
5687 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
5688 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
5690 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5691 * so multiply the displacement with the dividing parameter before passing it to TXP
5693 if (settings
->op
[stage
].projected
!= proj_none
) {
5694 if(settings
->op
[stage
].projected
== proj_count4
) {
5695 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
5696 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
5698 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
5699 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
5702 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
5705 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5706 instr
, sat
, stage
, stage
, textype
);
5707 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5708 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5709 stage
- 1, stage
- 1, stage
- 1);
5710 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
5712 } else if(settings
->op
[stage
].projected
== proj_count3
) {
5713 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
5714 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
5715 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5716 instr
, sat
, stage
, stage
, textype
);
5718 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5719 instr
, sat
, stage
, stage
, stage
, textype
);
5722 sprintf(colorcor_dst
, "tex%u", stage
);
5723 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
5724 settings
->op
[stage
].color_fixup
);
5727 /* Generate the main shader */
5728 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5729 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
5731 final_combiner_src
= "fragment.color.primary";
5736 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5737 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5738 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5739 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5740 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5741 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5742 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5743 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5744 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5745 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5746 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5747 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5749 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
5750 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
5751 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
5752 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5755 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
5756 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5757 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5758 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5760 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
5762 } else if(op_equal
) {
5763 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5764 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5765 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5767 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5768 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5769 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5770 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5771 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5772 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5776 if(settings
->sRGB_write
) {
5777 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5778 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
5780 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5784 shader_addline(&buffer
, "END\n");
5786 /* Generate the shader */
5787 GL_EXTCALL(glGenProgramsARB(1, &ret
));
5788 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
5789 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
5790 strlen(buffer
.buffer
), buffer
.buffer
));
5791 checkGLcall("glProgramStringARB()");
5793 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
5796 FIXME("Fragment program error at position %d: %s\n", pos
,
5797 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
5803 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
5804 checkGLcall("glGetProgramivARB()");
5805 if (!native
) WARN("Program exceeds native resource limits.\n");
5808 shader_buffer_free(&buffer
);
5812 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5814 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5815 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5816 BOOL use_pshader
= use_ps(stateblock
);
5817 BOOL use_vshader
= use_vs(stateblock
);
5818 struct ffp_frag_settings settings
;
5819 const struct arbfp_ffp_desc
*desc
;
5822 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5824 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
5825 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5826 /* Reload fixed function constants since they collide with the pixel shader constants */
5827 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5828 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5830 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5831 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5832 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5833 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
5839 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5840 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
5841 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
5843 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
5846 ERR("Out of memory\n");
5849 new_desc
->num_textures_used
= 0;
5850 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
5851 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
5852 new_desc
->num_textures_used
= i
;
5855 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
5856 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
5857 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
5858 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
5862 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5863 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5866 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
5867 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5868 priv
->current_fprogram_id
= desc
->shader
;
5870 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5871 /* Reload fixed function constants since they collide with the pixel shader constants */
5872 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5873 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5875 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5876 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5878 context
->last_was_pshader
= FALSE
;
5880 context
->last_was_pshader
= TRUE
;
5883 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5884 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5885 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5886 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5887 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5889 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5892 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5893 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
5895 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
5896 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
5900 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5904 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5905 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5906 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5907 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5908 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5910 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5912 enum fogsource new_source
;
5914 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5916 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
5917 fragment_prog_arbfp(state
, stateblock
, context
);
5920 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
5922 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
5923 if(use_vs(stateblock
)) {
5924 new_source
= FOGSOURCE_VS
;
5926 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
5927 new_source
= FOGSOURCE_COORD
;
5929 new_source
= FOGSOURCE_FFP
;
5933 new_source
= FOGSOURCE_FFP
;
5935 if(new_source
!= context
->fog_source
) {
5936 context
->fog_source
= new_source
;
5937 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
5941 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5943 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
5944 fragment_prog_arbfp(state
, stateblock
, context
);
5948 #undef GLINFO_LOCATION
5950 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
5951 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
5952 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5953 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5954 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5955 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5956 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5957 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5958 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5959 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5960 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5961 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5962 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5963 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5964 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5965 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5966 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5967 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5968 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5969 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5970 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5971 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5972 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5973 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5974 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5975 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5976 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5977 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5978 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5979 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5980 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5981 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5982 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5983 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5984 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5985 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5986 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5987 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5988 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5989 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5990 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5991 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5992 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5993 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5994 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5995 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5996 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5997 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5998 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5999 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6000 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6001 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6002 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6003 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6004 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6005 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6006 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6007 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6008 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6009 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6010 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6011 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6012 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6013 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6014 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6015 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6016 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6017 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6018 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6019 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6020 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6021 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6022 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6023 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6024 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6025 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6026 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6027 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6028 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6029 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6030 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6031 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6032 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6033 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6034 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6035 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6036 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6037 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6038 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6039 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6040 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6041 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6042 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6043 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6044 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6045 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6046 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6047 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6048 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6049 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6050 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6051 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6052 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6053 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6054 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6055 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6056 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6057 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6058 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6059 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6060 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6061 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6062 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6063 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6064 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6065 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6066 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6067 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6068 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6069 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6070 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6071 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6072 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6073 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6074 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6075 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6076 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6077 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6078 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6079 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6080 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6081 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6082 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6083 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6084 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6085 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6086 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6087 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6088 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6089 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6090 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6091 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6092 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6093 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6094 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6095 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6096 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6097 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6098 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6101 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6106 shader_arb_color_fixup_supported
,
6107 arbfp_fragmentstate_template
,
6108 TRUE
/* We can disable projected textures */
6111 #define GLINFO_LOCATION device->adapter->gl_info
6113 struct arbfp_blit_priv
{
6114 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6115 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6116 GLenum yv12_rect_shader
, yv12_2d_shader
;
6119 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
6120 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6121 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6122 if(!device
->blit_priv
) {
6123 ERR("Out of memory\n");
6124 return E_OUTOFMEMORY
;
6129 /* Context activation is done by the caller. */
6130 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
6131 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6132 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6135 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6136 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6137 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6138 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6139 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6140 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6141 checkGLcall("Delete yuv programs");
6145 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum yuv_fixup yuv_fixup
,
6146 GLenum textype
, char *luminance
)
6149 const char *tex
, *texinstr
;
6151 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
6159 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6160 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6162 /* This is more tricky than just replacing the texture type - we have to navigate
6163 * properly in the texture to find the correct chroma values
6165 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6169 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6170 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6171 * filtering when we sample the texture.
6173 * These are the rules for reading the chroma:
6179 * So we have to get the sampling x position in non-normalized coordinates in integers
6181 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6182 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6183 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6185 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6187 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6188 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6191 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6192 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6194 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6195 * even and odd pixels respectively
6197 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6198 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6200 /* Sample Pixel 1 */
6201 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6203 /* Put the value into either of the chroma values */
6204 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6205 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6206 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6207 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6209 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6210 * the pixel right to the current one. Otherwise, sample the left pixel.
6211 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6213 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6214 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6215 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6217 /* Put the value into the other chroma */
6218 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6219 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6220 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6221 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6223 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6224 * the current one and lerp the two U and V values
6227 /* This gives the correctly filtered luminance value */
6228 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6233 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6238 case GL_TEXTURE_2D
: tex
= "2D"; break;
6239 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6241 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6245 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6246 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6247 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6248 * pitch of the luminance plane, the packing into the gl texture is a bit
6249 * unfortunate. If the whole texture is interpreted as luminance data it looks
6250 * approximately like this:
6252 * +----------------------------------+----
6264 * +----------------+-----------------+----
6266 * | U even rows | U odd rows |
6268 * +----------------+------------------ -
6270 * | V even rows | V odd rows |
6272 * +----------------+-----------------+----
6276 * So it appears as if there are 4 chroma images, but in fact the odd rows
6277 * in the chroma images are in the same row as the even ones. So its is
6278 * kinda tricky to read
6280 * When reading from rectangle textures, keep in mind that the input y coordinates
6281 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6283 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6284 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6286 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6287 /* the chroma planes have only half the width */
6288 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6290 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6291 * the coordinate. Also read the right side of the image when reading odd lines
6293 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6296 if(textype
== GL_TEXTURE_2D
) {
6298 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6300 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6302 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6303 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6305 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6306 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6307 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6308 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6309 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6311 /* clamp, keep the half pixel origin in mind */
6312 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6313 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6314 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6315 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6317 /* Read from [size - size+size/4] */
6318 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6319 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6321 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6322 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6323 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6324 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6325 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6326 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6328 /* Make sure to read exactly from the pixel center */
6329 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6330 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6333 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6334 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6335 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6336 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6337 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6339 /* Read the texture, put the result into the output register */
6340 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6341 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6343 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6344 * No need to clamp because we're just reusing the already clamped value from above
6346 if(textype
== GL_TEXTURE_2D
) {
6347 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6349 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6351 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6352 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6354 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6355 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6356 * values due to filtering
6358 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6359 if(textype
== GL_TEXTURE_2D
) {
6360 /* Multiply the y coordinate by 2/3 and clamp it */
6361 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6362 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6363 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6364 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6366 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6367 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6370 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6371 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6372 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6379 /* Context activation is done by the caller. */
6380 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
6383 struct wined3d_shader_buffer buffer
;
6384 char luminance_component
;
6385 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6389 if (!shader_buffer_init(&buffer
))
6391 ERR("Failed to initialize shader buffer.\n");
6396 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6397 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6398 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6399 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6402 shader_buffer_free(&buffer
);
6406 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6407 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6408 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6409 * each single pixel it contains, and one U and one V value shared between both
6412 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6413 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6414 * take the format into account when generating the read swizzles
6416 * Reading the Y value is straightforward - just sample the texture. The hardware
6417 * takes care of filtering in the horizontal and vertical direction.
6419 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6420 * because that would mix the U and V values of one pixel or two adjacent pixels.
6421 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6422 * regardless of the filtering setting. Vertical filtering works automatically
6423 * though - the U and V values of two rows are mixed nicely.
6425 * Appart of avoiding filtering issues, the code has to know which value it just
6426 * read, and where it can find the other one. To determine this, it checks if
6427 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6429 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6430 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6432 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6433 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6434 * in an unfiltered situation. Finding the luminance on the other hand requires
6435 * finding out if it is an odd or even pixel. The real drawback of this approach
6436 * is filtering. This would have to be emulated completely in the shader, reading
6437 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6438 * vertically. Beyond that it would require adjustments to the texture handling
6439 * code to deal with the width scaling
6441 shader_addline(&buffer
, "!!ARBfp1.0\n");
6442 shader_addline(&buffer
, "TEMP luminance;\n");
6443 shader_addline(&buffer
, "TEMP temp;\n");
6444 shader_addline(&buffer
, "TEMP chroma;\n");
6445 shader_addline(&buffer
, "TEMP texcrd;\n");
6446 shader_addline(&buffer
, "TEMP texcrd2;\n");
6447 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6448 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6449 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6453 case YUV_FIXUP_UYVY
:
6454 case YUV_FIXUP_YUY2
:
6455 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6457 shader_buffer_free(&buffer
);
6462 case YUV_FIXUP_YV12
:
6463 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6465 shader_buffer_free(&buffer
);
6471 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6472 shader_buffer_free(&buffer
);
6476 /* Calculate the final result. Formula is taken from
6477 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6478 * ranges from -0.5 to 0.5
6480 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6482 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6483 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6484 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6485 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6486 shader_addline(&buffer
, "END\n");
6489 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6490 strlen(buffer
.buffer
), buffer
.buffer
));
6491 checkGLcall("glProgramStringARB()");
6493 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6496 FIXME("Fragment program error at position %d: %s\n", pos
,
6497 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6503 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6504 checkGLcall("glGetProgramivARB()");
6505 if (!native
) WARN("Program exceeds native resource limits.\n");
6508 shader_buffer_free(&buffer
);
6513 case YUV_FIXUP_YUY2
:
6514 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6515 else priv
->yuy2_2d_shader
= shader
;
6518 case YUV_FIXUP_UYVY
:
6519 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6520 else priv
->uyvy_2d_shader
= shader
;
6523 case YUV_FIXUP_YV12
:
6524 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6525 else priv
->yv12_2d_shader
= shader
;
6532 /* Context activation is done by the caller. */
6533 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
6534 GLenum textype
, UINT width
, UINT height
)
6537 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6538 float size
[4] = {width
, height
, 1, 1};
6539 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6540 enum yuv_fixup yuv_fixup
;
6542 if (!is_yuv_fixup(format_desc
->color_fixup
))
6545 dump_color_fixup_desc(format_desc
->color_fixup
);
6546 /* Don't bother setting up a shader for unconverted formats */
6549 checkGLcall("glEnable(textype)");
6554 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
6558 case YUV_FIXUP_YUY2
:
6559 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
6562 case YUV_FIXUP_UYVY
:
6563 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
6566 case YUV_FIXUP_YV12
:
6567 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
6571 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
6574 checkGLcall("glEnable(textype)");
6579 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
6582 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
6583 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6584 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6585 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6586 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
6587 checkGLcall("glProgramLocalParameter4fvARB");
6593 /* Context activation is done by the caller. */
6594 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
6595 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6598 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
6599 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6600 glDisable(GL_TEXTURE_2D
);
6601 checkGLcall("glDisable(GL_TEXTURE_2D)");
6602 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
6603 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
6604 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6606 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
6607 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
6608 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6613 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
6615 enum yuv_fixup yuv_fixup
;
6617 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6619 TRACE("Checking support for fixup:\n");
6620 dump_color_fixup_desc(fixup
);
6623 if (is_identity_fixup(fixup
))
6629 /* We only support YUV conversions. */
6630 if (!is_yuv_fixup(fixup
))
6632 TRACE("[FAILED]\n");
6636 yuv_fixup
= get_yuv_fixup(fixup
);
6639 case YUV_FIXUP_YUY2
:
6640 case YUV_FIXUP_UYVY
:
6641 case YUV_FIXUP_YV12
:
6646 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6647 TRACE("[FAILED]\n");
6652 const struct blit_shader arbfp_blit
= {
6657 arbfp_blit_color_fixup_supported
,
6660 #undef GLINFO_LOCATION