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
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 #define GLINFO_LOCATION (*gl_info)
42 /********************************************************
43 * ARB_[vertex/fragment]_program helper functions follow
44 ********************************************************/
47 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
48 * When constant_list == NULL, it will load all the constants.
50 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
51 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
53 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
, GLuint target_type
,
54 unsigned int max_constants
, float* constants
, char *dirty_consts
) {
55 local_constant
* lconst
;
59 if (TRACE_ON(d3d_shader
)) {
60 for(i
= 0; i
< max_constants
; i
++) {
61 if(!dirty_consts
[i
]) continue;
62 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
63 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
64 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
67 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
68 if(target_type
== GL_FRAGMENT_PROGRAM_ARB
&&
69 WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1) {
71 for(i
= 0; i
< max_constants
; i
++) {
72 if(!dirty_consts
[i
]) continue;
76 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
77 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
78 else lcl_const
[0] = constants
[j
+ 0];
80 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
81 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
82 else lcl_const
[1] = constants
[j
+ 1];
84 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
85 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
86 else lcl_const
[2] = constants
[j
+ 2];
88 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
89 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
90 else lcl_const
[3] = constants
[j
+ 3];
92 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
95 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
96 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
97 * or just reloading *all* constants at once
99 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
101 for(i
= 0; i
< max_constants
; i
++) {
102 if(!dirty_consts
[i
]) continue;
104 /* Find the next block of dirty constants */
107 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
111 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
114 for(i
= 0; i
< max_constants
; i
++) {
115 if(dirty_consts
[i
]) {
117 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
122 checkGLcall("glProgramEnvParameter4fvARB()");
124 /* Load immediate constants */
125 if(This
->baseShader
.load_local_constsF
) {
126 if (TRACE_ON(d3d_shader
)) {
127 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
128 GLfloat
* values
= (GLfloat
*)lconst
->value
;
129 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
130 values
[0], values
[1], values
[2], values
[3]);
133 /* Immediate constants are clamped for 1.X shaders at loading times */
135 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
136 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
137 ret
= max(ret
, lconst
->idx
+ 1);
138 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
140 checkGLcall("glProgramEnvParameter4fvARB()");
141 return ret
; /* The loaded immediate constants need reloading for the next shader */
143 return 0; /* No constants are dirty now */
148 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
150 * We only support float constants in ARB at the moment, so don't
151 * worry about the Integers or Booleans
153 void shader_arb_load_constants(
154 IWineD3DDevice
* device
,
156 char useVertexShader
) {
158 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
159 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
160 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
163 if (useVertexShader
) {
164 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
166 /* Load DirectX 9 float constants for vertex shader */
167 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
168 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
169 deviceImpl
->highest_dirty_vs_const
,
170 stateBlock
->vertexShaderConstantF
,
171 deviceImpl
->activeContext
->vshader_const_dirty
);
173 /* Upload the position fixup */
174 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
177 if (usePixelShader
) {
179 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
180 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
182 /* Load DirectX 9 float constants for pixel shader */
183 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
184 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
185 deviceImpl
->highest_dirty_ps_const
,
186 stateBlock
->pixelShaderConstantF
,
187 deviceImpl
->activeContext
->pshader_const_dirty
);
189 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++) {
190 /* The state manager takes care that this function is always called if the bump env matrix changes
192 float *data
= (float *) &stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
193 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
194 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->bumpenvmatconst
[i
].const_num
] = 1;
196 if(psi
->luminanceconst
[i
].const_num
!= -1) {
197 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
198 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
199 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
200 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
202 float *scale
= (float *) &stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
203 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
204 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->luminanceconst
[i
].const_num
] = 1;
208 if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
209 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
213 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
214 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
215 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
217 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
218 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
220 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
221 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
223 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
224 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
226 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->srgb_cmp_const
, comparison
));
227 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->srgb_low_const
, mul_low
));
228 checkGLcall("Load sRGB correction constants\n");
229 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->srgb_low_const
] = 1;
230 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->srgb_cmp_const
] = 1;
236 /* Generate the variable & register declarations for the ARB_vertex_program output target */
237 void shader_generate_arb_declarations(
238 IWineD3DBaseShader
*iface
,
239 shader_reg_maps
* reg_maps
,
240 SHADER_BUFFER
* buffer
,
241 WineD3D_GL_Info
* gl_info
) {
243 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
244 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
246 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
247 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
248 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
249 UINT extra_constants_needed
= 0;
250 local_constant
* lconst
;
252 /* Temporary Output register */
253 shader_addline(buffer
, "TEMP TMP_OUT;\n");
255 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
256 if (reg_maps
->temporary
[i
])
257 shader_addline(buffer
, "TEMP R%u;\n", i
);
260 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
261 if (reg_maps
->address
[i
])
262 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
265 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
266 if (reg_maps
->texcoord
[i
])
267 shader_addline(buffer
,"TEMP T%u;\n", i
);
270 /* Texture coordinate registers must be pre-loaded */
271 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
272 if (reg_maps
->texcoord
[i
])
273 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
276 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
277 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
278 if(!reg_maps
->bumpmat
[i
]) continue;
280 cur
= ps
->numbumpenvmatconsts
;
281 ps
->bumpenvmatconst
[cur
].const_num
= -1;
282 ps
->bumpenvmatconst
[cur
].texunit
= i
;
283 ps
->luminanceconst
[cur
].const_num
= -1;
284 ps
->luminanceconst
[cur
].texunit
= i
;
286 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
287 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
290 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
291 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
292 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
293 i
, ps
->bumpenvmatconst
[cur
].const_num
);
294 extra_constants_needed
++;
296 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
297 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
298 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
299 i
, ps
->luminanceconst
[cur
].const_num
);
300 extra_constants_needed
++;
301 } else if(reg_maps
->luminanceparams
) {
302 FIXME("No free constant to load the luminance parameters\n");
305 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
308 ps
->numbumpenvmatconsts
= cur
+ 1;
311 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
312 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
313 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
314 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
315 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
318 if(max_constantsF
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
) && FALSE
) {
319 /* The idea is that if srgb is enabled, then disabled, the constant loading code
320 * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
321 * and comparison constants. If it disables it that way, the shader won't be recompiled
322 * and the code will stay in, so sRGB writing can be turned on again by setting the
323 * constants from the spec
325 ps_impl
->srgb_mode_hardcoded
= 0;
326 ps_impl
->srgb_low_const
= GL_LIMITS(pshader_constantsF
) - extra_constants_needed
;
327 ps_impl
->srgb_cmp_const
= GL_LIMITS(pshader_constantsF
) - extra_constants_needed
- 1;
328 shader_addline(buffer
, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl
->srgb_low_const
);
329 shader_addline(buffer
, "PARAM srgb_comparison = program.env[%d];\n", ps_impl
->srgb_cmp_const
);
331 shader_addline(buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
332 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
333 shader_addline(buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
334 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
335 ps_impl
->srgb_mode_hardcoded
= 1;
337 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
338 * path if the comparison value is set to INF
340 shader_addline(buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
341 srgb_pow
, srgb_pow
, srgb_pow
);
342 shader_addline(buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
343 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
344 shader_addline(buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
345 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
346 ps_impl
->srgb_enabled
= 1;
348 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
350 /* Do not write any srgb fixup into the shader to save shader size and processing time.
351 * As a consequence, we can't toggle srgb write on without recompilation
353 ps_impl
->srgb_enabled
= 0;
354 ps_impl
->srgb_mode_hardcoded
= 1;
357 /* Load local constants using the program-local space,
358 * this avoids reloading them each time the shader is used
360 if(!This
->baseShader
.load_local_constsF
) {
361 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
362 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
367 /* we use the array-based constants array if the local constants are marked for loading,
368 * because then we use indirect addressing, or when the local constant list is empty,
369 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
370 * local constants do not declare the loaded constants as an array because ARB compilers usually
371 * do not optimize unused constants away
373 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
374 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
375 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
376 max_constantsF
, max_constantsF
- 1);
378 for(i
= 0; i
< max_constantsF
; i
++) {
379 if(!shader_constant_is_local(This
, i
)) {
380 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
386 static const char * const shift_tab
[] = {
387 "dummy", /* 0 (none) */
388 "coefmul.x", /* 1 (x2) */
389 "coefmul.y", /* 2 (x4) */
390 "coefmul.z", /* 3 (x8) */
391 "coefmul.w", /* 4 (x16) */
392 "dummy", /* 5 (x32) */
393 "dummy", /* 6 (x64) */
394 "dummy", /* 7 (x128) */
395 "dummy", /* 8 (d256) */
396 "dummy", /* 9 (d128) */
397 "dummy", /* 10 (d64) */
398 "dummy", /* 11 (d32) */
399 "coefdiv.w", /* 12 (d16) */
400 "coefdiv.z", /* 13 (d8) */
401 "coefdiv.y", /* 14 (d4) */
402 "coefdiv.x" /* 15 (d2) */
405 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG
* arg
, const DWORD param
, char *write_mask
) {
406 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
407 char *ptr
= write_mask
;
408 char vshader
= shader_is_vshader_version(This
->baseShader
.hex_version
);
410 if(vshader
&& shader_get_regtype(param
) == WINED3DSPR_ADDR
) {
413 } else if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
415 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
416 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
417 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
418 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
424 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
425 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
426 * but addressed as "rgba". To fix this we need to swap the register's x
427 * and z components. */
428 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
429 char *ptr
= swizzle_str
;
431 /* swizzle bits fields: wwzzyyxx */
432 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
433 DWORD swizzle_x
= swizzle
& 0x03;
434 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
435 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
436 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
438 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
439 * generate a swizzle string. Unless we need to our own swizzling. */
440 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
442 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
443 *ptr
++ = swizzle_chars
[swizzle_x
];
445 *ptr
++ = swizzle_chars
[swizzle_x
];
446 *ptr
++ = swizzle_chars
[swizzle_y
];
447 *ptr
++ = swizzle_chars
[swizzle_z
];
448 *ptr
++ = swizzle_chars
[swizzle_w
];
455 static void pshader_get_register_name(IWineD3DBaseShader
* iface
,
456 const DWORD param
, char* regstr
) {
458 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
459 DWORD regtype
= shader_get_regtype(param
);
460 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
463 case WINED3DSPR_TEMP
:
464 sprintf(regstr
, "R%u", reg
);
466 case WINED3DSPR_INPUT
:
468 strcpy(regstr
, "fragment.color.primary");
470 strcpy(regstr
, "fragment.color.secondary");
473 case WINED3DSPR_CONST
:
474 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
475 sprintf(regstr
, "C[%u]", reg
);
477 sprintf(regstr
, "C%u", reg
);
480 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
481 sprintf(regstr
,"T%u", reg
);
483 case WINED3DSPR_COLOROUT
:
485 sprintf(regstr
, "TMP_COLOR");
487 /* TODO: See GL_ARB_draw_buffers */
488 FIXME("Unsupported write to render target %u\n", reg
);
489 sprintf(regstr
, "unsupported_register");
492 case WINED3DSPR_DEPTHOUT
:
493 sprintf(regstr
, "result.depth");
495 case WINED3DSPR_ATTROUT
:
496 sprintf(regstr
, "oD[%u]", reg
);
498 case WINED3DSPR_TEXCRDOUT
:
499 sprintf(regstr
, "oT[%u]", reg
);
502 FIXME("Unhandled register name Type(%d)\n", regtype
);
503 sprintf(regstr
, "unrecognized_register");
508 /* TODO: merge with pixel shader */
509 static void vshader_program_add_param(SHADER_OPCODE_ARG
*arg
, const DWORD param
, BOOL is_input
, char *hwLine
) {
511 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
513 /* oPos, oFog and oPts in D3D */
514 static const char * const hwrastout_reg_names
[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
516 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
517 DWORD regtype
= shader_get_regtype(param
);
519 BOOL is_color
= FALSE
;
521 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) {
522 strcat(hwLine
, " -");
528 case WINED3DSPR_TEMP
:
529 sprintf(tmpReg
, "R%u", reg
);
530 strcat(hwLine
, tmpReg
);
532 case WINED3DSPR_INPUT
:
534 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
537 sprintf(tmpReg
, "vertex.attrib[%u]", reg
);
538 strcat(hwLine
, tmpReg
);
540 case WINED3DSPR_CONST
:
541 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
542 if(reg
>= This
->rel_offset
) {
543 sprintf(tmpReg
, "C[A0.x + %u]", reg
- This
->rel_offset
);
545 sprintf(tmpReg
, "C[A0.x - %u]", -reg
+ This
->rel_offset
);
548 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
549 sprintf(tmpReg
, "C[%u]", reg
);
551 sprintf(tmpReg
, "C%u", reg
);
554 strcat(hwLine
, tmpReg
);
556 case WINED3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
557 sprintf(tmpReg
, "A%u", reg
);
558 strcat(hwLine
, tmpReg
);
560 case WINED3DSPR_RASTOUT
:
561 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
562 strcat(hwLine
, tmpReg
);
564 case WINED3DSPR_ATTROUT
:
566 strcat(hwLine
, "result.color.primary");
568 strcat(hwLine
, "result.color.secondary");
571 case WINED3DSPR_TEXCRDOUT
:
572 sprintf(tmpReg
, "result.texcoord[%u]", reg
);
573 strcat(hwLine
, tmpReg
);
576 FIXME("Unknown reg type %d %d\n", regtype
, reg
);
577 strcat(hwLine
, "unrecognized_register");
583 shader_arb_get_write_mask(arg
, param
, write_mask
);
584 strcat(hwLine
, write_mask
);
587 shader_arb_get_swizzle(param
, is_color
, swizzle
);
588 strcat(hwLine
, swizzle
);
592 static void shader_hw_sample(SHADER_OPCODE_ARG
* arg
, DWORD sampler_idx
, const char *dst_str
, const char *coord_reg
, BOOL projected
, BOOL bias
) {
593 SHADER_BUFFER
* buffer
= arg
->buffer
;
594 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
595 const char *tex_type
;
597 switch(sampler_type
) {
604 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
605 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
606 if(device
->stateBlock
->textures
[sampler_idx
] &&
607 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
615 case WINED3DSTT_VOLUME
:
619 case WINED3DSTT_CUBE
:
624 ERR("Unexpected texture type %d\n", sampler_type
);
629 /* Shouldn't be possible, but let's check for it */
630 if(projected
) FIXME("Biased and Projected texture sampling\n");
631 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
632 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
633 } else if (projected
) {
634 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
636 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
640 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, const char *writemask
,
641 const char *one
, const char *two
, WINED3DFORMAT fmt
,
642 WineD3D_GL_Info
*gl_info
) {
644 case WINED3DFMT_V8U8
:
645 case WINED3DFMT_V16U16
:
646 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
647 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
649 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
650 * disabled until an application that needs it is found because it causes unneeded
651 * shader recompilation in some game
653 if(strlen(writemask
) >= 4) {
654 shader_addline(buffer
, "MOV %s.%c, %s;\n", reg
, one
);
658 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
659 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
660 * all registers, do so, this saves an instruction.
662 if(strlen(writemask
) >= 5) {
663 shader_addline(buffer
, "MAD %s, %s, %s, -%s;\n", reg
, reg
, two
, one
);
664 } else if(strlen(writemask
) >= 3) {
665 shader_addline(buffer
, "MAD %s.%c, %s.%c, %s, -%s;\n",
669 shader_addline(buffer
, "MAD %s.%c, %s.%c, %s, -%s;\n",
673 } else if(strlen(writemask
) == 2) {
674 shader_addline(buffer
, "MAD %s.%c, %s.%c, %s, -%s;\n", reg
, writemask
[1],
675 reg
, writemask
[1], two
, one
);
680 case WINED3DFMT_X8L8V8U8
:
681 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
682 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
683 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
685 if(strlen(writemask
) >= 3) {
686 shader_addline(buffer
, "MAD %s.%c, %s.%c, %s, -%s;\n",
690 shader_addline(buffer
, "MAD %s.%c, %s.%c, %s, -%s;\n",
694 } else if(strlen(writemask
) == 2) {
695 shader_addline(buffer
, "MAD %s.%c, %s.%c, %s, -%s;\n",
703 case WINED3DFMT_L6V5U5
:
704 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
705 if(strlen(writemask
) >= 4) {
706 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
707 shader_addline(buffer
, "MOV TMP.g, %s.%c;\n",
709 shader_addline(buffer
, "MAD %s.%c%c, %s.%c%c, %s, -%s;\n",
710 reg
, writemask
[1], writemask
[1],
711 reg
, writemask
[1], writemask
[3],
713 shader_addline(buffer
, "MOV %s.%c, TMP.g;\n", reg
,
715 } else if(strlen(writemask
) == 3) {
716 /* This is bad: We have VL, but we need VU */
717 FIXME("2 components sampled from a converted L6V5U5 texture\n");
719 shader_addline(buffer
, "MAD %s.%c, %s.%c, %s, -%s;\n",
727 case WINED3DFMT_Q8W8V8U8
:
728 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
729 /* Correct the sign in all channels */
730 switch(strlen(writemask
)) {
732 shader_addline(buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
737 shader_addline(buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
742 shader_addline(buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
747 /* Should not occur, since it's at minimum '.' and a letter */
749 ERR("Unexpected writemask: \"%s\"\n", writemask
);
754 shader_addline(buffer
, "MAD %s, %s, coefmul.x, -one;\n", reg
, reg
);
759 case WINED3DFMT_ATI2N
:
760 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
761 * which means the first one is replicated across .rgb, and the 2nd one is in
762 * .a. We need the 2nd in .g
764 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
765 * are swapped compared to d3d. So swap red and green.
767 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC
)) {
768 shader_addline(buffer
, "SWZ %s, %s, %c, %c, 1, 0;\n",
769 reg
, reg
, writemask
[2], writemask
[1]);
771 if(strlen(writemask
) == 5) {
772 shader_addline(buffer
, "MOV %s.%c, %s.%c;\n",
773 reg
, writemask
[2], reg
, writemask
[4]);
774 } else if(strlen(writemask
) == 2) {
777 /* This is bad: We have VL, but we need VU */
778 FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
783 /* stupid compiler */
789 static void shader_arb_color_correction(SHADER_OPCODE_ARG
* arg
) {
790 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
791 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
792 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
794 WINED3DFORMAT conversion_group
;
795 IWineD3DBaseTextureImpl
*texture
;
797 BOOL recorded
= FALSE
;
799 DWORD hex_version
= shader
->baseShader
.hex_version
;
803 switch(arg
->opcode
->opcode
) {
805 if (hex_version
< WINED3DPS_VERSION(2,0)) {
806 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
808 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
812 case WINED3DSIO_TEXLDL
:
813 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
816 case WINED3DSIO_TEXDP3TEX
:
817 case WINED3DSIO_TEXM3x3TEX
:
818 case WINED3DSIO_TEXM3x3SPEC
:
819 case WINED3DSIO_TEXM3x3VSPEC
:
820 case WINED3DSIO_TEXBEM
:
821 case WINED3DSIO_TEXREG2AR
:
822 case WINED3DSIO_TEXREG2GB
:
823 case WINED3DSIO_TEXREG2RGB
:
824 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
828 /* Not a texture sampling instruction, nothing to do */
832 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
834 fmt
= texture
->resource
.format
;
835 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
837 fmt
= WINED3DFMT_UNKNOWN
;
838 conversion_group
= WINED3DFMT_UNKNOWN
;
841 /* before doing anything, record the sampler with the format in the format conversion list,
842 * but check if it's not there already
844 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
845 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
850 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
851 shader
->baseShader
.num_sampled_samplers
++;
852 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
855 pshader_get_register_name(arg
->shader
, arg
->dst
, reg
);
856 shader_arb_get_write_mask(arg
, arg
->dst
, writemask
);
857 if(strlen(writemask
) == 0) strcpy(writemask
, ".xyzw");
859 gen_color_correction(arg
->buffer
, reg
, writemask
, "one", "coefmul.x", fmt
, gl_info
);
864 static void pshader_gen_input_modifier_line (
865 IWineD3DBaseShader
*iface
,
866 SHADER_BUFFER
* buffer
,
871 /* Generate a line that does the input modifier computation and return the input register to use */
876 /* Assume a new line will be added */
879 /* Get register name */
880 pshader_get_register_name(iface
, instr
, regstr
);
881 shader_arb_get_swizzle(instr
, FALSE
, swzstr
);
883 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
884 case WINED3DSPSM_NONE
:
885 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
888 case WINED3DSPSM_NEG
:
889 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
892 case WINED3DSPSM_BIAS
:
893 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
895 case WINED3DSPSM_BIASNEG
:
896 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
898 case WINED3DSPSM_SIGN
:
899 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
901 case WINED3DSPSM_SIGNNEG
:
902 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
904 case WINED3DSPSM_COMP
:
905 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
908 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
910 case WINED3DSPSM_X2NEG
:
911 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
914 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
915 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
918 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
919 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
922 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
926 /* Return modified or original register, with swizzle */
928 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
931 static inline void pshader_gen_output_modifier_line(
932 SHADER_BUFFER
* buffer
,
938 /* Generate a line that does the output modifier computation */
939 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
940 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
943 void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
) {
944 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
946 SHADER_BUFFER
* buffer
= arg
->buffer
;
948 char src_name
[2][50];
950 DWORD sampler_code
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
951 BOOL has_bumpmat
= FALSE
;
954 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
955 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
) {
961 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
962 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
963 strcat(dst_name
, dst_wmask
);
965 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
966 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
969 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
970 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
971 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
972 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
973 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
975 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
977 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
981 void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
) {
983 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
984 SHADER_BUFFER
* buffer
= arg
->buffer
;
987 char src_name
[3][50];
988 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
989 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
991 /* FIXME: support output modifiers */
993 /* Handle output register */
994 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
995 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
997 /* Generate input register names (with modifiers) */
998 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
999 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
1000 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
1002 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1003 if (shader
->baseShader
.hex_version
<= WINED3DPS_VERSION(1, 3) &&
1004 arg
->opcode_token
& WINED3DSI_COISSUE
) {
1005 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
1007 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
1008 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
1009 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
1012 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1015 void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
) {
1017 SHADER_BUFFER
* buffer
= arg
->buffer
;
1020 char src_name
[3][50];
1021 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1022 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1024 /* FIXME: support output modifiers */
1026 /* Handle output register */
1027 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1028 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1030 /* Generate input register names (with modifiers) */
1031 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
1032 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
1033 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
1035 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1036 src_name
[0], src_name
[2], src_name
[1]);
1039 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1042 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1043 * dst = dot2(src0, src1) + src2 */
1044 void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
) {
1045 SHADER_BUFFER
* buffer
= arg
->buffer
;
1048 char src_name
[3][50];
1049 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1050 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1052 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1053 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1055 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
1056 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
1057 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
1059 /* Emulate a DP2 with a DP3 and 0.0 */
1060 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
1061 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
1062 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
1063 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
1066 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1069 /* Map the opcode 1-to-1 to the GL code */
1070 void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
) {
1072 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1073 SHADER_BUFFER
* buffer
= arg
->buffer
;
1074 DWORD dst
= arg
->dst
;
1075 DWORD
* src
= arg
->src
;
1080 /* Output token related */
1081 char output_rname
[256];
1082 char output_wmask
[20];
1083 BOOL saturate
= FALSE
;
1084 BOOL centroid
= FALSE
;
1085 BOOL partialprecision
= FALSE
;
1088 strcpy(tmpLine
, curOpcode
->glname
);
1090 /* Process modifiers */
1091 if (0 != (dst
& WINED3DSP_DSTMOD_MASK
)) {
1092 DWORD mask
= dst
& WINED3DSP_DSTMOD_MASK
;
1094 saturate
= mask
& WINED3DSPDM_SATURATE
;
1095 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
1096 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
1097 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
1099 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
1102 FIXME("Unhandled modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
1104 shift
= (dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1106 /* Generate input and output registers */
1107 if (curOpcode
->num_params
> 0) {
1108 char operands
[4][100];
1110 /* Generate input register names (with modifiers) */
1111 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
1112 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[i
-1], i
-1, operands
[i
]);
1114 /* Handle output register */
1115 pshader_get_register_name(arg
->shader
, dst
, output_rname
);
1116 strcpy(operands
[0], output_rname
);
1117 shader_arb_get_write_mask(arg
, dst
, output_wmask
);
1118 strcat(operands
[0], output_wmask
);
1120 if (saturate
&& (shift
== 0))
1121 strcat(tmpLine
, "_SAT");
1122 strcat(tmpLine
, " ");
1123 strcat(tmpLine
, operands
[0]);
1124 for (i
= 1; i
< curOpcode
->num_params
; i
++) {
1125 strcat(tmpLine
, ", ");
1126 strcat(tmpLine
, operands
[i
]);
1128 strcat(tmpLine
,";\n");
1129 shader_addline(buffer
, tmpLine
);
1131 /* A shift requires another line. */
1133 pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
1137 void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
) {
1138 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1139 DWORD hex_version
= This
->baseShader
.hex_version
;
1140 SHADER_BUFFER
* buffer
= arg
->buffer
;
1143 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1144 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1146 pshader_get_register_name(arg
->shader
, arg
->dst
, reg_dest
);
1148 if(hex_version
>= WINED3DPS_VERSION(2,0)) {
1149 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1150 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1152 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1153 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1155 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1156 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1157 shader_addline(buffer
, "KIL TMP;\n");
1161 void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
) {
1162 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1163 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1165 DWORD dst
= arg
->dst
;
1166 DWORD
* src
= arg
->src
;
1167 SHADER_BUFFER
* buffer
= arg
->buffer
;
1168 DWORD hex_version
= This
->baseShader
.hex_version
;
1169 BOOL projected
= FALSE
, bias
= FALSE
;
1173 DWORD reg_dest_code
;
1174 DWORD reg_sampler_code
;
1176 /* All versions have a destination register */
1177 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1178 pshader_get_register_name(arg
->shader
, dst
, reg_dest
);
1180 /* 1.0-1.3: Use destination register as coordinate source.
1181 1.4+: Use provided coordinate source register. */
1182 if (hex_version
< WINED3DPS_VERSION(1,4))
1183 strcpy(reg_coord
, reg_dest
);
1185 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[0], 0, reg_coord
);
1187 /* 1.0-1.4: Use destination register number as texture code.
1188 2.0+: Use provided sampler number as texure code. */
1189 if (hex_version
< WINED3DPS_VERSION(2,0))
1190 reg_sampler_code
= reg_dest_code
;
1192 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
1195 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1196 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1197 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1199 if(hex_version
< WINED3DPS_VERSION(1,4)) {
1201 if(reg_sampler_code
< MAX_TEXTURES
) {
1202 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1204 if (flags
& WINED3DTTFF_PROJECTED
) {
1207 } else if(hex_version
< WINED3DPS_VERSION(2,0)) {
1208 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1209 if (src_mod
== WINED3DSPSM_DZ
) {
1211 } else if(src_mod
== WINED3DSPSM_DW
) {
1215 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1218 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
1222 shader_hw_sample(arg
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1225 void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
) {
1227 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1228 DWORD dst
= arg
->dst
;
1229 SHADER_BUFFER
* buffer
= arg
->buffer
;
1230 DWORD hex_version
= This
->baseShader
.hex_version
;
1233 shader_arb_get_write_mask(arg
, dst
, tmp
);
1234 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1235 DWORD reg
= dst
& WINED3DSP_REGNUM_MASK
;
1236 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1238 DWORD reg1
= dst
& WINED3DSP_REGNUM_MASK
;
1241 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, reg_src
);
1242 shader_addline(buffer
, "MOV R%u%s, %s;\n", reg1
, tmp
, reg_src
);
1246 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1248 SHADER_BUFFER
* buffer
= arg
->buffer
;
1249 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1250 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1253 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1257 sprintf(dst_str
, "T%u", reg1
);
1258 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1259 shader_addline(buffer
, "MOV TMP.r, %s.a;\n", src_str
);
1260 shader_addline(buffer
, "MOV TMP.g, %s.r;\n", src_str
);
1261 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1262 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1265 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1267 SHADER_BUFFER
* buffer
= arg
->buffer
;
1269 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1273 sprintf(dst_str
, "T%u", reg1
);
1274 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1275 shader_addline(buffer
, "MOV TMP.r, %s.g;\n", src_str
);
1276 shader_addline(buffer
, "MOV TMP.g, %s.b;\n", src_str
);
1277 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1280 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
1282 SHADER_BUFFER
* buffer
= arg
->buffer
;
1283 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1287 sprintf(dst_str
, "T%u", reg1
);
1288 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1289 shader_hw_sample(arg
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1292 void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
) {
1293 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1294 BOOL has_bumpmat
= FALSE
;
1295 BOOL has_luminance
= FALSE
;
1298 DWORD dst
= arg
->dst
;
1299 DWORD src
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1300 SHADER_BUFFER
* buffer
= arg
->buffer
;
1303 DWORD reg_dest_code
;
1305 /* All versions have a destination register */
1306 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1307 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1308 pshader_get_register_name(arg
->shader
, dst
, reg_coord
);
1310 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1311 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
) {
1316 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1317 if(This
->luminanceconst
[i
].const_num
!= -1 && reg_dest_code
== This
->luminanceconst
[i
].texunit
) {
1318 has_luminance
= TRUE
;
1324 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1326 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1327 shader_addline(buffer
, "DP3 TMP.r, TMP2, T%u;\n", src
);
1328 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1329 shader_addline(buffer
, "DP3 TMP.g, TMP2, T%u;\n", src
);
1331 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1332 * so we can't let the GL handle this.
1334 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1335 & WINED3DTTFF_PROJECTED
) {
1336 shader_addline(buffer
, "RCP TMP2.a, %s.a;\n", reg_coord
);
1337 shader_addline(buffer
, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord
);
1338 shader_addline(buffer
, "ADD TMP.rg, TMP, TMP2;\n");
1340 shader_addline(buffer
, "ADD TMP.rg, TMP, %s;\n", reg_coord
);
1343 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1345 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
&& has_luminance
) {
1346 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1347 src
, reg_dest_code
, reg_dest_code
);
1348 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1353 if(reg_dest_code
< MAX_TEXTURES
) {
1354 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1358 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1359 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1363 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1365 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1366 SHADER_BUFFER
* buffer
= arg
->buffer
;
1369 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1370 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1373 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1375 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1376 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1378 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1379 SHADER_BUFFER
* buffer
= arg
->buffer
;
1383 sprintf(dst_str
, "T%u", reg
);
1384 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1385 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1386 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1387 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1390 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1392 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1393 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1394 SHADER_BUFFER
* buffer
= arg
->buffer
;
1395 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1398 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1399 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1400 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1403 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1405 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1406 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1408 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1409 SHADER_BUFFER
* buffer
= arg
->buffer
;
1410 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1414 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1415 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1417 /* Sample the texture using the calculated coordinates */
1418 sprintf(dst_str
, "T%u", reg
);
1419 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1420 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1421 current_state
->current_row
= 0;
1424 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1426 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1427 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1429 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1430 SHADER_BUFFER
* buffer
= arg
->buffer
;
1431 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1435 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1436 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1438 /* Construct the eye-ray vector from w coordinates */
1439 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1440 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1441 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1443 /* Calculate reflection vector
1445 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1446 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1447 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1448 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1449 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1450 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1451 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1453 /* Sample the texture using the calculated coordinates */
1454 sprintf(dst_str
, "T%u", reg
);
1455 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1456 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1457 current_state
->current_row
= 0;
1460 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1462 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1463 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1465 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1466 DWORD reg3
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1467 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1468 SHADER_BUFFER
* buffer
= arg
->buffer
;
1472 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1473 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1475 /* Calculate reflection vector.
1478 * TMP.xyz = 2 * --------- * N - E
1481 * Which normalizes the normal vector
1483 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1484 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1485 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1486 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1487 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1488 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1490 /* Sample the texture using the calculated coordinates */
1491 sprintf(dst_str
, "T%u", reg
);
1492 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1493 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1494 current_state
->current_row
= 0;
1497 void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
) {
1498 SHADER_BUFFER
* buffer
= arg
->buffer
;
1501 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1502 * which is essentially an input, is the destination register because it is the first
1503 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1506 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1508 /* According to the msdn, the source register(must be r5) is unusable after
1509 * the texdepth instruction, so we're free to modify it
1511 shader_addline(buffer
, "MIN %s.g, %s.g, one.g;\n", dst_name
, dst_name
);
1513 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1514 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1515 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1517 shader_addline(buffer
, "RCP %s.g, %s.g;\n", dst_name
, dst_name
);
1518 shader_addline(buffer
, "MUL TMP.x, %s.r, %s.g;\n", dst_name
, dst_name
);
1519 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.r;\n");
1520 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1523 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1524 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1525 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1526 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1527 SHADER_BUFFER
* buffer
= arg
->buffer
;
1528 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1532 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1533 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1534 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1536 sprintf(dst_str
, "T%u", sampler_idx
);
1537 shader_hw_sample(arg
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1540 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1541 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1542 void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
) {
1546 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1547 SHADER_BUFFER
* buffer
= arg
->buffer
;
1549 /* Handle output register */
1550 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1551 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1553 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1554 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dstreg
, src0
);
1556 /* TODO: Handle output modifiers */
1559 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1560 * Perform the 3rd row of a 3x3 matrix multiply */
1561 void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1562 SHADER_BUFFER
* buffer
= arg
->buffer
;
1566 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1568 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1569 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1571 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1572 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst_reg
, src0
);
1573 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1575 /* TODO: Handle output modifiers */
1578 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1579 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1580 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1581 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1583 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1584 SHADER_BUFFER
* buffer
= arg
->buffer
;
1585 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1588 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1589 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1591 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1592 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1593 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1595 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1596 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1597 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.r;\n");
1598 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1601 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1602 Vertex/Pixel shaders to ARB_vertex_program codes */
1603 void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
) {
1606 int nComponents
= 0;
1607 SHADER_OPCODE_ARG tmpArg
;
1609 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1611 /* Set constants for the temporary argument */
1612 tmpArg
.shader
= arg
->shader
;
1613 tmpArg
.buffer
= arg
->buffer
;
1614 tmpArg
.src
[0] = arg
->src
[0];
1615 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1616 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1617 tmpArg
.reg_maps
= arg
->reg_maps
;
1619 switch(arg
->opcode
->opcode
) {
1620 case WINED3DSIO_M4x4
:
1622 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1624 case WINED3DSIO_M4x3
:
1626 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1628 case WINED3DSIO_M3x4
:
1630 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1632 case WINED3DSIO_M3x3
:
1634 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1636 case WINED3DSIO_M3x2
:
1638 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1644 for (i
= 0; i
< nComponents
; i
++) {
1645 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1646 tmpArg
.src
[1] = arg
->src
[1]+i
;
1647 vshader_hw_map2gl(&tmpArg
);
1651 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
) {
1652 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1653 SHADER_BUFFER
* buffer
= arg
->buffer
;
1654 DWORD dst
= arg
->dst
;
1655 DWORD src
= arg
->src
[0];
1656 DWORD swizzle
= (src
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1660 strcpy(tmpLine
, curOpcode
->glname
); /* Opcode */
1661 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
); /* Destination */
1662 strcat(tmpLine
, ",");
1663 vshader_program_add_param(arg
, src
, TRUE
, tmpLine
);
1664 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) == swizzle
) {
1665 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1668 strcat(tmpLine
, ".w");
1671 shader_addline(buffer
, "%s;\n", tmpLine
);
1674 void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
) {
1675 SHADER_BUFFER
* buffer
= arg
->buffer
;
1679 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1680 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1682 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1683 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1685 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1686 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1687 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1688 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1689 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1693 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1696 void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
) {
1697 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1698 * must contain fixed constants. So we need a separate function to filter those constants and
1701 SHADER_BUFFER
* buffer
= arg
->buffer
;
1705 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1706 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1708 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1709 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1711 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1712 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1716 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1720 /* TODO: merge with pixel shader */
1721 /* Map the opcode 1-to-1 to the GL code */
1722 void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
) {
1724 IWineD3DVertexShaderImpl
*shader
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
1725 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1726 SHADER_BUFFER
* buffer
= arg
->buffer
;
1727 DWORD dst
= arg
->dst
;
1728 DWORD
* src
= arg
->src
;
1730 DWORD dst_regtype
= shader_get_regtype(dst
);
1734 if ((curOpcode
->opcode
== WINED3DSIO_MOV
&& dst_regtype
== WINED3DSPR_ADDR
) || curOpcode
->opcode
== WINED3DSIO_MOVA
) {
1735 memset(tmpLine
, 0, sizeof(tmpLine
));
1736 if(shader
->rel_offset
) {
1737 vshader_program_add_param(arg
, src
[0], TRUE
, tmpLine
);
1738 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", tmpLine
);
1739 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1741 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1742 * with more than one component. Thus replicate the first source argument over all
1743 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1745 DWORD parm
= src
[0] & ~(WINED3DVS_SWIZZLE_MASK
);
1746 if((src
[0] & WINED3DVS_X_W
) == WINED3DVS_X_W
) {
1747 parm
|= WINED3DVS_X_W
| WINED3DVS_Y_W
| WINED3DVS_Z_W
| WINED3DVS_W_W
;
1748 } else if((src
[0] & WINED3DVS_X_Z
) == WINED3DVS_X_Z
) {
1749 parm
|= WINED3DVS_X_Z
| WINED3DVS_Y_Z
| WINED3DVS_Z_Z
| WINED3DVS_W_Z
;
1750 } else if((src
[0] & WINED3DVS_X_Y
) == WINED3DVS_X_Y
) {
1751 parm
|= WINED3DVS_X_Y
| WINED3DVS_Y_Y
| WINED3DVS_Z_Y
| WINED3DVS_W_Y
;
1752 } else if((src
[0] & WINED3DVS_X_X
) == WINED3DVS_X_X
) {
1753 parm
|= WINED3DVS_X_X
| WINED3DVS_Y_X
| WINED3DVS_Z_X
| WINED3DVS_W_X
;
1755 vshader_program_add_param(arg
, parm
, TRUE
, tmpLine
);
1756 shader_addline(buffer
, "ARL A0.x, %s;\n", tmpLine
);
1760 strcpy(tmpLine
, curOpcode
->glname
);
1762 if (curOpcode
->num_params
> 0) {
1763 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
);
1764 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
1765 strcat(tmpLine
, ",");
1766 vshader_program_add_param(arg
, src
[i
-1], TRUE
, tmpLine
);
1769 shader_addline(buffer
, "%s;\n", tmpLine
);
1772 static GLuint
create_arb_blt_vertex_program(WineD3D_GL_Info
*gl_info
) {
1773 GLuint program_id
= 0;
1774 const char *blt_vprogram
=
1776 "PARAM c[1] = { { 1, 0.5 } };\n"
1777 "MOV result.position, vertex.position;\n"
1778 "MOV result.color, c[0].x;\n"
1779 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1780 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1783 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1784 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1785 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1787 if (glGetError() == GL_INVALID_OPERATION
) {
1789 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1790 FIXME("Vertex program error at position %d: %s\n", pos
,
1791 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1797 static GLuint
create_arb_blt_fragment_program(WineD3D_GL_Info
*gl_info
) {
1798 GLuint program_id
= 0;
1799 const char *blt_fprogram
=
1802 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1803 "MOV result.depth.z, R0.x;\n"
1806 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1807 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1808 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprogram
), blt_fprogram
));
1810 if (glGetError() == GL_INVALID_OPERATION
) {
1812 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1813 FIXME("Fragment program error at position %d: %s\n", pos
,
1814 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1820 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1821 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1822 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1823 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1826 TRACE("Using vertex shader\n");
1828 priv
->current_vprogram_id
= ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->baseShader
.prgId
;
1830 /* Bind the vertex program */
1831 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1832 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1834 /* Enable OpenGL vertex programs */
1835 glEnable(GL_VERTEX_PROGRAM_ARB
);
1836 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1837 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1838 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1839 priv
->current_vprogram_id
= 0;
1840 glDisable(GL_VERTEX_PROGRAM_ARB
);
1841 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1845 TRACE("Using pixel shader\n");
1847 priv
->current_fprogram_id
= ((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
)->baseShader
.prgId
;
1849 /* Bind the fragment program */
1850 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1851 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1853 /* Enable OpenGL fragment programs */
1854 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1855 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1856 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1858 priv
->current_fprogram_id
= 0;
1860 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
1861 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1862 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1863 * replacement shader
1865 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1866 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1871 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
) {
1872 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1873 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1874 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1876 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1877 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1878 glEnable(GL_VERTEX_PROGRAM_ARB
);
1880 if (!priv
->depth_blt_fprogram_id
) priv
->depth_blt_fprogram_id
= create_arb_blt_fragment_program(gl_info
);
1881 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->depth_blt_fprogram_id
));
1882 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1885 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
1886 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1887 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1888 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1890 if (priv
->current_vprogram_id
) {
1891 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1892 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1894 glEnable(GL_VERTEX_PROGRAM_ARB
);
1895 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1897 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1899 glDisable(GL_VERTEX_PROGRAM_ARB
);
1900 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1903 if (priv
->current_fprogram_id
) {
1904 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1905 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1907 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1908 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1910 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1911 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
1912 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1913 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1917 static void shader_arb_cleanup(IWineD3DDevice
*iface
) {
1918 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1919 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1920 if (GL_SUPPORT(ARB_VERTEX_PROGRAM
)) glDisable(GL_VERTEX_PROGRAM_ARB
);
1921 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1924 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1925 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
1926 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->adapter
->gl_info
;
1929 GL_EXTCALL(glDeleteProgramsARB(1, &This
->baseShader
.prgId
));
1930 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
1932 This
->baseShader
.prgId
= 0;
1933 This
->baseShader
.is_compiled
= FALSE
;
1936 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1937 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1938 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1942 static void shader_arb_free(IWineD3DDevice
*iface
) {
1943 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1944 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1945 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1947 if(priv
->depth_blt_vprogram_id
) {
1948 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1950 if(priv
->depth_blt_fprogram_id
) {
1951 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
));
1954 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1957 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1961 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1962 const char *tmp2
, const char *tmp3
, const char *tmp4
) {
1963 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1965 /* Calculate the > 0.0031308 case */
1966 shader_addline(buffer
, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1
, fragcolor
);
1967 shader_addline(buffer
, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1
, fragcolor
);
1968 shader_addline(buffer
, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1
, fragcolor
);
1969 shader_addline(buffer
, "MUL %s, %s, srgb_mul_hi;\n", tmp1
, tmp1
);
1970 shader_addline(buffer
, "SUB %s, %s, srgb_sub_hi;\n", tmp1
, tmp1
);
1971 /* Calculate the < case */
1972 shader_addline(buffer
, "MUL %s, srgb_mul_low, %s;\n", tmp2
, fragcolor
);
1973 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1974 shader_addline(buffer
, "SLT %s, srgb_comparison, %s;\n", tmp3
, fragcolor
);
1975 shader_addline(buffer
, "SGE %s, srgb_comparison, %s;\n", tmp4
, fragcolor
);
1976 /* Store the components > 0.0031308 in the destination */
1977 shader_addline(buffer
, "MUL %s, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
1978 /* Add the components that are < 0.0031308 */
1979 shader_addline(buffer
, "MAD result.color.xyz, %s, %s, %s;\n", tmp2
, tmp4
, fragcolor
);
1980 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1983 static void shader_arb_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
1984 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1985 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1986 CONST DWORD
*function
= This
->baseShader
.function
;
1987 const char *fragcolor
;
1988 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1989 local_constant
* lconst
;
1991 /* Create the hw ARB shader */
1992 shader_addline(buffer
, "!!ARBfp1.0\n");
1994 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
1995 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
1996 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
1997 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
1998 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
1999 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2000 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2001 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2003 /* Base Declarations */
2004 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2006 /* We need two variables for fog blending */
2007 shader_addline(buffer
, "TEMP TMP_FOG;\n");
2008 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
2009 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
2012 /* Base Shader Body */
2013 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2015 /* calculate fog and blend it
2016 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
2017 * -1/(e-s) and e/(e-s) respectively.
2019 shader_addline(buffer
, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
2021 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
2024 fragcolor
= "TMP_COLOR";
2026 if(This
->srgb_enabled
) {
2027 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TMP", "TMP2", "TA", "TB");
2029 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
2030 shader_addline(buffer
, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor
);
2031 shader_addline(buffer
, "MOV result.color.a, %s.a;\n", fragcolor
);
2034 shader_addline(buffer
, "END\n");
2036 /* TODO: change to resource.glObjectHandle or something like that */
2037 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
2039 TRACE("Creating a hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
2040 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, This
->baseShader
.prgId
));
2042 TRACE("Created hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
2043 /* Create the program and check for errors */
2044 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2045 buffer
->bsize
, buffer
->buffer
));
2047 if (glGetError() == GL_INVALID_OPERATION
) {
2049 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2050 FIXME("HW PixelShader Error at position %d: %s\n",
2051 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2052 This
->baseShader
.prgId
= -1;
2055 /* Load immediate constants */
2056 if(!This
->baseShader
.load_local_constsF
) {
2057 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2058 float *value
= (float *) lconst
->value
;
2059 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst
->idx
, value
));
2060 checkGLcall("glProgramLocalParameter4fvARB");
2065 static void shader_arb_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
2066 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
2067 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
2068 CONST DWORD
*function
= This
->baseShader
.function
;
2069 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
2070 local_constant
* lconst
;
2072 /* Create the hw ARB shader */
2073 shader_addline(buffer
, "!!ARBvp1.0\n");
2074 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
2076 /* Mesa supports only 95 constants */
2077 if (GL_VEND(MESA
) || GL_VEND(WINE
))
2078 This
->baseShader
.limits
.constant_float
=
2079 min(95, This
->baseShader
.limits
.constant_float
);
2081 shader_addline(buffer
, "TEMP TMP;\n");
2083 /* Base Declarations */
2084 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2086 /* We need a constant to fixup the final position */
2087 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2089 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2090 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2091 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2092 * a replacement shader depend on the texcoord.w being set properly.
2094 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2095 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2096 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2097 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2098 * this can eat a number of instructions, so skip it unless this cap is set as well
2100 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2101 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2103 if((GLINFO_LOCATION
).set_texcoord_w
) {
2105 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2106 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2107 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2108 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2114 /* Base Shader Body */
2115 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2117 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2119 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2121 /* Write the final position.
2123 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2124 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2125 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2126 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2128 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2129 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2130 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2132 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2133 * and the glsl equivalent
2135 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2137 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2139 shader_addline(buffer
, "END\n");
2141 /* TODO: change to resource.glObjectHandle or something like that */
2142 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
2144 TRACE("Creating a hw vertex shader, prg=%d\n", This
->baseShader
.prgId
);
2145 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, This
->baseShader
.prgId
));
2147 TRACE("Created hw vertex shader, prg=%d\n", This
->baseShader
.prgId
);
2148 /* Create the program and check for errors */
2149 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2150 buffer
->bsize
, buffer
->buffer
));
2152 if (glGetError() == GL_INVALID_OPERATION
) {
2154 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2155 FIXME("HW VertexShader Error at position %d: %s\n",
2156 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2157 This
->baseShader
.prgId
= -1;
2160 /* Load immediate constants */
2161 if(!This
->baseShader
.load_local_constsF
) {
2162 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2163 float *value
= (float *) lconst
->value
;
2164 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst
->idx
, value
));
2169 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
) {
2170 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2171 * then overwrite the shader specific ones
2173 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2175 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2176 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2177 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2178 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
2181 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2182 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2183 pCaps
->PixelShader1xMaxValue
= 8.0;
2184 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2188 static BOOL
shader_arb_conv_supported(WINED3DFORMAT fmt
) {
2189 TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt
));
2191 case WINED3DFMT_V8U8
:
2192 case WINED3DFMT_V16U16
:
2193 case WINED3DFMT_X8L8V8U8
:
2194 case WINED3DFMT_L6V5U5
:
2195 case WINED3DFMT_Q8W8V8U8
:
2196 case WINED3DFMT_ATI2N
:
2205 const shader_backend_t arb_program_shader_backend
= {
2207 shader_arb_select_depth_blt
,
2208 shader_arb_deselect_depth_blt
,
2209 shader_arb_load_constants
,
2211 shader_arb_color_correction
,
2215 shader_arb_dirty_const
,
2216 shader_arb_generate_pshader
,
2217 shader_arb_generate_vshader
,
2218 shader_arb_get_caps
,
2219 shader_arb_conv_supported
,
2222 /* ARB_fragment_program fixed function pipeline replacement definitions */
2223 #define ARB_FFP_CONST_TFACTOR 0
2224 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_TFACTOR) + 1 + i)
2225 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2227 struct arbfp_ffp_desc
2229 struct ffp_desc parent
;
2231 unsigned int num_textures_used
;
2234 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2236 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2237 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2239 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2240 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2244 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2245 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2246 struct shader_arb_priv
*priv
;
2247 /* Share private data between the shader backend and the pipeline replacement, if both
2248 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2249 * if no pixel shader is bound or not
2251 if(This
->shader_backend
== &arb_program_shader_backend
) {
2252 This
->fragment_priv
= This
->shader_priv
;
2254 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2255 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2257 priv
= (struct shader_arb_priv
*) This
->fragment_priv
;
2258 priv
->fragment_shaders
= hash_table_create(ffp_program_key_hash
, ffp_program_key_compare
);
2259 priv
->use_arbfp_fixed_func
= TRUE
;
2263 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2264 WineD3D_GL_Info
*gl_info
= gli
;
2265 struct arbfp_ffp_desc
*entry_arb
= value
;
2268 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2269 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2270 HeapFree(GetProcessHeap(), 0, entry_arb
);
2274 static void arbfp_free(IWineD3DDevice
*iface
) {
2275 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2276 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->fragment_priv
;
2278 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2279 priv
->use_arbfp_fixed_func
= FALSE
;
2281 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2282 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2286 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
) {
2287 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2288 WINED3DTEXOPCAPS_SELECTARG1
|
2289 WINED3DTEXOPCAPS_SELECTARG2
|
2290 WINED3DTEXOPCAPS_MODULATE4X
|
2291 WINED3DTEXOPCAPS_MODULATE2X
|
2292 WINED3DTEXOPCAPS_MODULATE
|
2293 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2294 WINED3DTEXOPCAPS_ADDSIGNED
|
2295 WINED3DTEXOPCAPS_ADD
|
2296 WINED3DTEXOPCAPS_SUBTRACT
|
2297 WINED3DTEXOPCAPS_ADDSMOOTH
|
2298 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2299 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2300 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2301 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2302 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2303 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2304 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2305 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2306 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2307 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2308 WINED3DTEXOPCAPS_MULTIPLYADD
|
2309 WINED3DTEXOPCAPS_LERP
|
2310 WINED3DTEXOPCAPS_BUMPENVMAP
;
2312 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2313 and WINED3DTEXOPCAPS_PREMODULATE */
2315 caps
->MaxTextureBlendStages
= 8;
2316 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2318 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2320 #undef GLINFO_LOCATION
2322 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2323 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2325 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2327 /* Do not overwrite pixel shader constants if a pshader is in use */
2328 if(use_ps(device
)) return;
2330 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2331 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2332 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2334 if(device
->shader_backend
== &arb_program_shader_backend
) {
2335 device
= stateblock
->wineD3DDevice
;
2336 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2337 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2341 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2342 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE
;
2343 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2346 if(use_ps(device
)) {
2348 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
2349 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2352 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2353 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2356 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2360 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
2361 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
2362 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
2363 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
2365 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
2366 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2368 if(device
->shader_backend
== &arb_program_shader_backend
) {
2369 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
2370 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
2374 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
2377 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
2379 switch(arg
& WINED3DTA_SELECTMASK
) {
2380 case WINED3DTA_DIFFUSE
:
2381 ret
= "fragment.color.primary"; break;
2383 case WINED3DTA_CURRENT
:
2384 if(stage
== 0) ret
= "fragment.color.primary";
2388 case WINED3DTA_TEXTURE
:
2390 case 0: ret
= "tex0"; break;
2391 case 1: ret
= "tex1"; break;
2392 case 2: ret
= "tex2"; break;
2393 case 3: ret
= "tex3"; break;
2394 case 4: ret
= "tex4"; break;
2395 case 5: ret
= "tex5"; break;
2396 case 6: ret
= "tex6"; break;
2397 case 7: ret
= "tex7"; break;
2398 default: ret
= "unknown texture";
2402 case WINED3DTA_TFACTOR
:
2403 ret
= "tfactor"; break;
2405 case WINED3DTA_SPECULAR
:
2406 ret
= "fragment.color.secondary"; break;
2408 case WINED3DTA_TEMP
:
2409 ret
= "tempreg"; break;
2411 case WINED3DTA_CONSTANT
:
2412 FIXME("Implement perstage constants\n");
2414 case 0: ret
= "const0"; break;
2415 case 1: ret
= "const1"; break;
2416 case 2: ret
= "const2"; break;
2417 case 3: ret
= "const3"; break;
2418 case 4: ret
= "const4"; break;
2419 case 5: ret
= "const5"; break;
2420 case 6: ret
= "const6"; break;
2421 case 7: ret
= "const7"; break;
2427 if(arg
& WINED3DTA_COMPLEMENT
) {
2428 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
2429 if(argnum
== 0) ret
= "arg0";
2430 if(argnum
== 1) ret
= "arg1";
2431 if(argnum
== 2) ret
= "arg2";
2436 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
, BOOL last
,
2437 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
2438 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
2439 unsigned int mul
= 1;
2440 BOOL mul_final_dest
= FALSE
;
2442 if(color
&& alpha
) dstmask
= "";
2443 else if(color
) dstmask
= ".rgb";
2444 else dstmask
= ".a";
2446 if(dst
== tempreg
&& last
) FIXME("Last texture stage writes to D3DTA_TEMP\n");
2447 if(dst
== tempreg
) dstreg
= "tempreg";
2448 else if(last
) dstreg
= "result.color";
2449 else dstreg
= "ret";
2451 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
2452 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
2453 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
2456 case WINED3DTOP_DISABLE
:
2457 if(stage
== 1) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2460 case WINED3DTOP_SELECTARG2
:
2462 case WINED3DTOP_SELECTARG1
:
2463 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2466 case WINED3DTOP_MODULATE4X
:
2468 case WINED3DTOP_MODULATE2X
:
2470 if(strcmp(dstreg
, "result.color") == 0) {
2472 mul_final_dest
= TRUE
;
2474 case WINED3DTOP_MODULATE
:
2475 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2478 case WINED3DTOP_ADDSIGNED2X
:
2480 if(strcmp(dstreg
, "result.color") == 0) {
2482 mul_final_dest
= TRUE
;
2484 case WINED3DTOP_ADDSIGNED
:
2485 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2487 case WINED3DTOP_ADD
:
2488 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2491 case WINED3DTOP_SUBTRACT
:
2492 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2495 case WINED3DTOP_ADDSMOOTH
:
2496 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
2497 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2500 case WINED3DTOP_BLENDCURRENTALPHA
:
2501 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
2502 shader_addline(buffer
, "LRP %s%s, %s.a, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2504 case WINED3DTOP_BLENDFACTORALPHA
:
2505 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
2506 shader_addline(buffer
, "LRP %s%s, %s.a, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2508 case WINED3DTOP_BLENDTEXTUREALPHA
:
2509 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2510 shader_addline(buffer
, "LRP %s%s, %s.a, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2512 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2513 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
2514 shader_addline(buffer
, "LRP %s%s, %s.a, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2517 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2518 shader_addline(buffer
, "SUB arg0.a, const.x, %s;\n", arg1
);
2519 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2522 /* D3DTOP_PREMODULATE ???? */
2524 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2525 shader_addline(buffer
, "SUB arg0.a, const.x, %s;\n", arg1
);
2526 shader_addline(buffer
, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2528 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2529 shader_addline(buffer
, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2531 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2532 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
2533 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg
, dstmask
, arg2
, arg1
);
2535 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2536 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2539 case WINED3DTOP_DOTPRODUCT3
:
2541 if(strcmp(dstreg
, "result.color") == 0) {
2543 mul_final_dest
= TRUE
;
2545 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
2546 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2547 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
2550 case WINED3DTOP_MULTIPLYADD
:
2551 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
2554 case WINED3DTOP_LERP
:
2555 /* The msdn is not quite right here */
2556 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2559 case WINED3DTOP_BUMPENVMAP
:
2560 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2561 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2565 FIXME("Unhandled texture op %08x\n", op
);
2569 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2570 } else if(mul
== 4) {
2571 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2575 /* The stateblock is passed for GLINFO_LOCATION */
2576 static GLuint
gen_arbfp_ffp_shader(struct ffp_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
) {
2578 SHADER_BUFFER buffer
;
2579 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2580 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2581 const char *textype
;
2582 const char *instr
, *sat
;
2583 char colorcor_dst
[8];
2585 DWORD arg0
, arg1
, arg2
;
2586 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
2589 /* Find out which textures are read */
2590 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2591 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
2592 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
2593 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
2594 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
2595 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2596 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2597 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2599 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
2600 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
2601 bump_used
[stage
] = TRUE
;
2602 tex_read
[stage
] = TRUE
;
2604 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2605 bump_used
[stage
] = TRUE
;
2606 tex_read
[stage
] = TRUE
;
2609 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2610 tfactor_used
= TRUE
;
2613 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
2614 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2615 tempreg_used
= TRUE
;
2618 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
2619 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
2620 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
2621 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
2622 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2623 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2624 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2626 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2627 tempreg_used
= TRUE
;
2629 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2630 tfactor_used
= TRUE
;
2637 buffer
.newline
= TRUE
;
2638 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
2640 shader_addline(&buffer
, "!!ARBfp1.0\n");
2642 switch(settings
->fog
) {
2643 case FOG_OFF
: break;
2644 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
2645 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
2646 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
2647 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
2650 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
2651 shader_addline(&buffer
, "TEMP ret;\n");
2652 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
2653 shader_addline(&buffer
, "TEMP arg0;\n");
2654 shader_addline(&buffer
, "TEMP arg1;\n");
2655 shader_addline(&buffer
, "TEMP arg2;\n");
2656 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2657 if(!tex_read
[stage
]) continue;
2658 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
2659 if(!bump_used
[stage
]) continue;
2660 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
2663 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
2666 if(settings
->sRGB_write
) {
2667 shader_addline(&buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2668 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
2669 shader_addline(&buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2670 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
2671 shader_addline(&buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2672 srgb_pow
, srgb_pow
, srgb_pow
);
2673 shader_addline(&buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2674 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
2675 shader_addline(&buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2676 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
2679 /* Generate texture sampling instructions) */
2680 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
2681 if(!tex_read
[stage
]) continue;
2683 switch(settings
->op
[stage
].tex_type
) {
2684 case tex_1d
: textype
= "1D"; break;
2685 case tex_2d
: textype
= "2D"; break;
2686 case tex_3d
: textype
= "3D"; break;
2687 case tex_cube
: textype
= "CUBE"; break;
2688 case tex_rect
: textype
= "RECT"; break;
2689 default: textype
= "unexpected_textype"; break;
2692 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
2693 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2699 if(settings
->op
[stage
].projected
== proj_none
) {
2701 } else if(settings
->op
[stage
].projected
== proj_count4
) {
2705 ERR("Implement proj_count3\n");
2709 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
2710 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
2711 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
2712 shader_addline(&buffer
, "DP3 ret.r, arg1, tex%u;\n", stage
- 1);
2713 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
2714 shader_addline(&buffer
, "DP3 ret.g, arg1, tex%u;\n", stage
- 1);
2715 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
2716 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2717 instr
, sat
, stage
, stage
, textype
);
2719 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2720 instr
, sat
, stage
, stage
, stage
, textype
);
2723 sprintf(colorcor_dst
, "tex%u", stage
);
2724 gen_color_correction(&buffer
, colorcor_dst
, ".rgba", "const.x", "const.y",
2725 settings
->op
[stage
].color_correction
, &GLINFO_LOCATION
);
2728 /* Generate the main shader */
2729 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2730 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
2732 shader_addline(&buffer
, "MOV result.color, fragment.color.primary;\n");
2735 } else if(settings
->sRGB_write
) {
2737 } else if(stage
== (MAX_TEXTURES
- 1)) {
2739 } else if(settings
->op
[stage
+ 1].cop
== WINED3DTOP_DISABLE
) {
2743 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
2744 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, last
, settings
->op
[stage
].dst
,
2745 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2746 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2747 if(last
&& stage
== 0) {
2748 shader_addline(&buffer
, "MOV result.color.a, fragment.color.primary.a;\n");
2750 shader_addline(&buffer
, "MOV result.color.a, ret.a;\n");
2751 } else if(stage
== 0) {
2752 shader_addline(&buffer
, "MOV ret.a, fragment.color.primary.a;\n");
2754 } else if(settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
2755 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
2756 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
2757 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
) {
2758 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, last
, settings
->op
[stage
].dst
,
2759 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2760 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2762 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, last
, settings
->op
[stage
].dst
,
2763 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2764 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2765 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, last
, settings
->op
[stage
].dst
,
2766 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
2767 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
2771 if(settings
->sRGB_write
) {
2772 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg");
2773 shader_addline(&buffer
, "MOV result.color.a, ret.a;\n");
2777 shader_addline(&buffer
, "END\n");
2779 /* Generate the shader */
2780 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2781 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
2782 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
2784 if (glGetError() == GL_INVALID_OPERATION
) {
2786 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
2787 FIXME("Vertex program error at position %d: %s\n", pos
,
2788 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2793 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2794 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2795 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) device
->fragment_priv
;
2796 BOOL use_pshader
= use_ps(device
);
2797 BOOL use_vshader
= use_vs(device
);
2798 struct ffp_settings settings
;
2799 struct arbfp_ffp_desc
*desc
;
2802 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
2804 IWineD3DPixelShader_CompileShader(stateblock
->pixelShader
);
2810 IWineD3DPixelShader_CompileShader(stateblock
->pixelShader
);
2812 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2813 gen_ffp_op(stateblock
, &settings
, FALSE
);
2814 desc
= (struct arbfp_ffp_desc
*) find_ffp_shader(priv
->fragment_shaders
, &settings
);
2816 desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*desc
));
2818 ERR("Out of memory\n");
2821 desc
->num_textures_used
= 0;
2822 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
2823 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
2824 desc
->num_textures_used
= i
;
2827 memcpy(&desc
->parent
.settings
, &settings
, sizeof(settings
));
2828 desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
2829 add_ffp_shader(priv
->fragment_shaders
, &desc
->parent
);
2830 TRACE("Allocated fixed function replacement shader descriptor %p\n", desc
);
2833 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
2834 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
2837 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
2838 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
2840 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
2841 /* Reload fixed function constants since they collide with the pixel shader constants */
2842 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
2843 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
2845 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
2849 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
2850 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
2851 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
2852 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
2853 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
2855 * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
2856 * to be compiled before activating them(needs some cleanups in the shader backend interface)
2858 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
2859 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
2861 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
2862 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
2866 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2870 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
2871 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
2872 * state table, so we need to handle that with a forwarding function. The other invisible side effect
2873 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
2874 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
2876 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2877 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
2878 fragment_prog_arbfp(state
, stateblock
, context
);
2882 #undef GLINFO_LOCATION
2884 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
2885 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
2886 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2887 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2888 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2889 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2890 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2891 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2892 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2893 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2894 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2895 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2896 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2897 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2898 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2899 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2900 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2901 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2902 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2903 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2904 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2905 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2906 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2907 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2908 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2909 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2910 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2911 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2912 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2913 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2914 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2915 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2916 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2917 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2918 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2919 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2920 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2921 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2922 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2923 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2924 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2925 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2926 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2927 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2928 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2929 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2930 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2931 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2932 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2933 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2934 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2935 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2936 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2937 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2938 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2939 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2940 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2941 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2942 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2943 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2944 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2945 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2946 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2947 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2948 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2949 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2950 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2951 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2952 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2953 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2954 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2955 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2956 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2957 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2958 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2959 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2960 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2961 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2962 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2963 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2964 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2965 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2966 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2967 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2968 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2969 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2970 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2971 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2972 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2973 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2974 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2975 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2976 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2977 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2978 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2979 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2980 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2981 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2982 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2983 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2984 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2985 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2986 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2987 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2988 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2989 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
2990 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
2991 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
2992 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
2993 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
2994 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
2995 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
2996 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
2997 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
2998 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
2999 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3000 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3001 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3002 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3003 {0 /* Terminate */, { 0, 0 }, 0 },
3006 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3011 shader_arb_conv_supported
,
3012 arbfp_fragmentstate_template
3015 #define GLINFO_LOCATION device->adapter->gl_info
3017 struct arbfp_blit_priv
{
3018 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3019 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3022 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3023 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3024 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3025 if(!device
->blit_priv
) {
3026 ERR("Out of memory\n");
3027 return E_OUTOFMEMORY
;
3031 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3032 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3033 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3036 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3037 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3038 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3039 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3040 checkGLcall("Delete yuv programs\n");
3044 GLenum
gen_yuv_shader(IWineD3DDeviceImpl
*device
, WINED3DFORMAT fmt
, GLenum textype
) {
3046 SHADER_BUFFER buffer
;
3047 const char *tex
, *texinstr
;
3048 char chroma
, luminance
;
3049 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3054 buffer
.newline
= TRUE
;
3055 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
3058 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3059 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3061 /* This is more tricky than just replacing the texture type - we have to navigate
3062 * properly in the texture to find the correct chroma values
3064 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3068 if(fmt
== WINED3DFMT_UYVY
) {
3076 GL_EXTCALL(glGenProgramsARB(1, &shader
));
3077 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3078 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3079 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3080 if(!shader
) return 0;
3082 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3083 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3084 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3085 * each single pixel it contains, and one U and one V value shared between both
3088 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3089 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3090 * take the format into account when generating the read swizzles
3092 * Reading the Y value is streightforward - just sample the texture. The hardware
3093 * takes care of filtering in the horizontal and vertical direction.
3095 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3096 * because that would mix the U and V values of one pixel or two adjacent pixels.
3097 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3098 * regardless of the filtering setting. Vertical filtering works automatically
3099 * though - the U and V values of two rows are mixed nicely.
3101 * Appart of avoiding filtering issues, the code has to know which value it just
3102 * read, and where it can find the other one. To determine this, it checks if
3103 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3105 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3106 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3108 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3109 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3110 * in an unfiltered situation. Finding the luminance on the other hand requires
3111 * finding out if it is an odd or even pixel. The real drawback of this approach
3112 * is filtering. This would have to be emulated completely in the shader, reading
3113 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3114 * vertically. Beyond that it would require adjustments to the texture handling
3115 * code to deal with the width scaling
3117 shader_addline(&buffer
, "!!ARBfp1.0\n");
3118 shader_addline(&buffer
, "TEMP luminance;\n");
3119 shader_addline(&buffer
, "TEMP temp;\n");
3120 shader_addline(&buffer
, "TEMP chroma;\n");
3121 shader_addline(&buffer
, "TEMP texcrd;\n");
3122 shader_addline(&buffer
, "TEMP texcrd2;\n");
3123 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.0};\n");
3124 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3125 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
3127 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3128 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3129 * filtering when we sample the texture.
3131 * These are the rules for reading the chroma:
3137 * So we have to get the sampling x position in non-normalized coordinates in integers
3139 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3140 shader_addline(&buffer
, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3141 shader_addline(&buffer
, "MOV texcrd.a, size.x;\n");
3143 shader_addline(&buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3145 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3146 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3149 shader_addline(&buffer
, "FLR texcrd.x, texcrd.x;\n");
3150 shader_addline(&buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3152 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3153 * even and odd pixels respectively
3155 shader_addline(&buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3156 shader_addline(&buffer
, "FRC texcrd2, texcrd2;\n");
3158 /* Sample Pixel 1 */
3159 shader_addline(&buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3161 /* Put the value into either of the chroma values */
3162 shader_addline(&buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3163 shader_addline(&buffer
, "MUL chroma.r, luminance.%c, temp.x;\n", chroma
);
3164 shader_addline(&buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3165 shader_addline(&buffer
, "MUL chroma.g, luminance.%c, temp.x;\n", chroma
);
3167 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3168 * the pixel right to the current one. Otherwise, sample the left pixel.
3169 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3171 shader_addline(&buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3172 shader_addline(&buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3173 shader_addline(&buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3175 /* Put the value into the other chroma */
3176 shader_addline(&buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3177 shader_addline(&buffer
, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma
);
3178 shader_addline(&buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3179 shader_addline(&buffer
, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma
);
3181 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3182 * the current one and lerp the two U and V values
3185 /* This gives the correctly filtered luminance value */
3186 shader_addline(&buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3188 /* Calculate the final result. Formula is taken from
3189 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3190 * ranges from -0.5 to 0.5
3192 shader_addline(&buffer
, "SUB chroma.rg, chroma, coef.y;\n");
3194 shader_addline(&buffer
, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance
);
3195 shader_addline(&buffer
, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance
);
3196 shader_addline(&buffer
, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3197 shader_addline(&buffer
, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance
);
3198 shader_addline(&buffer
, "END\n");
3200 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3202 if (glGetError() == GL_INVALID_OPERATION
) {
3204 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3205 FIXME("Fragment program error at position %d: %s\n", pos
,
3206 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3209 if(fmt
== WINED3DFMT_YUY2
) {
3210 if(textype
== GL_TEXTURE_RECTANGLE_ARB
) {
3211 priv
->yuy2_rect_shader
= shader
;
3213 priv
->yuy2_2d_shader
= shader
;
3216 if(textype
== GL_TEXTURE_RECTANGLE_ARB
) {
3217 priv
->uyvy_rect_shader
= shader
;
3219 priv
->uyvy_2d_shader
= shader
;
3225 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, WINED3DFORMAT fmt
, GLenum textype
, UINT width
, UINT height
) {
3227 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3228 float size
[4] = {width
, height
, 1, 1};
3229 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3230 const GlPixelFormatDesc
*glDesc
;
3232 getFormatDescEntry(fmt
, &GLINFO_LOCATION
, &glDesc
);
3234 if(glDesc
->conversion_group
!= WINED3DFMT_YUY2
&& glDesc
->conversion_group
!= WINED3DFMT_UYVY
) {
3235 /* Don't bother setting up a shader for unconverted formats */
3237 checkGLcall("glEnable(textype)");
3241 if(glDesc
->conversion_group
== WINED3DFMT_YUY2
) {
3242 if(textype
== GL_TEXTURE_RECTANGLE_ARB
) {
3243 shader
= priv
->yuy2_rect_shader
;
3245 shader
= priv
->yuy2_2d_shader
;
3248 if(textype
== GL_TEXTURE_RECTANGLE_ARB
) {
3249 shader
= priv
->uyvy_rect_shader
;
3251 shader
= priv
->uyvy_2d_shader
;
3256 shader
= gen_yuv_shader(device
, glDesc
->conversion_group
, textype
);
3259 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
3260 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3261 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3262 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3263 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
3264 checkGLcall("glProgramLocalParameter4fvARB");
3269 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3270 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3271 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
3272 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3273 glDisable(GL_TEXTURE_2D
);
3274 checkGLcall("glDisable(GL_TEXTURE_2D)");
3275 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3276 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3277 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3279 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3280 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3281 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3285 static BOOL
arbfp_blit_conv_supported(WINED3DFORMAT fmt
) {
3286 TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt
));
3288 case WINED3DFMT_YUY2
:
3289 case WINED3DFMT_UYVY
:
3293 TRACE("[FAILED]\n");
3298 const struct blit_shader arbfp_blit
= {
3303 arbfp_blit_conv_supported
3306 #undef GLINFO_LOCATION