push 915ca0aa9d2991375796d4b573b1be50b5f1fb2c
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob9d5125042f37cf72a4da2b2c2547ce790e512013
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
31 #include <math.h>
32 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
44 * so upload them above that
46 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
47 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
49 /* ARB_program_shader private data */
50 struct shader_arb_priv {
51 GLuint current_vprogram_id;
52 GLuint current_fprogram_id;
53 GLuint depth_blt_vprogram_id;
54 GLuint depth_blt_fprogram_id[tex_type_count];
55 BOOL use_arbfp_fixed_func;
56 struct hash_table_t *fragment_shaders;
59 /********************************************************
60 * ARB_[vertex/fragment]_program helper functions follow
61 ********************************************************/
63 /**
64 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
65 * When constant_list == NULL, it will load all the constants.
67 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
68 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
70 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
71 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
73 local_constant* lconst;
74 DWORD i, j;
75 unsigned int ret;
77 if (TRACE_ON(d3d_shader)) {
78 for(i = 0; i < max_constants; i++) {
79 if(!dirty_consts[i]) continue;
80 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
81 constants[i * 4 + 0], constants[i * 4 + 1],
82 constants[i * 4 + 2], constants[i * 4 + 3]);
85 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
86 if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
87 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
88 float lcl_const[4];
89 for(i = 0; i < max_constants; i++) {
90 if(!dirty_consts[i]) continue;
91 dirty_consts[i] = 0;
93 j = 4 * i;
94 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
95 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
96 else lcl_const[0] = constants[j + 0];
98 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
99 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
100 else lcl_const[1] = constants[j + 1];
102 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
103 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
104 else lcl_const[2] = constants[j + 2];
106 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
107 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
108 else lcl_const[3] = constants[j + 3];
110 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
112 } else {
113 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
114 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
115 * or just reloading *all* constants at once
117 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
119 for(i = 0; i < max_constants; i++) {
120 if(!dirty_consts[i]) continue;
122 /* Find the next block of dirty constants */
123 dirty_consts[i] = 0;
124 j = i;
125 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
126 dirty_consts[i] = 0;
129 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
131 } else {
132 for(i = 0; i < max_constants; i++) {
133 if(dirty_consts[i]) {
134 dirty_consts[i] = 0;
135 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
140 checkGLcall("glProgramEnvParameter4fvARB()");
142 /* Load immediate constants */
143 if(This->baseShader.load_local_constsF) {
144 if (TRACE_ON(d3d_shader)) {
145 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
146 GLfloat* values = (GLfloat*)lconst->value;
147 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
148 values[0], values[1], values[2], values[3]);
151 /* Immediate constants are clamped for 1.X shaders at loading times */
152 ret = 0;
153 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
154 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
155 ret = max(ret, lconst->idx + 1);
156 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
158 checkGLcall("glProgramEnvParameter4fvARB()");
159 return ret; /* The loaded immediate constants need reloading for the next shader */
160 } else {
161 return 0; /* No constants are dirty now */
166 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
168 * We only support float constants in ARB at the moment, so don't
169 * worry about the Integers or Booleans
171 static void shader_arb_load_constants(
172 IWineD3DDevice* device,
173 char usePixelShader,
174 char useVertexShader) {
176 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
177 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
178 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
179 unsigned char i;
181 if (useVertexShader) {
182 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
184 /* Load DirectX 9 float constants for vertex shader */
185 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
186 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
187 deviceImpl->highest_dirty_vs_const,
188 stateBlock->vertexShaderConstantF,
189 deviceImpl->activeContext->vshader_const_dirty);
191 /* Upload the position fixup */
192 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
195 if (usePixelShader) {
197 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
198 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
200 /* Load DirectX 9 float constants for pixel shader */
201 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
202 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
203 deviceImpl->highest_dirty_ps_const,
204 stateBlock->pixelShaderConstantF,
205 deviceImpl->activeContext->pshader_const_dirty);
207 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
208 /* The state manager takes care that this function is always called if the bump env matrix changes
210 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
211 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
212 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
214 if(psi->luminanceconst[i].const_num != -1) {
215 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
216 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
217 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
218 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
220 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
221 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
222 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
228 /* Generate the variable & register declarations for the ARB_vertex_program output target */
229 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
230 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
232 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
233 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
234 DWORD i, cur;
235 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
236 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
237 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
238 UINT extra_constants_needed = 0;
239 const local_constant *lconst;
241 /* Temporary Output register */
242 shader_addline(buffer, "TEMP TMP_OUT;\n");
244 for(i = 0; i < This->baseShader.limits.temporary; i++) {
245 if (reg_maps->temporary[i])
246 shader_addline(buffer, "TEMP R%u;\n", i);
249 for (i = 0; i < This->baseShader.limits.address; i++) {
250 if (reg_maps->address[i])
251 shader_addline(buffer, "ADDRESS A%d;\n", i);
254 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
255 if (reg_maps->texcoord[i])
256 shader_addline(buffer,"TEMP T%u;\n", i);
259 /* Texture coordinate registers must be pre-loaded */
260 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
261 if (reg_maps->texcoord[i])
262 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
265 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
266 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
267 if(!reg_maps->bumpmat[i]) continue;
269 cur = ps->numbumpenvmatconsts;
270 ps->bumpenvmatconst[cur].const_num = -1;
271 ps->bumpenvmatconst[cur].texunit = i;
272 ps->luminanceconst[cur].const_num = -1;
273 ps->luminanceconst[cur].texunit = i;
275 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
276 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
277 * bump mapping.
279 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
280 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
281 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
282 i, ps->bumpenvmatconst[cur].const_num);
283 extra_constants_needed++;
285 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
286 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
287 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
288 i, ps->luminanceconst[cur].const_num);
289 extra_constants_needed++;
290 } else if(reg_maps->luminanceparams) {
291 FIXME("No free constant to load the luminance parameters\n");
293 } else {
294 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
297 ps->numbumpenvmatconsts = cur + 1;
300 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
301 shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
302 srgb_mul_low, srgb_mul_low, srgb_mul_low);
303 shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
304 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
305 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
306 srgb_pow, srgb_pow, srgb_pow);
307 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
308 srgb_mul_high, srgb_mul_high, srgb_mul_high);
309 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
310 srgb_sub_high, srgb_sub_high, srgb_sub_high);
313 /* Load local constants using the program-local space,
314 * this avoids reloading them each time the shader is used
316 if(!This->baseShader.load_local_constsF) {
317 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
318 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
319 lconst->idx);
323 /* we use the array-based constants array if the local constants are marked for loading,
324 * because then we use indirect addressing, or when the local constant list is empty,
325 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
326 * local constants do not declare the loaded constants as an array because ARB compilers usually
327 * do not optimize unused constants away
329 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
330 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
331 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
332 max_constantsF, max_constantsF - 1);
333 } else {
334 for(i = 0; i < max_constantsF; i++) {
335 if(!shader_constant_is_local(This, i)) {
336 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
342 static const char * const shift_tab[] = {
343 "dummy", /* 0 (none) */
344 "coefmul.x", /* 1 (x2) */
345 "coefmul.y", /* 2 (x4) */
346 "coefmul.z", /* 3 (x8) */
347 "coefmul.w", /* 4 (x16) */
348 "dummy", /* 5 (x32) */
349 "dummy", /* 6 (x64) */
350 "dummy", /* 7 (x128) */
351 "dummy", /* 8 (d256) */
352 "dummy", /* 9 (d128) */
353 "dummy", /* 10 (d64) */
354 "dummy", /* 11 (d32) */
355 "coefdiv.w", /* 12 (d16) */
356 "coefdiv.z", /* 13 (d8) */
357 "coefdiv.y", /* 14 (d4) */
358 "coefdiv.x" /* 15 (d2) */
361 static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask)
363 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
364 char *ptr = write_mask;
365 char vshader = shader_is_vshader_version(This->baseShader.hex_version);
367 if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
368 *ptr++ = '.';
369 *ptr++ = 'x';
370 } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
371 *ptr++ = '.';
372 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
373 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
374 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
375 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
378 *ptr = '\0';
381 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
382 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
383 * but addressed as "rgba". To fix this we need to swap the register's x
384 * and z components. */
385 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
386 char *ptr = swizzle_str;
388 /* swizzle bits fields: wwzzyyxx */
389 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
390 DWORD swizzle_x = swizzle & 0x03;
391 DWORD swizzle_y = (swizzle >> 2) & 0x03;
392 DWORD swizzle_z = (swizzle >> 4) & 0x03;
393 DWORD swizzle_w = (swizzle >> 6) & 0x03;
395 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
396 * generate a swizzle string. Unless we need to our own swizzling. */
397 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
398 *ptr++ = '.';
399 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
400 *ptr++ = swizzle_chars[swizzle_x];
401 } else {
402 *ptr++ = swizzle_chars[swizzle_x];
403 *ptr++ = swizzle_chars[swizzle_y];
404 *ptr++ = swizzle_chars[swizzle_z];
405 *ptr++ = swizzle_chars[swizzle_w];
409 *ptr = '\0';
412 static void pshader_get_register_name(IWineD3DBaseShader* iface,
413 const DWORD param, char* regstr) {
415 DWORD reg = param & WINED3DSP_REGNUM_MASK;
416 DWORD regtype = shader_get_regtype(param);
417 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
419 switch (regtype) {
420 case WINED3DSPR_TEMP:
421 sprintf(regstr, "R%u", reg);
422 break;
423 case WINED3DSPR_INPUT:
424 if (reg==0) {
425 strcpy(regstr, "fragment.color.primary");
426 } else {
427 strcpy(regstr, "fragment.color.secondary");
429 break;
430 case WINED3DSPR_CONST:
431 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
432 sprintf(regstr, "C[%u]", reg);
433 } else {
434 sprintf(regstr, "C%u", reg);
436 break;
437 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
438 sprintf(regstr,"T%u", reg);
439 break;
440 case WINED3DSPR_COLOROUT:
441 if (reg == 0)
442 sprintf(regstr, "TMP_COLOR");
443 else {
444 /* TODO: See GL_ARB_draw_buffers */
445 FIXME("Unsupported write to render target %u\n", reg);
446 sprintf(regstr, "unsupported_register");
448 break;
449 case WINED3DSPR_DEPTHOUT:
450 sprintf(regstr, "result.depth");
451 break;
452 case WINED3DSPR_ATTROUT:
453 sprintf(regstr, "oD[%u]", reg);
454 break;
455 case WINED3DSPR_TEXCRDOUT:
456 sprintf(regstr, "oT[%u]", reg);
457 break;
458 default:
459 FIXME("Unhandled register name Type(%d)\n", regtype);
460 sprintf(regstr, "unrecognized_register");
461 break;
465 /* TODO: merge with pixel shader */
466 static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine)
468 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
470 /* oPos, oFog and oPts in D3D */
471 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
473 DWORD reg = param & WINED3DSP_REGNUM_MASK;
474 DWORD regtype = shader_get_regtype(param);
475 char tmpReg[255];
476 BOOL is_color = FALSE;
478 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
479 strcat(hwLine, " -");
480 } else {
481 strcat(hwLine, " ");
484 switch (regtype) {
485 case WINED3DSPR_TEMP:
486 sprintf(tmpReg, "R%u", reg);
487 strcat(hwLine, tmpReg);
488 break;
489 case WINED3DSPR_INPUT:
491 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
492 is_color = TRUE;
494 sprintf(tmpReg, "vertex.attrib[%u]", reg);
495 strcat(hwLine, tmpReg);
496 break;
497 case WINED3DSPR_CONST:
498 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
499 if(reg >= This->rel_offset) {
500 sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
501 } else {
502 sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
504 } else {
505 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
506 sprintf(tmpReg, "C[%u]", reg);
507 } else {
508 sprintf(tmpReg, "C%u", reg);
511 strcat(hwLine, tmpReg);
512 break;
513 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
514 sprintf(tmpReg, "A%u", reg);
515 strcat(hwLine, tmpReg);
516 break;
517 case WINED3DSPR_RASTOUT:
518 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
519 strcat(hwLine, tmpReg);
520 break;
521 case WINED3DSPR_ATTROUT:
522 if (reg==0) {
523 strcat(hwLine, "result.color.primary");
524 } else {
525 strcat(hwLine, "result.color.secondary");
527 break;
528 case WINED3DSPR_TEXCRDOUT:
529 sprintf(tmpReg, "result.texcoord[%u]", reg);
530 strcat(hwLine, tmpReg);
531 break;
532 default:
533 FIXME("Unknown reg type %d %d\n", regtype, reg);
534 strcat(hwLine, "unrecognized_register");
535 break;
538 if (!is_input) {
539 char write_mask[6];
540 shader_arb_get_write_mask(arg, param, write_mask);
541 strcat(hwLine, write_mask);
542 } else {
543 char swizzle[6];
544 shader_arb_get_swizzle(param, is_color, swizzle);
545 strcat(hwLine, swizzle);
549 static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str,
550 const char *coord_reg, BOOL projected, BOOL bias)
552 SHADER_BUFFER* buffer = arg->buffer;
553 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
554 const char *tex_type;
556 switch(sampler_type) {
557 case WINED3DSTT_1D:
558 tex_type = "1D";
559 break;
561 case WINED3DSTT_2D:
563 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
564 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
565 if(device->stateBlock->textures[sampler_idx] &&
566 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
567 tex_type = "RECT";
568 } else {
569 tex_type = "2D";
571 break;
574 case WINED3DSTT_VOLUME:
575 tex_type = "3D";
576 break;
578 case WINED3DSTT_CUBE:
579 tex_type = "CUBE";
580 break;
582 default:
583 ERR("Unexpected texture type %d\n", sampler_type);
584 tex_type = "";
587 if (bias) {
588 /* Shouldn't be possible, but let's check for it */
589 if(projected) FIXME("Biased and Projected texture sampling\n");
590 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
591 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
592 } else if (projected) {
593 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
594 } else {
595 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
599 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
601 switch(channel_source)
603 case CHANNEL_SOURCE_ZERO: return "0";
604 case CHANNEL_SOURCE_ONE: return "1";
605 case CHANNEL_SOURCE_X: return "x";
606 case CHANNEL_SOURCE_Y: return "y";
607 case CHANNEL_SOURCE_Z: return "z";
608 case CHANNEL_SOURCE_W: return "w";
609 default:
610 FIXME("Unhandled channel source %#x\n", channel_source);
611 return "undefined";
615 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
616 const char *one, const char *two, struct color_fixup_desc fixup)
618 DWORD mask;
620 if (is_yuv_fixup(fixup))
622 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
623 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
624 return;
627 mask = 0;
628 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
629 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
630 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
631 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
632 mask &= dst_mask;
634 if (mask)
636 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
637 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
638 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
641 mask = 0;
642 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
643 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
644 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
645 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
646 mask &= dst_mask;
648 if (mask)
650 char reg_mask[6];
651 char *ptr = reg_mask;
653 if (mask != WINED3DSP_WRITEMASK_ALL)
655 *ptr++ = '.';
656 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
657 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
658 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
659 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
661 *ptr = '\0';
663 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
667 static void shader_arb_color_correction(const struct SHADER_OPCODE_ARG* arg, struct color_fixup_desc fixup)
669 char reg[256];
670 pshader_get_register_name(arg->shader, arg->dst, reg);
671 gen_color_correction(arg->buffer, reg, arg->dst & WINED3DSP_WRITEMASK_ALL, "one", "coefmul.x", fixup);
674 static void pshader_gen_input_modifier_line (
675 IWineD3DBaseShader *iface,
676 SHADER_BUFFER* buffer,
677 const DWORD instr,
678 int tmpreg,
679 char *outregstr) {
681 /* Generate a line that does the input modifier computation and return the input register to use */
682 char regstr[256];
683 char swzstr[20];
684 int insert_line;
686 /* Assume a new line will be added */
687 insert_line = 1;
689 /* Get register name */
690 pshader_get_register_name(iface, instr, regstr);
691 shader_arb_get_swizzle(instr, FALSE, swzstr);
693 switch (instr & WINED3DSP_SRCMOD_MASK) {
694 case WINED3DSPSM_NONE:
695 sprintf(outregstr, "%s%s", regstr, swzstr);
696 insert_line = 0;
697 break;
698 case WINED3DSPSM_NEG:
699 sprintf(outregstr, "-%s%s", regstr, swzstr);
700 insert_line = 0;
701 break;
702 case WINED3DSPSM_BIAS:
703 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
704 break;
705 case WINED3DSPSM_BIASNEG:
706 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
707 break;
708 case WINED3DSPSM_SIGN:
709 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
710 break;
711 case WINED3DSPSM_SIGNNEG:
712 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
713 break;
714 case WINED3DSPSM_COMP:
715 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
716 break;
717 case WINED3DSPSM_X2:
718 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
719 break;
720 case WINED3DSPSM_X2NEG:
721 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
722 break;
723 case WINED3DSPSM_DZ:
724 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
725 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
726 break;
727 case WINED3DSPSM_DW:
728 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
729 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
730 break;
731 default:
732 sprintf(outregstr, "%s%s", regstr, swzstr);
733 insert_line = 0;
736 /* Return modified or original register, with swizzle */
737 if (insert_line)
738 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
741 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask,
742 int shift, const char *regstr)
744 /* Generate a line that does the output modifier computation */
745 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
746 regstr, write_mask, regstr, shift_tab[shift]);
749 static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg)
751 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
753 SHADER_BUFFER* buffer = arg->buffer;
754 char dst_name[50];
755 char src_name[2][50];
756 char dst_wmask[20];
757 DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
758 BOOL has_bumpmat = FALSE;
759 int i;
761 for(i = 0; i < This->numbumpenvmatconsts; i++) {
762 if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
763 has_bumpmat = TRUE;
764 break;
768 pshader_get_register_name(arg->shader, arg->dst, dst_name);
769 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
770 strcat(dst_name, dst_wmask);
772 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
773 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
775 if(has_bumpmat) {
776 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
777 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
778 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
779 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
780 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
782 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
783 } else {
784 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
788 static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg)
790 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
791 SHADER_BUFFER* buffer = arg->buffer;
792 char dst_wmask[20];
793 char dst_name[50];
794 char src_name[3][50];
795 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
796 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
798 /* FIXME: support output modifiers */
800 /* Handle output register */
801 pshader_get_register_name(arg->shader, arg->dst, dst_name);
802 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
804 /* Generate input register names (with modifiers) */
805 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
806 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
807 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
809 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
810 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
811 arg->opcode_token & WINED3DSI_COISSUE) {
812 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
813 } else {
814 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
815 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
816 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
818 if (shift != 0)
819 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
822 static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg)
824 SHADER_BUFFER* buffer = arg->buffer;
825 char dst_wmask[20];
826 char dst_name[50];
827 char src_name[3][50];
828 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
829 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
831 /* FIXME: support output modifiers */
833 /* Handle output register */
834 pshader_get_register_name(arg->shader, arg->dst, dst_name);
835 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
837 /* Generate input register names (with modifiers) */
838 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
839 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
840 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
842 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
843 src_name[0], src_name[2], src_name[1]);
845 if (shift != 0)
846 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
849 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
850 * dst = dot2(src0, src1) + src2 */
851 static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg)
853 SHADER_BUFFER* buffer = arg->buffer;
854 char dst_wmask[20];
855 char dst_name[50];
856 char src_name[3][50];
857 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
858 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
860 pshader_get_register_name(arg->shader, arg->dst, dst_name);
861 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
863 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
864 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
865 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
867 /* Emulate a DP2 with a DP3 and 0.0 */
868 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
869 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
870 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
871 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
873 if (shift != 0)
874 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
877 /* Map the opcode 1-to-1 to the GL code */
878 static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg)
880 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
881 CONST SHADER_OPCODE* curOpcode = arg->opcode;
882 SHADER_BUFFER* buffer = arg->buffer;
883 DWORD dst = arg->dst;
884 const DWORD *src = arg->src;
885 char arguments[256];
886 unsigned int i;
888 if (shader_is_pshader_version(shader->baseShader.hex_version))
890 /* Output token related */
891 char output_rname[256];
892 char output_wmask[20];
893 char operands[4][100];
894 BOOL saturate = FALSE;
895 BOOL centroid = FALSE;
896 BOOL partialprecision = FALSE;
897 const char *modifier;
898 DWORD shift;
900 if (!curOpcode->num_params)
902 ERR("Opcode \"%s\" has no parameters\n", curOpcode->name);
903 return;
906 /* Process modifiers */
907 if (dst & WINED3DSP_DSTMOD_MASK)
909 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
911 saturate = mask & WINED3DSPDM_SATURATE;
912 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
913 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
914 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
915 if (mask)
916 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
918 if (centroid)
919 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
921 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
922 modifier = (saturate && !shift) ? "_SAT" : "";
924 /* Generate input register names (with modifiers) */
925 for (i = 1; i < curOpcode->num_params; ++i)
926 pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
928 /* Handle output register */
929 pshader_get_register_name(arg->shader, dst, output_rname);
930 strcpy(operands[0], output_rname);
931 shader_arb_get_write_mask(arg, dst, output_wmask);
932 strcat(operands[0], output_wmask);
934 arguments[0] = '\0';
935 strcat(arguments, operands[0]);
936 for (i = 1; i < curOpcode->num_params; i++)
938 strcat(arguments, ", ");
939 strcat(arguments, operands[i]);
941 shader_addline(buffer, "%s%s %s;\n", curOpcode->glname, modifier, arguments);
943 /* A shift requires another line. */
944 if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
945 } else {
946 /* Note that vshader_program_add_param() adds spaces. */
948 arguments[0] = '\0';
949 if (curOpcode->num_params > 0)
951 vshader_program_add_param(arg, dst, FALSE, arguments);
952 for (i = 1; i < curOpcode->num_params; ++i)
954 strcat(arguments, ",");
955 vshader_program_add_param(arg, src[i-1], TRUE, arguments);
958 shader_addline(buffer, "%s%s;\n", curOpcode->glname, arguments);
962 static void shader_hw_mov(const SHADER_OPCODE_ARG *arg)
964 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
966 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1
967 && !shader_is_pshader_version(shader->baseShader.hex_version)
968 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)
969 || arg->opcode->opcode == WINED3DSIO_MOVA)
971 SHADER_BUFFER *buffer = arg->buffer;
972 char src0_param[256];
974 if (arg->opcode->opcode == WINED3DSIO_MOVA)
975 FIXME("mova should round\n");
977 src0_param[0] = '\0';
978 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
980 vshader_program_add_param(arg, arg->src[0], TRUE, src0_param);
981 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
982 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
984 else
986 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
987 * with more than one component. Thus replicate the first source argument over all
988 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
990 DWORD parm = arg->src[0] & ~(WINED3DVS_SWIZZLE_MASK);
991 if((arg->src[0] & WINED3DVS_X_W) == WINED3DVS_X_W)
992 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
993 else if((arg->src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z)
994 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
995 else if((arg->src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y)
996 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
997 else if((arg->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X)
998 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
999 vshader_program_add_param(arg, parm, TRUE, src0_param);
1000 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1003 else
1005 shader_hw_map2gl(arg);
1009 static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg)
1011 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1012 DWORD hex_version = This->baseShader.hex_version;
1013 SHADER_BUFFER* buffer = arg->buffer;
1014 char reg_dest[40];
1016 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1017 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1019 pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1021 if(hex_version >= WINED3DPS_VERSION(2,0)) {
1022 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1023 shader_addline(buffer, "KIL %s;\n", reg_dest);
1024 } else {
1025 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1026 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1028 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1029 shader_addline(buffer, "MOV TMP.w, one.w;\n");
1030 shader_addline(buffer, "KIL TMP;\n");
1034 static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg)
1036 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1037 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1039 DWORD dst = arg->dst;
1040 const DWORD *src = arg->src;
1041 SHADER_BUFFER* buffer = arg->buffer;
1042 DWORD hex_version = This->baseShader.hex_version;
1043 BOOL projected = FALSE, bias = FALSE;
1045 char reg_dest[40];
1046 char reg_coord[40];
1047 DWORD reg_dest_code;
1048 DWORD reg_sampler_code;
1050 /* All versions have a destination register */
1051 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1052 pshader_get_register_name(arg->shader, dst, reg_dest);
1054 /* 1.0-1.3: Use destination register as coordinate source.
1055 1.4+: Use provided coordinate source register. */
1056 if (hex_version < WINED3DPS_VERSION(1,4))
1057 strcpy(reg_coord, reg_dest);
1058 else
1059 pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1061 /* 1.0-1.4: Use destination register number as texture code.
1062 2.0+: Use provided sampler number as texure code. */
1063 if (hex_version < WINED3DPS_VERSION(2,0))
1064 reg_sampler_code = reg_dest_code;
1065 else
1066 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1068 /* projection flag:
1069 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1070 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1071 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1073 if(hex_version < WINED3DPS_VERSION(1,4)) {
1074 DWORD flags = 0;
1075 if(reg_sampler_code < MAX_TEXTURES) {
1076 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1078 if (flags & WINED3DTTFF_PROJECTED) {
1079 projected = TRUE;
1081 } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1082 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1083 if (src_mod == WINED3DSPSM_DZ) {
1084 projected = TRUE;
1085 } else if(src_mod == WINED3DSPSM_DW) {
1086 projected = TRUE;
1088 } else {
1089 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1090 projected = TRUE;
1092 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1093 bias = TRUE;
1096 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1099 static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg)
1101 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1102 DWORD dst = arg->dst;
1103 SHADER_BUFFER* buffer = arg->buffer;
1104 DWORD hex_version = This->baseShader.hex_version;
1106 char tmp[20];
1107 shader_arb_get_write_mask(arg, dst, tmp);
1108 if (hex_version != WINED3DPS_VERSION(1,4)) {
1109 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1110 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1111 } else {
1112 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1113 char reg_src[40];
1115 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1116 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1120 static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg)
1122 SHADER_BUFFER* buffer = arg->buffer;
1123 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1124 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1125 DWORD flags;
1127 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1128 char dst_str[8];
1129 char src_str[50];
1131 sprintf(dst_str, "T%u", reg1);
1132 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1133 shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1134 shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1135 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1136 shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1139 static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg)
1141 SHADER_BUFFER* buffer = arg->buffer;
1143 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1144 char dst_str[8];
1145 char src_str[50];
1147 sprintf(dst_str, "T%u", reg1);
1148 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1149 shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1150 shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1151 shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1154 static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg)
1156 SHADER_BUFFER* buffer = arg->buffer;
1157 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1158 char dst_str[8];
1159 char src_str[50];
1161 sprintf(dst_str, "T%u", reg1);
1162 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1163 shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1166 static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg)
1168 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1169 BOOL has_bumpmat = FALSE;
1170 BOOL has_luminance = FALSE;
1171 int i;
1173 DWORD dst = arg->dst;
1174 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1175 SHADER_BUFFER* buffer = arg->buffer;
1177 char reg_coord[40];
1178 DWORD reg_dest_code;
1180 /* All versions have a destination register */
1181 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1182 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1183 pshader_get_register_name(arg->shader, dst, reg_coord);
1185 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1186 if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1187 has_bumpmat = TRUE;
1188 break;
1191 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1192 if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1193 has_luminance = TRUE;
1194 break;
1198 if(has_bumpmat) {
1199 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1201 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1202 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1203 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1204 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1206 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1207 * so we can't let the GL handle this.
1209 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1210 & WINED3DTTFF_PROJECTED) {
1211 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1212 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1213 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1214 } else {
1215 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1218 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1220 if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1221 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1222 src, reg_dest_code, reg_dest_code);
1223 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1226 } else {
1227 DWORD tf;
1228 if(reg_dest_code < MAX_TEXTURES) {
1229 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1230 } else {
1231 tf = 0;
1233 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1234 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1238 static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg)
1240 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1241 SHADER_BUFFER* buffer = arg->buffer;
1242 char src0_name[50];
1244 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1245 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1248 static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg)
1250 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1251 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1252 DWORD flags;
1253 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1254 SHADER_BUFFER* buffer = arg->buffer;
1255 char dst_str[8];
1256 char src0_name[50];
1258 sprintf(dst_str, "T%u", reg);
1259 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1260 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1261 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1262 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1265 static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg)
1267 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1268 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1269 SHADER_BUFFER* buffer = arg->buffer;
1270 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1271 char src0_name[50];
1273 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1274 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1275 current_state->texcoord_w[current_state->current_row++] = reg;
1278 static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg)
1280 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1281 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1282 DWORD flags;
1283 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1284 SHADER_BUFFER* buffer = arg->buffer;
1285 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1286 char dst_str[8];
1287 char src0_name[50];
1289 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1290 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1292 /* Sample the texture using the calculated coordinates */
1293 sprintf(dst_str, "T%u", reg);
1294 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1295 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1296 current_state->current_row = 0;
1299 static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
1301 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1302 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1303 DWORD flags;
1304 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1305 SHADER_BUFFER* buffer = arg->buffer;
1306 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1307 char dst_str[8];
1308 char src0_name[50];
1310 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1311 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1313 /* Construct the eye-ray vector from w coordinates */
1314 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1315 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1316 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1318 /* Calculate reflection vector
1320 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1321 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1322 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1323 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1324 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1325 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1326 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1328 /* Sample the texture using the calculated coordinates */
1329 sprintf(dst_str, "T%u", reg);
1330 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1331 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1332 current_state->current_row = 0;
1335 static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg)
1337 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1338 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1339 DWORD flags;
1340 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1341 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1342 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1343 SHADER_BUFFER* buffer = arg->buffer;
1344 char dst_str[8];
1345 char src0_name[50];
1347 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1348 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1350 /* Calculate reflection vector.
1352 * dot(N, E)
1353 * TMP.xyz = 2 * --------- * N - E
1354 * dot(N, N)
1356 * Which normalizes the normal vector
1358 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1359 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1360 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1361 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1362 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1363 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1365 /* Sample the texture using the calculated coordinates */
1366 sprintf(dst_str, "T%u", reg);
1367 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1368 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1369 current_state->current_row = 0;
1372 static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg)
1374 SHADER_BUFFER* buffer = arg->buffer;
1375 char dst_name[50];
1377 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1378 * which is essentially an input, is the destination register because it is the first
1379 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1380 * here
1382 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1384 /* According to the msdn, the source register(must be r5) is unusable after
1385 * the texdepth instruction, so we're free to modify it
1387 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1389 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1390 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1391 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1393 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1394 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1395 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1396 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1399 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1400 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1401 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1402 static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg)
1404 SHADER_BUFFER* buffer = arg->buffer;
1405 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1406 char src0[50];
1407 char dst_str[8];
1409 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1410 shader_addline(buffer, "MOV TMP, 0.0;\n");
1411 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1413 sprintf(dst_str, "T%u", sampler_idx);
1414 shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1417 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1418 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1419 static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg)
1421 char src0[50];
1422 char dst_str[50];
1423 char dst_mask[6];
1424 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1425 SHADER_BUFFER* buffer = arg->buffer;
1427 /* Handle output register */
1428 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1429 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1431 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1432 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1434 /* TODO: Handle output modifiers */
1437 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1438 * Perform the 3rd row of a 3x3 matrix multiply */
1439 static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg)
1441 SHADER_BUFFER* buffer = arg->buffer;
1442 char dst_str[50];
1443 char dst_mask[6];
1444 char src0[50];
1445 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1447 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1448 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1450 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1451 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1452 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1454 /* TODO: Handle output modifiers */
1457 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1458 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1459 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1460 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1462 static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg)
1464 SHADER_BUFFER* buffer = arg->buffer;
1465 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1466 char src0[50];
1468 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1469 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1471 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1472 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1473 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1475 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1476 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1477 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1478 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1481 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1482 Vertex/Pixel shaders to ARB_vertex_program codes */
1483 static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg)
1485 int i;
1486 int nComponents = 0;
1487 SHADER_OPCODE_ARG tmpArg;
1488 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1489 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1490 DWORD shader_version = shader->baseShader.hex_version;
1492 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1494 /* Set constants for the temporary argument */
1495 tmpArg.shader = arg->shader;
1496 tmpArg.buffer = arg->buffer;
1497 tmpArg.src[0] = arg->src[0];
1498 tmpArg.src_addr[0] = arg->src_addr[0];
1499 tmpArg.src_addr[1] = arg->src_addr[1];
1500 tmpArg.reg_maps = arg->reg_maps;
1502 switch(arg->opcode->opcode) {
1503 case WINED3DSIO_M4x4:
1504 nComponents = 4;
1505 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1506 break;
1507 case WINED3DSIO_M4x3:
1508 nComponents = 3;
1509 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1510 break;
1511 case WINED3DSIO_M3x4:
1512 nComponents = 4;
1513 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1514 break;
1515 case WINED3DSIO_M3x3:
1516 nComponents = 3;
1517 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1518 break;
1519 case WINED3DSIO_M3x2:
1520 nComponents = 2;
1521 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1522 break;
1523 default:
1524 break;
1527 for (i = 0; i < nComponents; i++) {
1528 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1529 tmpArg.src[1] = arg->src[1]+i;
1530 shader_hw_map2gl(&tmpArg);
1534 static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg)
1536 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1537 SHADER_BUFFER* buffer = arg->buffer;
1538 DWORD dst = arg->dst;
1539 DWORD src = arg->src[0];
1540 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1542 char tmpLine[256];
1544 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1545 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1546 strcat(tmpLine, ",");
1547 vshader_program_add_param(arg, src, TRUE, tmpLine);
1548 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1549 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1550 * .w is used
1552 strcat(tmpLine, ".w");
1555 shader_addline(buffer, "%s;\n", tmpLine);
1558 static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg)
1560 SHADER_BUFFER* buffer = arg->buffer;
1561 char dst_name[50];
1562 char src_name[50];
1563 char dst_wmask[20];
1564 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1565 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1567 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1568 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1570 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1571 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1572 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1573 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1574 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1575 src_name);
1577 if (shift != 0)
1578 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1581 static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg)
1583 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1584 * must contain fixed constants. So we need a separate function to filter those constants and
1585 * can't use map2gl
1587 SHADER_BUFFER* buffer = arg->buffer;
1588 char dst_name[50];
1589 char src_name[50];
1590 char dst_wmask[20];
1591 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1592 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1594 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1595 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1597 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1598 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1599 src_name);
1601 if (shift != 0)
1602 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1606 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1608 GLuint program_id = 0;
1609 const char *blt_vprogram =
1610 "!!ARBvp1.0\n"
1611 "PARAM c[1] = { { 1, 0.5 } };\n"
1612 "MOV result.position, vertex.position;\n"
1613 "MOV result.color, c[0].x;\n"
1614 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1615 "END\n";
1617 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1618 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1619 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1621 if (glGetError() == GL_INVALID_OPERATION) {
1622 GLint pos;
1623 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1624 FIXME("Vertex program error at position %d: %s\n", pos,
1625 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1628 return program_id;
1631 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1633 GLuint program_id = 0;
1634 const char *blt_fprograms[tex_type_count] =
1636 /* tex_1d */
1637 NULL,
1638 /* tex_2d */
1639 "!!ARBfp1.0\n"
1640 "TEMP R0;\n"
1641 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1642 "MOV result.depth.z, R0.x;\n"
1643 "END\n",
1644 /* tex_3d */
1645 NULL,
1646 /* tex_cube */
1647 "!!ARBfp1.0\n"
1648 "TEMP R0;\n"
1649 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1650 "MOV result.depth.z, R0.x;\n"
1651 "END\n",
1652 /* tex_rect */
1653 "!!ARBfp1.0\n"
1654 "TEMP R0;\n"
1655 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1656 "MOV result.depth.z, R0.x;\n"
1657 "END\n",
1660 if (!blt_fprograms[tex_type])
1662 FIXME("tex_type %#x not supported\n", tex_type);
1663 tex_type = tex_2d;
1666 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1667 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1668 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1670 if (glGetError() == GL_INVALID_OPERATION) {
1671 GLint pos;
1672 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1673 FIXME("Fragment program error at position %d: %s\n", pos,
1674 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1677 return program_id;
1680 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1681 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1682 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1683 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1685 if (useVS) {
1686 TRACE("Using vertex shader\n");
1687 IWineD3DVertexShaderImpl_CompileShader(This->stateBlock->vertexShader);
1689 priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId;
1691 /* Bind the vertex program */
1692 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1693 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1695 /* Enable OpenGL vertex programs */
1696 glEnable(GL_VERTEX_PROGRAM_ARB);
1697 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1698 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1699 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1700 priv->current_vprogram_id = 0;
1701 glDisable(GL_VERTEX_PROGRAM_ARB);
1702 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1705 if (usePS) {
1706 struct ps_compile_args compile_args;
1707 TRACE("Using pixel shader\n");
1708 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1709 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1710 &compile_args);
1712 /* Bind the fragment program */
1713 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1714 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1716 if(!priv->use_arbfp_fixed_func) {
1717 /* Enable OpenGL fragment programs */
1718 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1719 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1721 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1722 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1723 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1724 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1725 * replacement shader
1727 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1728 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1729 priv->current_fprogram_id = 0;
1733 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1734 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1735 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1736 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1737 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1739 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1740 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1741 glEnable(GL_VERTEX_PROGRAM_ARB);
1743 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1744 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1745 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1748 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1749 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1750 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1751 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1753 if (priv->current_vprogram_id) {
1754 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1755 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1757 glEnable(GL_VERTEX_PROGRAM_ARB);
1758 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1760 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1761 } else {
1762 glDisable(GL_VERTEX_PROGRAM_ARB);
1763 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1766 if (priv->current_fprogram_id) {
1767 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1768 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1770 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1771 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1773 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1774 } else {
1775 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1776 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1780 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1782 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1783 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1784 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1787 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1788 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1789 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1790 char pshader = shader_is_pshader_version(baseShader->baseShader.hex_version);
1792 if(pshader) {
1793 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1794 UINT i;
1796 ENTER_GL();
1797 for(i = 0; i < This->num_gl_shaders; i++) {
1798 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1799 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1801 LEAVE_GL();
1802 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1803 This->gl_shaders = NULL;
1804 This->num_gl_shaders = 0;
1805 } else {
1806 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1808 ENTER_GL();
1809 GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId));
1810 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))");
1811 ((IWineD3DVertexShaderImpl *) This)->prgId = 0;
1812 LEAVE_GL();
1814 baseShader->baseShader.is_compiled = FALSE;
1817 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1818 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1819 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1820 return WINED3D_OK;
1823 static void shader_arb_free(IWineD3DDevice *iface) {
1824 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1825 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1826 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1827 int i;
1829 if(priv->depth_blt_vprogram_id) {
1830 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1832 for (i = 0; i < tex_type_count; ++i) {
1833 if (priv->depth_blt_fprogram_id[i]) {
1834 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1838 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1841 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1842 return TRUE;
1845 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1846 const char *tmp2, const char *tmp3, const char *tmp4) {
1847 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1849 /* Calculate the > 0.0031308 case */
1850 shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1851 shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1852 shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1853 shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1854 shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1855 /* Calculate the < case */
1856 shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1857 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1858 shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1859 shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1860 /* Store the components > 0.0031308 in the destination */
1861 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1862 /* Add the components that are < 0.0031308 */
1863 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1864 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1867 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
1868 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1869 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1870 CONST DWORD *function = This->baseShader.function;
1871 const char *fragcolor;
1872 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1873 const local_constant *lconst;
1874 GLuint retval;
1876 /* Create the hw ARB shader */
1877 shader_addline(buffer, "!!ARBfp1.0\n");
1879 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
1880 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
1881 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
1882 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
1883 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
1884 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1885 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1886 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1888 /* Base Declarations */
1889 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
1891 /* We need two variables for fog blending */
1892 shader_addline(buffer, "TEMP TMP_FOG;\n");
1893 if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
1894 shader_addline(buffer, "TEMP TMP_COLOR;\n");
1897 /* Base Shader Body */
1898 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
1900 /* calculate fog and blend it
1901 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
1902 * -1/(e-s) and e/(e-s) respectively.
1904 shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
1906 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1907 fragcolor = "R0";
1908 } else {
1909 fragcolor = "TMP_COLOR";
1911 if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
1912 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
1914 if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
1915 shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
1916 shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
1919 shader_addline(buffer, "END\n");
1921 /* TODO: change to resource.glObjectHandle or something like that */
1922 GL_EXTCALL(glGenProgramsARB(1, &retval));
1924 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
1925 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
1927 TRACE("Created hw pixel shader, prg=%d\n", retval);
1928 /* Create the program and check for errors */
1929 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1930 buffer->bsize, buffer->buffer));
1932 if (glGetError() == GL_INVALID_OPERATION) {
1933 GLint errPos;
1934 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
1935 FIXME("HW PixelShader Error at position %d: %s\n",
1936 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1937 retval = 0;
1940 /* Load immediate constants */
1941 if(!This->baseShader.load_local_constsF) {
1942 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1943 const float *value = (const float *)lconst->value;
1944 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
1945 checkGLcall("glProgramLocalParameter4fvARB");
1949 return retval;
1952 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
1953 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
1954 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
1955 CONST DWORD *function = This->baseShader.function;
1956 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
1957 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
1958 const local_constant *lconst;
1960 /* Create the hw ARB shader */
1961 shader_addline(buffer, "!!ARBvp1.0\n");
1962 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
1964 /* Mesa supports only 95 constants */
1965 if (GL_VEND(MESA) || GL_VEND(WINE))
1966 This->baseShader.limits.constant_float =
1967 min(95, This->baseShader.limits.constant_float);
1969 shader_addline(buffer, "TEMP TMP;\n");
1971 /* Base Declarations */
1972 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
1974 /* We need a constant to fixup the final position */
1975 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
1977 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
1978 * for output parameters. D3D in theory does not do that either, but some applications depend on a
1979 * proper initialization of the secondary color, and programs using the fixed function pipeline without
1980 * a replacement shader depend on the texcoord.w being set properly.
1982 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
1983 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
1984 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
1985 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
1986 * this can eat a number of instructions, so skip it unless this cap is set as well
1988 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
1989 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
1991 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
1992 int i;
1993 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
1994 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
1995 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
1996 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2002 /* Base Shader Body */
2003 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2005 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2006 if (!reg_maps->fog)
2007 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2009 /* Write the final position.
2011 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2012 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2013 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2014 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2016 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2017 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2018 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2020 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2021 * and the glsl equivalent
2023 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2025 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2027 shader_addline(buffer, "END\n");
2029 /* TODO: change to resource.glObjectHandle or something like that */
2030 GL_EXTCALL(glGenProgramsARB(1, &This->prgId));
2032 TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId);
2033 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId));
2035 TRACE("Created hw vertex shader, prg=%d\n", This->prgId);
2036 /* Create the program and check for errors */
2037 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2038 buffer->bsize, buffer->buffer));
2040 if (glGetError() == GL_INVALID_OPERATION) {
2041 GLint errPos;
2042 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2043 FIXME("HW VertexShader Error at position %d: %s\n",
2044 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2045 This->prgId = -1;
2048 /* Load immediate constants */
2049 if(!This->baseShader.load_local_constsF) {
2050 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2051 const float *value = (const float *)lconst->value;
2052 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2057 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2059 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2060 * then overwrite the shader specific ones
2062 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2064 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2065 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2066 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2067 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2070 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2071 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2072 pCaps->PixelShader1xMaxValue = 8.0;
2073 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2077 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2079 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2081 TRACE("Checking support for color_fixup:\n");
2082 dump_color_fixup_desc(fixup);
2085 /* We support everything except YUV conversions. */
2086 if (!is_yuv_fixup(fixup))
2088 TRACE("[OK]\n");
2089 return TRUE;
2092 TRACE("[FAILED]\n");
2093 return FALSE;
2096 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2098 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2099 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2100 /* WINED3DSIH_BEM */ pshader_hw_bem,
2101 /* WINED3DSIH_BREAK */ NULL,
2102 /* WINED3DSIH_BREAKC */ NULL,
2103 /* WINED3DSIH_BREAKP */ NULL,
2104 /* WINED3DSIH_CALL */ NULL,
2105 /* WINED3DSIH_CALLNZ */ NULL,
2106 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2107 /* WINED3DSIH_CND */ pshader_hw_cnd,
2108 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2109 /* WINED3DSIH_DCL */ NULL,
2110 /* WINED3DSIH_DEF */ NULL,
2111 /* WINED3DSIH_DEFB */ NULL,
2112 /* WINED3DSIH_DEFI */ NULL,
2113 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2114 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2115 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2116 /* WINED3DSIH_DST */ shader_hw_map2gl,
2117 /* WINED3DSIH_DSX */ NULL,
2118 /* WINED3DSIH_DSY */ NULL,
2119 /* WINED3DSIH_ELSE */ NULL,
2120 /* WINED3DSIH_ENDIF */ NULL,
2121 /* WINED3DSIH_ENDLOOP */ NULL,
2122 /* WINED3DSIH_ENDREP */ NULL,
2123 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2124 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2125 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2126 /* WINED3DSIH_IF */ NULL,
2127 /* WINED3DSIH_IFC */ NULL,
2128 /* WINED3DSIH_LABEL */ NULL,
2129 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2130 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2131 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2132 /* WINED3DSIH_LOOP */ NULL,
2133 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2134 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2135 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2136 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2137 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2138 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2139 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2140 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2141 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2142 /* WINED3DSIH_MOV */ shader_hw_mov,
2143 /* WINED3DSIH_MOVA */ shader_hw_mov,
2144 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2145 /* WINED3DSIH_NOP */ shader_hw_map2gl,
2146 /* WINED3DSIH_NRM */ shader_hw_nrm,
2147 /* WINED3DSIH_PHASE */ NULL,
2148 /* WINED3DSIH_POW */ shader_hw_map2gl,
2149 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp,
2150 /* WINED3DSIH_REP */ NULL,
2151 /* WINED3DSIH_RET */ NULL,
2152 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp,
2153 /* WINED3DSIH_SETP */ NULL,
2154 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2155 /* WINED3DSIH_SGN */ NULL,
2156 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2157 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2158 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2159 /* WINED3DSIH_TEX */ pshader_hw_tex,
2160 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2161 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2162 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2163 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2164 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2165 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2166 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2167 /* WINED3DSIH_TEXLDD */ NULL,
2168 /* WINED3DSIH_TEXLDL */ NULL,
2169 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2170 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2171 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2172 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2173 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2174 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2175 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2176 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2177 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2178 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2179 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2180 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2183 const shader_backend_t arb_program_shader_backend = {
2184 shader_arb_instruction_handler_table,
2185 shader_arb_select,
2186 shader_arb_select_depth_blt,
2187 shader_arb_deselect_depth_blt,
2188 shader_arb_load_constants,
2189 shader_arb_cleanup,
2190 shader_arb_color_correction,
2191 shader_arb_destroy,
2192 shader_arb_alloc,
2193 shader_arb_free,
2194 shader_arb_dirty_const,
2195 shader_arb_generate_pshader,
2196 shader_arb_generate_vshader,
2197 shader_arb_get_caps,
2198 shader_arb_color_fixup_supported,
2201 /* ARB_fragment_program fixed function pipeline replacement definitions */
2202 #define ARB_FFP_CONST_TFACTOR 0
2203 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2204 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2205 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2206 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2208 struct arbfp_ffp_desc
2210 struct ffp_frag_desc parent;
2211 GLuint shader;
2212 unsigned int num_textures_used;
2215 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2216 if(enable) {
2217 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2218 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2219 } else {
2220 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2221 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2225 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2226 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2227 struct shader_arb_priv *priv;
2228 /* Share private data between the shader backend and the pipeline replacement, if both
2229 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2230 * if no pixel shader is bound or not
2232 if(This->shader_backend == &arb_program_shader_backend) {
2233 This->fragment_priv = This->shader_priv;
2234 } else {
2235 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2236 if(!This->fragment_priv) return E_OUTOFMEMORY;
2238 priv = (struct shader_arb_priv *) This->fragment_priv;
2239 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2240 priv->use_arbfp_fixed_func = TRUE;
2241 return WINED3D_OK;
2244 static void arbfp_free_ffpshader(void *value, void *gli) {
2245 const WineD3D_GL_Info *gl_info = gli;
2246 struct arbfp_ffp_desc *entry_arb = value;
2248 ENTER_GL();
2249 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2250 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2251 HeapFree(GetProcessHeap(), 0, entry_arb);
2252 LEAVE_GL();
2255 static void arbfp_free(IWineD3DDevice *iface) {
2256 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2257 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2259 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2260 priv->use_arbfp_fixed_func = FALSE;
2262 if(This->shader_backend != &arb_program_shader_backend) {
2263 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2267 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2269 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2270 WINED3DTEXOPCAPS_SELECTARG1 |
2271 WINED3DTEXOPCAPS_SELECTARG2 |
2272 WINED3DTEXOPCAPS_MODULATE4X |
2273 WINED3DTEXOPCAPS_MODULATE2X |
2274 WINED3DTEXOPCAPS_MODULATE |
2275 WINED3DTEXOPCAPS_ADDSIGNED2X |
2276 WINED3DTEXOPCAPS_ADDSIGNED |
2277 WINED3DTEXOPCAPS_ADD |
2278 WINED3DTEXOPCAPS_SUBTRACT |
2279 WINED3DTEXOPCAPS_ADDSMOOTH |
2280 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2281 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2282 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2283 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2284 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2285 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2286 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2287 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2288 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2289 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2290 WINED3DTEXOPCAPS_MULTIPLYADD |
2291 WINED3DTEXOPCAPS_LERP |
2292 WINED3DTEXOPCAPS_BUMPENVMAP |
2293 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2295 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2297 caps->MaxTextureBlendStages = 8;
2298 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2300 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2302 #undef GLINFO_LOCATION
2304 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2305 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2306 float col[4];
2307 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2309 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2310 * application provided constants
2312 if(device->shader_backend == &arb_program_shader_backend) {
2313 if(use_ps(device)) return;
2315 device = stateblock->wineD3DDevice;
2316 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2317 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2320 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2321 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2322 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2326 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2327 float col[4];
2328 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2330 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2331 * application provided constants
2333 if(device->shader_backend == &arb_program_shader_backend) {
2334 if(use_ps(device)) return;
2336 device = stateblock->wineD3DDevice;
2337 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2338 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2341 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2342 /* The specular color has no alpha */
2343 col[0] = 1.0; col[1] = 1.0;
2344 col[2] = 1.0; col[3] = 0.0;
2345 } else {
2346 col[0] = 0.0; col[1] = 0.0;
2347 col[2] = 0.0; col[3] = 0.0;
2349 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2350 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2353 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2354 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2355 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2356 float mat[2][2];
2358 if(use_ps(device)) {
2359 if(stage != 0 &&
2360 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2361 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2362 * anyway
2364 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2365 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2369 if(device->shader_backend == &arb_program_shader_backend) {
2370 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2371 return;
2373 } else if(device->shader_backend == &arb_program_shader_backend) {
2374 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2375 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2378 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2379 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2380 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2381 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2383 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2384 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2387 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2388 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2389 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2390 float param[4];
2392 if(use_ps(device)) {
2393 if(stage != 0 &&
2394 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2395 /* The pixel shader has to know the luminance offset. Do a constants update if it
2396 * isn't scheduled anyway
2398 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2399 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2403 if(device->shader_backend == &arb_program_shader_backend) {
2404 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2405 return;
2407 } else if(device->shader_backend == &arb_program_shader_backend) {
2408 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2409 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2412 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2413 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2414 param[2] = 0.0;
2415 param[3] = 0.0;
2417 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2418 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2421 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2422 const char *ret;
2424 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2426 switch(arg & WINED3DTA_SELECTMASK) {
2427 case WINED3DTA_DIFFUSE:
2428 ret = "fragment.color.primary"; break;
2430 case WINED3DTA_CURRENT:
2431 if(stage == 0) ret = "fragment.color.primary";
2432 else ret = "ret";
2433 break;
2435 case WINED3DTA_TEXTURE:
2436 switch(stage) {
2437 case 0: ret = "tex0"; break;
2438 case 1: ret = "tex1"; break;
2439 case 2: ret = "tex2"; break;
2440 case 3: ret = "tex3"; break;
2441 case 4: ret = "tex4"; break;
2442 case 5: ret = "tex5"; break;
2443 case 6: ret = "tex6"; break;
2444 case 7: ret = "tex7"; break;
2445 default: ret = "unknown texture";
2447 break;
2449 case WINED3DTA_TFACTOR:
2450 ret = "tfactor"; break;
2452 case WINED3DTA_SPECULAR:
2453 ret = "fragment.color.secondary"; break;
2455 case WINED3DTA_TEMP:
2456 ret = "tempreg"; break;
2458 case WINED3DTA_CONSTANT:
2459 FIXME("Implement perstage constants\n");
2460 switch(stage) {
2461 case 0: ret = "const0"; break;
2462 case 1: ret = "const1"; break;
2463 case 2: ret = "const2"; break;
2464 case 3: ret = "const3"; break;
2465 case 4: ret = "const4"; break;
2466 case 5: ret = "const5"; break;
2467 case 6: ret = "const6"; break;
2468 case 7: ret = "const7"; break;
2469 default: ret = "unknown constant";
2471 break;
2473 default:
2474 return "unknown";
2477 if(arg & WINED3DTA_COMPLEMENT) {
2478 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2479 if(argnum == 0) ret = "arg0";
2480 if(argnum == 1) ret = "arg1";
2481 if(argnum == 2) ret = "arg2";
2483 if(arg & WINED3DTA_ALPHAREPLICATE) {
2484 shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2485 if(argnum == 0) ret = "arg0";
2486 if(argnum == 1) ret = "arg1";
2487 if(argnum == 2) ret = "arg2";
2489 return ret;
2492 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2493 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2494 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2495 unsigned int mul = 1;
2496 BOOL mul_final_dest = FALSE;
2498 if(color && alpha) dstmask = "";
2499 else if(color) dstmask = ".rgb";
2500 else dstmask = ".a";
2502 if(dst == tempreg) dstreg = "tempreg";
2503 else dstreg = "ret";
2505 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2506 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2507 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2509 switch(op) {
2510 case WINED3DTOP_DISABLE:
2511 if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2512 break;
2514 case WINED3DTOP_SELECTARG2:
2515 arg1 = arg2;
2516 case WINED3DTOP_SELECTARG1:
2517 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2518 break;
2520 case WINED3DTOP_MODULATE4X:
2521 mul = 2;
2522 case WINED3DTOP_MODULATE2X:
2523 mul *= 2;
2524 if(strcmp(dstreg, "result.color") == 0) {
2525 dstreg = "ret";
2526 mul_final_dest = TRUE;
2528 case WINED3DTOP_MODULATE:
2529 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2530 break;
2532 case WINED3DTOP_ADDSIGNED2X:
2533 mul = 2;
2534 if(strcmp(dstreg, "result.color") == 0) {
2535 dstreg = "ret";
2536 mul_final_dest = TRUE;
2538 case WINED3DTOP_ADDSIGNED:
2539 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2540 arg2 = "arg2";
2541 case WINED3DTOP_ADD:
2542 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2543 break;
2545 case WINED3DTOP_SUBTRACT:
2546 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2547 break;
2549 case WINED3DTOP_ADDSMOOTH:
2550 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2551 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2552 break;
2554 case WINED3DTOP_BLENDCURRENTALPHA:
2555 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2556 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2557 break;
2558 case WINED3DTOP_BLENDFACTORALPHA:
2559 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2560 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2561 break;
2562 case WINED3DTOP_BLENDTEXTUREALPHA:
2563 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2564 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2565 break;
2566 case WINED3DTOP_BLENDDIFFUSEALPHA:
2567 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2568 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2569 break;
2571 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2572 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2573 shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2574 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2575 break;
2577 /* D3DTOP_PREMODULATE ???? */
2579 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2580 shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2581 shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2582 break;
2583 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2584 shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2585 break;
2586 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2587 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2588 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2589 break;
2590 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2591 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2592 break;
2594 case WINED3DTOP_DOTPRODUCT3:
2595 mul = 4;
2596 if(strcmp(dstreg, "result.color") == 0) {
2597 dstreg = "ret";
2598 mul_final_dest = TRUE;
2600 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2601 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2602 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2603 break;
2605 case WINED3DTOP_MULTIPLYADD:
2606 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2607 break;
2609 case WINED3DTOP_LERP:
2610 /* The msdn is not quite right here */
2611 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2612 break;
2614 case WINED3DTOP_BUMPENVMAP:
2615 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2616 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2617 break;
2619 default:
2620 FIXME("Unhandled texture op %08x\n", op);
2623 if(mul == 2) {
2624 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2625 } else if(mul == 4) {
2626 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2630 /* The stateblock is passed for GLINFO_LOCATION */
2631 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2633 unsigned int stage;
2634 SHADER_BUFFER buffer;
2635 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2636 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2637 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2638 const char *textype;
2639 const char *instr, *sat;
2640 char colorcor_dst[8];
2641 GLuint ret;
2642 DWORD arg0, arg1, arg2;
2643 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2644 BOOL op_equal;
2645 const char *final_combiner_src = "ret";
2647 /* Find out which textures are read */
2648 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2649 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2650 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2651 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2652 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2653 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2654 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2655 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2657 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2658 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2659 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2660 bump_used[stage] = TRUE;
2661 tex_read[stage] = TRUE;
2663 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2664 bump_used[stage] = TRUE;
2665 tex_read[stage] = TRUE;
2666 luminance_used[stage] = TRUE;
2667 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2668 tfactor_used = TRUE;
2671 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2672 tfactor_used = TRUE;
2675 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2676 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2677 tempreg_used = TRUE;
2680 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2681 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2682 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2683 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2684 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2685 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2686 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2688 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2689 tempreg_used = TRUE;
2691 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2692 tfactor_used = TRUE;
2696 /* Shader header */
2697 buffer.bsize = 0;
2698 buffer.lineNo = 0;
2699 buffer.newline = TRUE;
2700 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2702 shader_addline(&buffer, "!!ARBfp1.0\n");
2704 switch(settings->fog) {
2705 case FOG_OFF: break;
2706 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2707 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2708 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2709 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2712 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2713 shader_addline(&buffer, "TEMP TMP;\n");
2714 shader_addline(&buffer, "TEMP ret;\n");
2715 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2716 shader_addline(&buffer, "TEMP arg0;\n");
2717 shader_addline(&buffer, "TEMP arg1;\n");
2718 shader_addline(&buffer, "TEMP arg2;\n");
2719 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2720 if(!tex_read[stage]) continue;
2721 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2722 if(!bump_used[stage]) continue;
2723 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2724 if(!luminance_used[stage]) continue;
2725 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2727 if(tfactor_used) {
2728 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2730 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2732 if(settings->sRGB_write) {
2733 shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2734 srgb_mul_low, srgb_mul_low, srgb_mul_low);
2735 shader_addline(&buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2736 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2737 shader_addline(&buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2738 srgb_pow, srgb_pow, srgb_pow);
2739 shader_addline(&buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2740 srgb_mul_high, srgb_mul_high, srgb_mul_high);
2741 shader_addline(&buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2742 srgb_sub_high, srgb_sub_high, srgb_sub_high);
2745 /* Generate texture sampling instructions) */
2746 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2747 if(!tex_read[stage]) continue;
2749 switch(settings->op[stage].tex_type) {
2750 case tex_1d: textype = "1D"; break;
2751 case tex_2d: textype = "2D"; break;
2752 case tex_3d: textype = "3D"; break;
2753 case tex_cube: textype = "CUBE"; break;
2754 case tex_rect: textype = "RECT"; break;
2755 default: textype = "unexpected_textype"; break;
2758 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2759 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2760 sat = "";
2761 } else {
2762 sat = "_SAT";
2765 if(settings->op[stage].projected == proj_none) {
2766 instr = "TEX";
2767 } else if(settings->op[stage].projected == proj_count4 ||
2768 settings->op[stage].projected == proj_count3) {
2769 instr = "TXP";
2770 } else {
2771 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2772 instr = "TXP";
2775 if(stage > 0 &&
2776 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2777 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2778 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2779 shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2780 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2781 shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2783 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2784 * so multiply the displacement with the dividing parameter before passing it to TXP
2786 if (settings->op[stage].projected != proj_none) {
2787 if(settings->op[stage].projected == proj_count4) {
2788 shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
2789 shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
2790 } else {
2791 shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
2792 shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
2794 } else {
2795 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2798 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2799 instr, sat, stage, stage, textype);
2800 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2801 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2802 stage - 1, stage - 1, stage - 1);
2803 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2805 } else if(settings->op[stage].projected == proj_count3) {
2806 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2807 shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2808 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2809 instr, sat, stage, stage, textype);
2810 } else {
2811 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2812 instr, sat, stage, stage, stage, textype);
2815 sprintf(colorcor_dst, "tex%u", stage);
2816 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2817 settings->op[stage].color_correction);
2820 /* Generate the main shader */
2821 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2822 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2823 if(stage == 0) {
2824 final_combiner_src = "fragment.color.primary";
2826 break;
2829 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2830 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2831 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2832 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2833 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2834 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2835 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2836 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2837 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2838 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2839 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2840 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2841 } else {
2842 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2843 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2844 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2845 settings->op[stage].carg2 == settings->op[stage].aarg2;
2848 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2849 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2850 settings->op[stage].cop, settings->op[stage].carg0,
2851 settings->op[stage].carg1, settings->op[stage].carg2);
2852 if(stage == 0) {
2853 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2855 } else if(op_equal) {
2856 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2857 settings->op[stage].cop, settings->op[stage].carg0,
2858 settings->op[stage].carg1, settings->op[stage].carg2);
2859 } else {
2860 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2861 settings->op[stage].cop, settings->op[stage].carg0,
2862 settings->op[stage].carg1, settings->op[stage].carg2);
2863 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2864 settings->op[stage].aop, settings->op[stage].aarg0,
2865 settings->op[stage].aarg1, settings->op[stage].aarg2);
2869 if(settings->sRGB_write) {
2870 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2871 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2872 shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
2873 } else {
2874 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2877 /* Footer */
2878 shader_addline(&buffer, "END\n");
2880 /* Generate the shader */
2881 GL_EXTCALL(glGenProgramsARB(1, &ret));
2882 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2883 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2885 if (glGetError() == GL_INVALID_OPERATION) {
2886 GLint pos;
2887 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2888 FIXME("Fragment program error at position %d: %s\n", pos,
2889 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2891 HeapFree(GetProcessHeap(), 0, buffer.buffer);
2892 return ret;
2895 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2896 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2897 struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
2898 BOOL use_pshader = use_ps(device);
2899 BOOL use_vshader = use_vs(device);
2900 struct ffp_frag_settings settings;
2901 const struct arbfp_ffp_desc *desc;
2902 unsigned int i;
2904 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2905 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2906 /* Reload fixed function constants since they collide with the pixel shader constants */
2907 for(i = 0; i < MAX_TEXTURES; i++) {
2908 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2910 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2911 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2913 return;
2916 if(!use_pshader) {
2917 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2918 gen_ffp_frag_op(stateblock, &settings, FALSE);
2919 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
2920 if(!desc) {
2921 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
2922 if (!new_desc)
2924 ERR("Out of memory\n");
2925 return;
2927 new_desc->num_textures_used = 0;
2928 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2929 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
2930 new_desc->num_textures_used = i;
2933 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
2934 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
2935 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
2936 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
2937 desc = new_desc;
2940 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
2941 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
2942 * deactivate it.
2944 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
2945 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
2946 priv->current_fprogram_id = desc->shader;
2948 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2949 /* Reload fixed function constants since they collide with the pixel shader constants */
2950 for(i = 0; i < MAX_TEXTURES; i++) {
2951 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2953 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2954 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2958 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
2959 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
2960 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
2961 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
2962 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
2964 * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
2965 * to be compiled before activating them(needs some cleanups in the shader backend interface)
2967 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2968 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2970 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2971 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2974 if(use_pshader) {
2975 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2979 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
2980 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
2981 * state table, so we need to handle that with a forwarding function. The other invisible side effect
2982 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
2983 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
2985 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2986 if(!isStateDirty(context, STATE_PIXELSHADER)) {
2987 fragment_prog_arbfp(state, stateblock, context);
2991 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2992 if(!isStateDirty(context, STATE_PIXELSHADER)) {
2993 fragment_prog_arbfp(state, stateblock, context);
2997 #undef GLINFO_LOCATION
2999 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3000 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3001 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3002 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3003 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3004 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3005 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3006 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3007 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3008 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3009 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3010 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3011 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3012 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3013 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3014 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3015 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3016 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3017 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3018 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3019 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3020 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3021 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3022 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3023 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3024 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3025 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3026 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3027 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3028 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3029 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3030 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3031 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3032 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3033 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3034 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3035 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3036 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3037 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3038 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3039 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3040 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3041 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3042 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3043 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3044 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3045 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3046 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3047 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3048 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3049 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3050 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3051 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3052 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3053 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3054 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3055 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3056 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3057 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3058 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3059 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3060 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3061 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3062 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3063 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3064 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3065 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3066 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3067 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3068 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3069 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3070 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3071 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3072 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3073 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3074 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3075 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3076 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3077 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3078 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3079 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3080 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3081 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3082 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3083 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3084 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3085 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3086 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3087 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3088 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3089 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3090 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3091 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3092 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3093 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3094 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3095 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3096 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3097 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3098 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3099 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3100 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3101 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3102 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3103 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3104 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3105 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3106 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3107 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3108 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3109 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3110 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3111 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3112 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3113 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3114 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3115 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3116 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3117 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3118 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3119 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3120 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3121 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3122 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3123 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3124 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3125 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3126 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3127 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3128 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3129 { STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3130 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3131 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3132 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3133 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3134 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3135 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3136 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3137 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3138 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3139 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3140 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3141 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3142 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3143 {0 /* Terminate */, { 0, 0 }, 0 },
3146 const struct fragment_pipeline arbfp_fragment_pipeline = {
3147 arbfp_enable,
3148 arbfp_get_caps,
3149 arbfp_alloc,
3150 arbfp_free,
3151 shader_arb_color_fixup_supported,
3152 arbfp_fragmentstate_template,
3153 TRUE /* We can disable projected textures */
3156 #define GLINFO_LOCATION device->adapter->gl_info
3158 struct arbfp_blit_priv {
3159 GLenum yuy2_rect_shader, yuy2_2d_shader;
3160 GLenum uyvy_rect_shader, uyvy_2d_shader;
3161 GLenum yv12_rect_shader, yv12_2d_shader;
3164 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3165 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3166 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3167 if(!device->blit_priv) {
3168 ERR("Out of memory\n");
3169 return E_OUTOFMEMORY;
3171 return WINED3D_OK;
3173 static void arbfp_blit_free(IWineD3DDevice *iface) {
3174 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3175 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3177 ENTER_GL();
3178 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3179 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3180 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3181 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3182 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3183 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3184 checkGLcall("Delete yuv programs\n");
3185 LEAVE_GL();
3188 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3190 char chroma;
3191 const char *tex, *texinstr;
3193 if (yuv_fixup == YUV_FIXUP_UYVY) {
3194 chroma = 'r';
3195 *luminance = 'a';
3196 } else {
3197 chroma = 'a';
3198 *luminance = 'r';
3200 switch(textype) {
3201 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3202 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3203 default:
3204 /* This is more tricky than just replacing the texture type - we have to navigate
3205 * properly in the texture to find the correct chroma values
3207 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3208 return FALSE;
3211 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3212 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3213 * filtering when we sample the texture.
3215 * These are the rules for reading the chroma:
3217 * Even pixel: Cr
3218 * Even pixel: U
3219 * Odd pixel: V
3221 * So we have to get the sampling x position in non-normalized coordinates in integers
3223 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3224 shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3225 shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3226 } else {
3227 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3229 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3230 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3231 * 0.5, so add 0.5.
3233 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3234 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3236 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3237 * even and odd pixels respectively
3239 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3240 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3242 /* Sample Pixel 1 */
3243 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3245 /* Put the value into either of the chroma values */
3246 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3247 shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3248 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3249 shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3251 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3252 * the pixel right to the current one. Otherwise, sample the left pixel.
3253 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3255 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3256 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3257 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3259 /* Put the value into the other chroma */
3260 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3261 shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3262 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3263 shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3265 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3266 * the current one and lerp the two U and V values
3269 /* This gives the correctly filtered luminance value */
3270 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3272 return TRUE;
3275 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3277 const char *tex;
3279 switch(textype) {
3280 case GL_TEXTURE_2D: tex = "2D"; break;
3281 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3282 default:
3283 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3284 return FALSE;
3287 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3288 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3289 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3290 * pitch of the luminance plane, the packing into the gl texture is a bit
3291 * unfortunate. If the whole texture is interpreted as luminance data it looks
3292 * approximately like this:
3294 * +----------------------------------+----
3295 * | |
3296 * | |
3297 * | |
3298 * | |
3299 * | | 2
3300 * | LUMINANCE | -
3301 * | | 3
3302 * | |
3303 * | |
3304 * | |
3305 * | |
3306 * +----------------+-----------------+----
3307 * | | |
3308 * | U even rows | U odd rows |
3309 * | | | 1
3310 * +----------------+------------------ -
3311 * | | | 3
3312 * | V even rows | V odd rows |
3313 * | | |
3314 * +----------------+-----------------+----
3315 * | | |
3316 * | 0.5 | 0.5 |
3318 * So it appears as if there are 4 chroma images, but in fact the odd rows
3319 * in the chroma images are in the same row as the even ones. So its is
3320 * kinda tricky to read
3322 * When reading from rectangle textures, keep in mind that the input y coordinates
3323 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3325 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3326 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3328 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3329 /* the chroma planes have only half the width */
3330 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3332 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3333 * the coordinate. Also read the right side of the image when reading odd lines
3335 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3336 * bleeding
3338 if(textype == GL_TEXTURE_2D) {
3340 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3342 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3344 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3345 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3347 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3348 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3349 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3350 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3351 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3353 /* clamp, keep the half pixel origin in mind */
3354 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3355 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3356 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3357 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3358 } else {
3359 /* Read from [size - size+size/4] */
3360 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3361 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3363 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3364 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3365 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3366 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3367 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3368 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3370 /* Make sure to read exactly from the pixel center */
3371 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3372 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3374 /* Clamp */
3375 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3376 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3377 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3378 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3379 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3381 /* Read the texture, put the result into the output register */
3382 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3383 shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3385 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3386 * No need to clamp because we're just reusing the already clamped value from above
3388 if(textype == GL_TEXTURE_2D) {
3389 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3390 } else {
3391 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3393 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3394 shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3396 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3397 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3398 * values due to filtering
3400 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3401 if(textype == GL_TEXTURE_2D) {
3402 /* Multiply the y coordinate by 2/3 and clamp it */
3403 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3404 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3405 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3406 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3407 } else {
3408 /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
3409 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3410 * is bigger
3412 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3413 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3414 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3416 *luminance = 'a';
3418 return TRUE;
3421 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3423 GLenum shader;
3424 SHADER_BUFFER buffer;
3425 char luminance_component;
3426 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3428 /* Shader header */
3429 buffer.bsize = 0;
3430 buffer.lineNo = 0;
3431 buffer.newline = TRUE;
3432 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3434 ENTER_GL();
3435 GL_EXTCALL(glGenProgramsARB(1, &shader));
3436 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3437 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3438 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3439 LEAVE_GL();
3440 if(!shader) {
3441 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3442 return 0;
3445 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3446 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3447 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3448 * each single pixel it contains, and one U and one V value shared between both
3449 * pixels.
3451 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3452 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3453 * take the format into account when generating the read swizzles
3455 * Reading the Y value is streightforward - just sample the texture. The hardware
3456 * takes care of filtering in the horizontal and vertical direction.
3458 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3459 * because that would mix the U and V values of one pixel or two adjacent pixels.
3460 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3461 * regardless of the filtering setting. Vertical filtering works automatically
3462 * though - the U and V values of two rows are mixed nicely.
3464 * Appart of avoiding filtering issues, the code has to know which value it just
3465 * read, and where it can find the other one. To determine this, it checks if
3466 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3468 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3469 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3471 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3472 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3473 * in an unfiltered situation. Finding the luminance on the other hand requires
3474 * finding out if it is an odd or even pixel. The real drawback of this approach
3475 * is filtering. This would have to be emulated completely in the shader, reading
3476 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3477 * vertically. Beyond that it would require adjustments to the texture handling
3478 * code to deal with the width scaling
3480 shader_addline(&buffer, "!!ARBfp1.0\n");
3481 shader_addline(&buffer, "TEMP luminance;\n");
3482 shader_addline(&buffer, "TEMP temp;\n");
3483 shader_addline(&buffer, "TEMP chroma;\n");
3484 shader_addline(&buffer, "TEMP texcrd;\n");
3485 shader_addline(&buffer, "TEMP texcrd2;\n");
3486 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3487 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3488 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3490 switch (yuv_fixup)
3492 case YUV_FIXUP_UYVY:
3493 case YUV_FIXUP_YUY2:
3494 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3496 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3497 return 0;
3499 break;
3501 case YUV_FIXUP_YV12:
3502 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3504 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3505 return 0;
3507 break;
3509 default:
3510 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3511 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3512 return 0;
3515 /* Calculate the final result. Formula is taken from
3516 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3517 * ranges from -0.5 to 0.5
3519 shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3521 shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3522 shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3523 shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3524 shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3525 shader_addline(&buffer, "END\n");
3527 ENTER_GL();
3528 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3530 if (glGetError() == GL_INVALID_OPERATION) {
3531 GLint pos;
3532 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3533 FIXME("Fragment program error at position %d: %s\n", pos,
3534 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3536 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3537 LEAVE_GL();
3539 switch (yuv_fixup)
3541 case YUV_FIXUP_YUY2:
3542 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3543 else priv->yuy2_2d_shader = shader;
3544 break;
3546 case YUV_FIXUP_UYVY:
3547 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3548 else priv->uyvy_2d_shader = shader;
3549 break;
3551 case YUV_FIXUP_YV12:
3552 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3553 else priv->yv12_2d_shader = shader;
3554 break;
3557 return shader;
3560 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3561 GLenum shader;
3562 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3563 float size[4] = {width, height, 1, 1};
3564 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3565 const struct GlPixelFormatDesc *glDesc;
3566 enum yuv_fixup yuv_fixup;
3568 getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3570 if (!is_yuv_fixup(glDesc->color_fixup))
3572 TRACE("Fixup:\n");
3573 dump_color_fixup_desc(glDesc->color_fixup);
3574 /* Don't bother setting up a shader for unconverted formats */
3575 ENTER_GL();
3576 glEnable(textype);
3577 checkGLcall("glEnable(textype)");
3578 LEAVE_GL();
3579 return WINED3D_OK;
3582 yuv_fixup = get_yuv_fixup(glDesc->color_fixup);
3584 switch(yuv_fixup)
3586 case YUV_FIXUP_YUY2:
3587 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3588 break;
3590 case YUV_FIXUP_UYVY:
3591 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3592 break;
3594 case YUV_FIXUP_YV12:
3595 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3596 break;
3598 default:
3599 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3600 ENTER_GL();
3601 glEnable(textype);
3602 checkGLcall("glEnable(textype)");
3603 LEAVE_GL();
3604 return E_NOTIMPL;
3607 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3609 ENTER_GL();
3610 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3611 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3612 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3613 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3614 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3615 checkGLcall("glProgramLocalParameter4fvARB");
3616 LEAVE_GL();
3618 return WINED3D_OK;
3621 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3622 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3624 ENTER_GL();
3625 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3626 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3627 glDisable(GL_TEXTURE_2D);
3628 checkGLcall("glDisable(GL_TEXTURE_2D)");
3629 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3630 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3631 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3633 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3634 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3635 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3637 LEAVE_GL();
3640 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3642 enum yuv_fixup yuv_fixup;
3644 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3646 TRACE("Checking support for fixup:\n");
3647 dump_color_fixup_desc(fixup);
3650 if (is_identity_fixup(fixup))
3652 TRACE("[OK]\n");
3653 return TRUE;
3656 /* We only support YUV conversions. */
3657 if (!is_yuv_fixup(fixup))
3659 TRACE("[FAILED]\n");
3660 return FALSE;
3663 yuv_fixup = get_yuv_fixup(fixup);
3664 switch(yuv_fixup)
3666 case YUV_FIXUP_YUY2:
3667 case YUV_FIXUP_UYVY:
3668 case YUV_FIXUP_YV12:
3669 TRACE("[OK]\n");
3670 return TRUE;
3672 default:
3673 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3674 TRACE("[FAILED]\n");
3675 return FALSE;
3679 const struct blit_shader arbfp_blit = {
3680 arbfp_blit_alloc,
3681 arbfp_blit_free,
3682 arbfp_blit_set,
3683 arbfp_blit_unset,
3684 arbfp_blit_color_fixup_supported,
3687 #undef GLINFO_LOCATION