2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL
need_mova_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
47 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) shader
;
48 if(!This
->baseShader
.reg_maps
.usesmova
) return FALSE
;
49 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
52 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
53 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
55 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
56 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
59 static BOOL
need_helper_const(const struct wined3d_gl_info
*gl_info
)
61 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
] /* Need to init colors. */
62 || gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
/* Load the immval offset. */
63 || gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
/* Have to init texcoords. */
64 || (!use_nv_clip(gl_info
)) /* Init the clip texcoord */)
71 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
74 /* We use one PARAM for the pos fixup, and in some cases one to load
75 * some immediate values into the shader
77 if(need_helper_const(gl_info
)) ret
++;
78 if(need_mova_const(shader
, gl_info
)) ret
++;
82 static inline BOOL
ffp_clip_emul(IWineD3DStateBlockImpl
*stateblock
)
84 return stateblock
->lowest_disabled_stage
< 7;
87 /* ARB_program_shader private data */
103 unsigned int loop_no
;
106 struct wined3d_shader_loop_control loop_control
;
110 struct arb_ps_np2fixup_info
112 struct ps_np2fixup_info super
;
113 /* For ARB we need a offset value:
114 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
115 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
116 * array we need an offset to the index inside the program local parameter array. */
120 struct arb_ps_compile_args
122 struct ps_compile_args super
;
124 WORD clip
; /* only a boolean, use a WORD for alignment */
125 unsigned char loop_ctrl
[MAX_CONST_I
][3];
128 struct stb_const_desc
130 unsigned char texunit
;
134 struct arb_ps_compiled_shader
136 struct arb_ps_compile_args args
;
137 struct arb_ps_np2fixup_info np2fixup_info
;
138 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
139 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
140 UINT int_consts
[MAX_CONST_I
];
143 unsigned char numbumpenvmatconsts
;
147 struct arb_vs_compile_args
149 struct vs_compile_args super
;
158 DWORD boolclip_compare
;
163 unsigned char vertex_samplers
[4];
164 DWORD vertex_samplers_compare
;
166 unsigned char loop_ctrl
[MAX_CONST_I
][3];
169 struct arb_vs_compiled_shader
171 struct arb_vs_compile_args args
;
173 UINT int_consts
[MAX_CONST_I
];
175 char need_color_unclamp
;
179 struct recorded_instruction
181 struct wined3d_shader_instruction ins
;
185 struct shader_arb_ctx_priv
190 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
192 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
194 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
198 const struct arb_vs_compile_args
*cur_vs_args
;
199 const struct arb_ps_compile_args
*cur_ps_args
;
200 const struct arb_ps_compiled_shader
*compiled_fprog
;
201 const struct arb_vs_compiled_shader
*compiled_vprog
;
202 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
203 struct list control_frames
;
207 unsigned int num_loops
, loop_depth
, num_ifcs
;
210 unsigned int vs_clipplanes
;
214 /* For 3.0 vertex shaders */
215 const char *vs_output
[MAX_REG_OUTPUT
];
216 /* For 2.x and earlier vertex shaders */
217 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
219 /* 3.0 pshader input for compatibility with fixed function */
220 const char *ps_input
[MAX_REG_INPUT
];
225 struct wined3d_shader_signature_element
*sig
;
227 struct wine_rb_entry entry
;
230 struct arb_pshader_private
{
231 struct arb_ps_compiled_shader
*gl_shaders
;
232 UINT num_gl_shaders
, shader_array_size
;
233 BOOL has_signature_idx
;
234 DWORD input_signature_idx
;
235 DWORD clipplane_emulation
;
239 struct arb_vshader_private
{
240 struct arb_vs_compiled_shader
*gl_shaders
;
241 UINT num_gl_shaders
, shader_array_size
;
244 struct shader_arb_priv
246 GLuint current_vprogram_id
;
247 GLuint current_fprogram_id
;
248 const struct arb_ps_compiled_shader
*compiled_fprog
;
249 const struct arb_vs_compiled_shader
*compiled_vprog
;
250 GLuint depth_blt_vprogram_id
;
251 GLuint depth_blt_fprogram_id
[tex_type_count
];
252 BOOL use_arbfp_fixed_func
;
253 struct wine_rb_tree fragment_shaders
;
254 BOOL last_ps_const_clamped
;
255 BOOL last_vs_color_unclamp
;
257 struct wine_rb_tree signature_tree
;
261 /********************************************************
262 * ARB_[vertex/fragment]_program helper functions follow
263 ********************************************************/
265 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
266 * When constant_list == NULL, it will load all the constants.
268 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
269 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
271 /* GL locking is done by the caller */
272 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
273 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
275 local_constant
* lconst
;
279 if (TRACE_ON(d3d_constants
))
281 for(i
= 0; i
< max_constants
; i
++) {
282 if(!dirty_consts
[i
]) continue;
283 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
284 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
285 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
291 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
292 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
295 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
296 * shaders, the first 8 constants are marked dirty for reload
298 for(; i
< min(8, max_constants
); i
++) {
299 if(!dirty_consts
[i
]) continue;
303 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
304 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
305 else lcl_const
[0] = constants
[j
+ 0];
307 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
308 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
309 else lcl_const
[1] = constants
[j
+ 1];
311 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
312 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
313 else lcl_const
[2] = constants
[j
+ 2];
315 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
316 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
317 else lcl_const
[3] = constants
[j
+ 3];
319 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
322 /* If further constants are dirty, reload them without clamping.
324 * The alternative is not to touch them, but then we cannot reset the dirty constant count
325 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
326 * above would always re-check the first 8 constants since max_constant remains at the init
331 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
333 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
334 * or just reloading *all* constants at once
336 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
338 for(; i
< max_constants
; i
++) {
339 if(!dirty_consts
[i
]) continue;
341 /* Find the next block of dirty constants */
344 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
348 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
351 for(; i
< max_constants
; i
++) {
352 if(dirty_consts
[i
]) {
354 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
358 checkGLcall("glProgramEnvParameter4fvARB()");
360 /* Load immediate constants */
361 if(This
->baseShader
.load_local_constsF
) {
362 if (TRACE_ON(d3d_shader
)) {
363 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
364 GLfloat
* values
= (GLfloat
*)lconst
->value
;
365 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
366 values
[0], values
[1], values
[2], values
[3]);
369 /* Immediate constants are clamped for 1.X shaders at loading times */
371 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
372 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
373 ret
= max(ret
, lconst
->idx
+ 1);
374 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
376 checkGLcall("glProgramEnvParameter4fvARB()");
377 return ret
; /* The loaded immediate constants need reloading for the next shader */
379 return 0; /* No constants are dirty now */
384 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
386 static void shader_arb_load_np2fixup_constants(
387 IWineD3DDevice
* device
,
389 char useVertexShader
) {
391 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
392 const struct shader_arb_priv
* const priv
= (const struct shader_arb_priv
*) deviceImpl
->shader_priv
;
393 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
394 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
396 if (!usePixelShader
) {
397 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
401 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
402 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
404 WORD active
= fixup
->super
.active
;
405 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
407 for (i
= 0; active
; active
>>= 1, ++i
) {
408 const unsigned char idx
= fixup
->super
.idx
[i
];
409 const IWineD3DTextureImpl
* const tex
= (const IWineD3DTextureImpl
*) stateBlock
->textures
[i
];
410 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
412 if (!(active
& 1)) continue;
415 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
420 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
422 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
426 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
427 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
428 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
433 /* GL locking is done by the caller. */
434 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
436 const struct wined3d_context
*context
= context_get_current();
437 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
438 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
440 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
441 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
443 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
445 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
447 /* The state manager takes care that this function is always called if the bump env matrix changes */
448 const float *data
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVMAT00
];
449 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
451 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
453 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
454 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
455 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
456 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
458 const float *scale
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
459 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->luminanceconst
[i
].const_num
, scale
));
462 checkGLcall("Load bumpmap consts");
464 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
466 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
467 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
472 val
[0] = context
->render_offscreen
? 0.0f
473 : ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
474 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
477 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
478 checkGLcall("y correction loading");
481 if(gl_shader
->num_int_consts
== 0) return;
483 for(i
= 0; i
< MAX_CONST_I
; i
++)
485 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
488 val
[0] = stateBlock
->pixelShaderConstantI
[4 * i
];
489 val
[1] = stateBlock
->pixelShaderConstantI
[4 * i
+ 1];
490 val
[2] = stateBlock
->pixelShaderConstantI
[4 * i
+ 2];
493 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
496 checkGLcall("Load ps int consts");
499 /* GL locking is done by the caller. */
500 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
502 IWineD3DStateBlockImpl
* stateBlock
;
503 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
505 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
506 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
508 /* Upload the position fixup */
509 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, deviceImpl
->posFixup
));
511 if(gl_shader
->num_int_consts
== 0) return;
513 stateBlock
= deviceImpl
->stateBlock
;
515 for(i
= 0; i
< MAX_CONST_I
; i
++)
517 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
520 val
[0] = stateBlock
->vertexShaderConstantI
[4 * i
];
521 val
[1] = stateBlock
->vertexShaderConstantI
[4 * i
+ 1];
522 val
[2] = stateBlock
->vertexShaderConstantI
[4 * i
+ 2];
525 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
528 checkGLcall("Load vs int consts");
532 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
534 * We only support float constants in ARB at the moment, so don't
535 * worry about the Integers or Booleans
537 /* GL locking is done by the caller (state handler) */
538 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
540 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
541 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
542 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
544 if (useVertexShader
) {
545 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
547 /* Load DirectX 9 float constants for vertex shader */
548 device
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
549 device
->highest_dirty_vs_const
, stateBlock
->vertexShaderConstantF
, context
->vshader_const_dirty
);
550 shader_arb_vs_local_constants(device
);
553 if (usePixelShader
) {
554 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
556 /* Load DirectX 9 float constants for pixel shader */
557 device
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
558 device
->highest_dirty_ps_const
, stateBlock
->pixelShaderConstantF
, context
->pshader_const_dirty
);
559 shader_arb_ps_local_constants(device
);
563 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
565 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
566 struct wined3d_context
*context
= context_get_current();
568 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
569 * context. On a context switch the old context will be fully dirtified */
570 if (!context
|| ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
!= This
) return;
572 memset(context
->vshader_const_dirty
+ start
, 1, sizeof(*context
->vshader_const_dirty
) * count
);
573 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
);
576 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
578 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
579 struct wined3d_context
*context
= context_get_current();
581 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
582 * context. On a context switch the old context will be fully dirtified */
583 if (!context
|| ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
!= This
) return;
585 memset(context
->pshader_const_dirty
+ start
, 1, sizeof(*context
->pshader_const_dirty
) * count
);
586 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
);
589 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
593 const local_constant
*lconst
;
595 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
597 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
599 ERR("Out of memory\n");
603 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
604 ret
[lconst
->idx
] = idx
++;
609 /* Generate the variable & register declarations for the ARB_vertex_program output target */
610 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
611 struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, DWORD
*lconst_map
,
612 DWORD
*num_clipplanes
, struct shader_arb_ctx_priv
*ctx
)
614 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
615 DWORD i
, next_local
= 0;
616 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
617 unsigned max_constantsF
;
618 const local_constant
*lconst
;
621 /* In pixel shaders, all private constants are program local, we don't need anything
622 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
623 * If we need a private constant the GL implementation will squeeze it in somewhere
625 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
626 * immediate values. The posFixup is loaded using program.env for now, so always
627 * subtract one from the number of constants. If the shader uses indirect addressing,
628 * account for the helper const too because we have to declare all availabke d3d constants
629 * and don't know which are actually used.
633 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
637 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
638 DWORD highest_constf
= 0, clip_limit
;
639 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
- reserved_vs_const(iface
, gl_info
);
640 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
642 for(i
= 0; i
< This
->baseShader
.limits
.constant_float
; i
++)
645 DWORD shift
= i
& 0x1f;
646 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
649 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
651 clip_limit
= gl_info
->limits
.clipplanes
;
655 unsigned int mask
= ctx
->cur_vs_args
->boolclip
.clipplane_mask
;
656 clip_limit
= min(count_bits(mask
), 4);
658 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
659 max_constantsF
-= *num_clipplanes
;
660 if(*num_clipplanes
< clip_limit
)
662 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
667 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
668 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
669 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
673 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
675 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
678 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
680 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
683 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
685 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
687 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
691 /* Load local constants using the program-local space,
692 * this avoids reloading them each time the shader is used
695 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
696 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
697 lconst_map
[lconst
->idx
]);
698 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
702 /* After subtracting privately used constants from the hardware limit(they are loaded as
703 * local constants), make sure the shader doesn't violate the env constant limit
707 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
711 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
714 /* Avoid declaring more constants than needed */
715 max_constantsF
= min(max_constantsF
, This
->baseShader
.limits
.constant_float
);
717 /* we use the array-based constants array if the local constants are marked for loading,
718 * because then we use indirect addressing, or when the local constant list is empty,
719 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
720 * local constants do not declare the loaded constants as an array because ARB compilers usually
721 * do not optimize unused constants away
723 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
724 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
725 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
726 max_constantsF
, max_constantsF
- 1);
728 for(i
= 0; i
< max_constantsF
; i
++) {
731 mask
= 1 << (i
& 0x1f);
732 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
733 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
741 static const char * const shift_tab
[] = {
742 "dummy", /* 0 (none) */
743 "coefmul.x", /* 1 (x2) */
744 "coefmul.y", /* 2 (x4) */
745 "coefmul.z", /* 3 (x8) */
746 "coefmul.w", /* 4 (x16) */
747 "dummy", /* 5 (x32) */
748 "dummy", /* 6 (x64) */
749 "dummy", /* 7 (x128) */
750 "dummy", /* 8 (d256) */
751 "dummy", /* 9 (d128) */
752 "dummy", /* 10 (d64) */
753 "dummy", /* 11 (d32) */
754 "coefdiv.w", /* 12 (d16) */
755 "coefdiv.z", /* 13 (d8) */
756 "coefdiv.y", /* 14 (d4) */
757 "coefdiv.x" /* 15 (d2) */
760 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
761 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
763 char *ptr
= write_mask
;
765 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
768 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
769 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
770 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
771 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
777 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
779 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
780 * but addressed as "rgba". To fix this we need to swap the register's x
781 * and z components. */
782 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
783 char *ptr
= swizzle_str
;
785 /* swizzle bits fields: wwzzyyxx */
786 DWORD swizzle
= param
->swizzle
;
787 DWORD swizzle_x
= swizzle
& 0x03;
788 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
789 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
790 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
792 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
793 * generate a swizzle string. Unless we need to our own swizzling. */
794 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
797 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
798 *ptr
++ = swizzle_chars
[swizzle_x
];
800 *ptr
++ = swizzle_chars
[swizzle_x
];
801 *ptr
++ = swizzle_chars
[swizzle_y
];
802 *ptr
++ = swizzle_chars
[swizzle_z
];
803 *ptr
++ = swizzle_chars
[swizzle_w
];
810 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
812 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
813 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
815 if(strcmp(priv
->addr_reg
, src
) == 0) return;
817 strcpy(priv
->addr_reg
, src
);
818 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
821 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
822 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
824 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
825 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
827 /* oPos, oFog and oPts in D3D */
828 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
829 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
830 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
831 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
837 case WINED3DSPR_TEMP
:
838 sprintf(register_name
, "R%u", reg
->idx
);
841 case WINED3DSPR_INPUT
:
844 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
846 if (reg
->idx
== 0) strcpy(register_name
, "fragment.color.primary");
847 else strcpy(register_name
, "fragment.color.secondary");
854 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
856 if(strcmp(rel_reg
, "**aL_emul**") == 0)
858 DWORD idx
= ctx
->aL
+ reg
->idx
;
859 if(idx
< MAX_REG_INPUT
)
861 strcpy(register_name
, ctx
->ps_input
[idx
]);
865 ERR("Pixel shader input register out of bounds: %u\n", idx
);
866 sprintf(register_name
, "out_of_bounds_%u", idx
);
869 else if(This
->baseShader
.reg_maps
.input_registers
& 0x0300)
871 /* There are two ways basically:
873 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
874 * That means trouble if the loop also contains a breakc or if the control values
875 * aren't local constants.
876 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
877 * source dynamically. The trouble is that we cannot simply read aL.y because it
878 * is an ADDRESS register. We could however push it, load .zw with a value and use
879 * ADAC to load the condition code register and pop it again afterwards
881 FIXME("Relative input register addressing with more than 8 registers\n");
883 /* This is better than nothing for now */
884 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
886 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
888 /* This is problematic because we'd have to consult the ctx->ps_input strings
889 * for where to find the varying. Some may be "0.0", others can be texcoords or
890 * colors. This needs either a pipeline replacement to make the vertex shader feed
891 * proper varyings, or loop unrolling
893 * For now use the texcoords and hope for the best
895 FIXME("Non-vertex shader varying input with indirect addressing\n");
896 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
900 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
901 * pulls GL_NV_fragment_program2 in
903 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
908 if(reg
->idx
< MAX_REG_INPUT
)
910 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
914 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
915 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
922 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
923 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
927 case WINED3DSPR_CONST
:
928 if (!pshader
&& reg
->rel_addr
)
932 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
933 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
934 sprintf(rel_reg
, "A0.x");
936 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
937 if(ctx
->target_version
== ARB
) {
938 if(strcmp(rel_reg
, "**aL_emul**") == 0) {
941 shader_arb_request_a0(ins
, rel_reg
);
942 sprintf(rel_reg
, "A0.x");
947 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
948 else if (reg
->idx
>= rel_offset
)
949 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
951 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
955 if (This
->baseShader
.reg_maps
.usesrelconstF
)
956 sprintf(register_name
, "C[%u]", reg
->idx
);
958 sprintf(register_name
, "C%u", reg
->idx
);
962 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
964 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 &&
965 This
->baseShader
.reg_maps
.shader_version
.minor
<= 3) {
966 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
967 * and as source to most instructions. For some instructions it is the texcoord
968 * input. Those instructions know about the special use
970 sprintf(register_name
, "T%u", reg
->idx
);
972 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
973 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
978 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
980 sprintf(register_name
, "A%u", reg
->idx
);
984 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
989 case WINED3DSPR_COLOROUT
:
990 if(ctx
->cur_ps_args
->super
.srgb_correction
&& reg
->idx
== 0)
992 strcpy(register_name
, "TMP_COLOR");
996 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
997 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
999 sprintf(register_name
, "result.color[%u]", reg
->idx
);
1003 strcpy(register_name
, "result.color");
1008 case WINED3DSPR_RASTOUT
:
1009 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
1010 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1013 case WINED3DSPR_DEPTHOUT
:
1014 strcpy(register_name
, "result.depth");
1017 case WINED3DSPR_ATTROUT
:
1018 /* case WINED3DSPR_OUTPUT: */
1019 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1020 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1023 case WINED3DSPR_TEXCRDOUT
:
1026 sprintf(register_name
, "oT[%u]", reg
->idx
);
1030 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1032 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1036 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1041 case WINED3DSPR_LOOP
:
1042 if(ctx
->target_version
>= NV2
)
1044 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1045 if(pshader
) sprintf(register_name
, "A0.x");
1046 else sprintf(register_name
, "aL.y");
1050 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1051 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1052 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1053 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1056 sprintf(register_name
, "**aL_emul**");
1061 case WINED3DSPR_CONSTINT
:
1062 sprintf(register_name
, "I%u", reg
->idx
);
1065 case WINED3DSPR_MISCTYPE
:
1068 sprintf(register_name
, "vpos");
1070 else if(reg
->idx
== 1)
1072 sprintf(register_name
, "fragment.facing.x");
1076 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1081 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1082 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1087 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1088 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1090 char register_name
[255];
1094 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1095 strcpy(str
, register_name
);
1097 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1098 strcat(str
, write_mask
);
1101 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1103 switch(channel_source
)
1105 case CHANNEL_SOURCE_ZERO
: return "0";
1106 case CHANNEL_SOURCE_ONE
: return "1";
1107 case CHANNEL_SOURCE_X
: return "x";
1108 case CHANNEL_SOURCE_Y
: return "y";
1109 case CHANNEL_SOURCE_Z
: return "z";
1110 case CHANNEL_SOURCE_W
: return "w";
1112 FIXME("Unhandled channel source %#x\n", channel_source
);
1117 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1118 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1122 if (is_yuv_fixup(fixup
))
1124 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1125 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1130 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1131 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1132 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1133 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1138 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1139 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1140 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1144 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1145 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1146 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1147 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1153 char *ptr
= reg_mask
;
1155 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1158 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1159 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1160 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1161 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1165 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1169 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1172 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1173 if (!ins
->dst_count
) return "";
1175 mod
= ins
->dst
[0].modifiers
;
1177 /* Silently ignore PARTIALPRECISION if its not supported */
1178 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1180 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1182 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1183 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1188 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1191 case WINED3DSPDM_SATURATE
:
1194 case WINED3DSPDM_PARTIALPRECISION
:
1201 FIXME("Unknown modifiers 0x%08x\n", mod
);
1206 #define TEX_PROJ 0x1
1207 #define TEX_BIAS 0x2
1209 #define TEX_DERIV 0x10
1211 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1212 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1214 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1215 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1216 const char *tex_type
;
1217 BOOL np2_fixup
= FALSE
;
1218 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1219 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1220 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1222 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1224 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1225 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1227 switch(sampler_type
) {
1233 if(device
->stateBlock
->textures
[sampler_idx
] &&
1234 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
1239 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1241 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1243 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1244 else np2_fixup
= TRUE
;
1249 case WINED3DSTT_VOLUME
:
1253 case WINED3DSTT_CUBE
:
1258 ERR("Unexpected texture type %d\n", sampler_type
);
1262 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1263 * so don't use shader_arb_get_modifier
1265 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1268 /* Fragment samplers always have indentity mapping */
1269 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1271 sampler_idx
= priv
->cur_vs_args
->vertex_samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1274 if (flags
& TEX_DERIV
)
1276 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1277 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1278 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1279 dsx
, dsy
,sampler_idx
, tex_type
);
1281 else if(flags
& TEX_LOD
)
1283 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1284 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1285 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1286 sampler_idx
, tex_type
);
1288 else if (flags
& TEX_BIAS
)
1290 /* Shouldn't be possible, but let's check for it */
1291 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1292 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1293 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1295 else if (flags
& TEX_PROJ
)
1297 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1303 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1304 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1305 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1307 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1310 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1315 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1316 "one", "coefmul.x", priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1320 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1321 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1323 /* Generate a line that does the input modifier computation and return the input register to use */
1324 BOOL is_color
= FALSE
;
1328 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1329 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1331 /* Assume a new line will be added */
1334 /* Get register name */
1335 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1336 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1338 switch (src
->modifiers
)
1340 case WINED3DSPSM_NONE
:
1341 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1344 case WINED3DSPSM_NEG
:
1345 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1348 case WINED3DSPSM_BIAS
:
1349 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1351 case WINED3DSPSM_BIASNEG
:
1352 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1354 case WINED3DSPSM_SIGN
:
1355 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
1357 case WINED3DSPSM_SIGNNEG
:
1358 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
1360 case WINED3DSPSM_COMP
:
1361 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
1363 case WINED3DSPSM_X2
:
1364 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1366 case WINED3DSPSM_X2NEG
:
1367 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1369 case WINED3DSPSM_DZ
:
1370 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1371 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1373 case WINED3DSPSM_DW
:
1374 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1375 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1377 case WINED3DSPSM_ABS
:
1378 if(ctx
->target_version
>= NV2
) {
1379 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1382 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1385 case WINED3DSPSM_ABSNEG
:
1386 if(ctx
->target_version
>= NV2
) {
1387 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1389 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1390 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1395 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1399 /* Return modified or original register, with swizzle */
1401 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1404 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1406 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1407 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1409 char src_name
[2][50];
1410 DWORD sampler_code
= dst
->reg
.idx
;
1412 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1414 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1416 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1417 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1420 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1421 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1422 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1423 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1424 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1426 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1427 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1430 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1435 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1436 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1437 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1438 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1439 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1440 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1441 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1442 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1443 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1444 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1445 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1446 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1447 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1449 FIXME("Unknown modifier %u\n", mod
);
1453 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1455 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1456 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1458 char src_name
[3][50];
1459 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1460 ins
->ctx
->reg_maps
->shader_version
.minor
);
1463 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1464 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1466 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1467 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1469 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1471 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1474 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1475 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1477 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1478 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1479 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1480 /* No modifiers supported on CMP */
1481 shader_addline(buffer
, "CMP %s, TA, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
1483 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1484 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1486 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1487 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, dst_name
);
1492 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1494 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1495 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1497 char src_name
[3][50];
1500 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1502 /* Generate input register names (with modifiers) */
1503 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1504 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1505 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1507 /* No modifiers are supported on CMP */
1508 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
1509 src_name
[0], src_name
[2], src_name
[1]);
1511 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1513 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1514 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name
[0]);
1518 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1519 * dst = dot2(src0, src1) + src2 */
1520 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1522 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1523 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1525 char src_name
[3][50];
1526 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1528 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1529 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1530 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1532 if(ctx
->target_version
>= NV3
)
1534 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1535 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1536 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1537 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1539 else if(ctx
->target_version
>= NV2
)
1541 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1542 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1543 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1544 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1546 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1548 * .xyxy and other swizzles that we could get with this are not valid in
1549 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1551 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1552 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1553 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1555 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1557 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1558 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1562 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1563 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1564 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1566 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1567 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1568 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1569 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1573 /* Map the opcode 1-to-1 to the GL code */
1574 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1576 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1577 const char *instruction
;
1578 char arguments
[256], dst_str
[50];
1580 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1582 switch (ins
->handler_idx
)
1584 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1585 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1586 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1587 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1588 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1589 case WINED3DSIH_DST
: instruction
= "DST"; break;
1590 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1591 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1592 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1593 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1594 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1595 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1596 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1597 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1598 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1599 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1600 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1601 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1602 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1603 default: instruction
= "";
1604 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1608 /* Note that shader_arb_add_dst_param() adds spaces. */
1609 arguments
[0] = '\0';
1610 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1611 for (i
= 0; i
< ins
->src_count
; ++i
)
1614 strcat(arguments
, ", ");
1615 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1616 strcat(arguments
, operand
);
1618 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1621 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1623 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1624 shader_addline(buffer
, "NOP;\n");
1627 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1629 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1630 BOOL pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
1631 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1633 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1634 char src0_param
[256];
1636 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1639 if(ctx
->target_version
>= NV2
) {
1640 shader_hw_map2gl(ins
);
1643 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1644 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1646 /* This implements the mova formula used in GLSL. The first two instructions
1647 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1651 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1653 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1654 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1656 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask
, src0_param
);
1657 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask
);
1659 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1660 shader_addline(buffer
, "ADD TA%s, TA, mova_const.x;\n", write_mask
);
1661 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1662 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1664 shader_addline(buffer
, "ADD TA%s, TA, helper_const.z;\n", write_mask
);
1666 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1668 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1669 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1670 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1671 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1673 src0_param
[0] = '\0';
1674 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1676 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1677 shader_addline(buffer
, "ADD TA.x, %s, helper_const.z;\n", src0_param
);
1678 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1682 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1683 * with more than one component. Thus replicate the first source argument over all
1684 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1685 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1686 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1687 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1688 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1691 else if(ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& ins
->dst
[0].reg
.idx
== 0 && pshader
)
1693 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1694 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1696 shader_addline(buffer
, "#mov handled in srgb write code\n");
1699 shader_hw_map2gl(ins
);
1703 shader_hw_map2gl(ins
);
1707 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1709 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1710 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1713 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1714 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1716 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1718 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1720 const char *kilsrc
= "TA";
1723 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1724 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1730 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1731 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1732 * masked out components to 0(won't kill)
1734 char x
= '0', y
= '0', z
= '0', w
= '0';
1735 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1736 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1737 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1738 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1739 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1741 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1743 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1744 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1746 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1747 * or pass in any temporary register(in shader phase 2)
1749 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1750 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1752 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1754 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1755 shader_addline(buffer
, "KIL TA;\n");
1759 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1761 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1762 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1763 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1764 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1765 ins
->ctx
->reg_maps
->shader_version
.minor
);
1766 struct wined3d_shader_src_param src
;
1770 DWORD reg_sampler_code
;
1773 /* All versions have a destination register */
1774 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1776 /* 1.0-1.4: Use destination register number as texture code.
1777 2.0+: Use provided sampler number as texure code. */
1778 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1779 reg_sampler_code
= dst
->reg
.idx
;
1781 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1783 /* 1.0-1.3: Use the texcoord varying.
1784 1.4+: Use provided coordinate source register. */
1785 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1786 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1788 /* TEX is the only instruction that can handle DW and DZ natively */
1790 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1791 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1792 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1796 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1797 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1798 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1800 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1803 if(reg_sampler_code
< MAX_TEXTURES
) {
1804 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1806 if (flags
& WINED3DTTFF_PROJECTED
) {
1807 myflags
|= TEX_PROJ
;
1810 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1812 DWORD src_mod
= ins
->src
[0].modifiers
;
1813 if (src_mod
== WINED3DSPSM_DZ
) {
1814 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1815 * varying register, so we need a temp reg
1817 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1818 strcpy(reg_coord
, "TA");
1819 myflags
|= TEX_PROJ
;
1820 } else if(src_mod
== WINED3DSPSM_DW
) {
1821 myflags
|= TEX_PROJ
;
1824 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1825 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1827 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1830 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1832 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1833 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1834 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1835 ins
->ctx
->reg_maps
->shader_version
.minor
);
1838 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1840 DWORD reg
= dst
->reg
.idx
;
1842 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1843 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1847 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1848 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1849 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1853 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1855 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1856 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1857 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1860 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1864 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1865 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1866 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1867 /* Move .x first in case src_str is "TA" */
1868 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1869 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1870 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1871 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1874 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1876 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1878 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1882 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1883 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1884 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1885 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
1886 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
1887 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
1890 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1892 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1896 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1897 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1898 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1899 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
1902 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1904 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1905 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1906 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1907 char reg_coord
[40], dst_reg
[50], src_reg
[50];
1908 DWORD reg_dest_code
;
1910 /* All versions have a destination register. The Tx where the texture coordinates come
1911 * from is the varying incarnation of the texture register
1913 reg_dest_code
= dst
->reg
.idx
;
1914 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
1915 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
1916 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
1918 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1919 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1921 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1922 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1924 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1925 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1928 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1929 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
1930 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1931 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
1933 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1934 * so we can't let the GL handle this.
1936 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1937 & WINED3DTTFF_PROJECTED
) {
1938 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
1939 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
1940 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
1942 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
1945 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
1947 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
1949 /* No src swizzles are allowed, so this is ok */
1950 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1951 src_reg
, reg_dest_code
, reg_dest_code
);
1952 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
1956 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1958 DWORD reg
= ins
->dst
[0].reg
.idx
;
1959 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1960 char src0_name
[50], dst_name
[50];
1962 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1964 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1965 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1966 * T<reg+1> register. Use this register to store the calculated vector
1968 tmp_reg
.idx
= reg
+ 1;
1969 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1970 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
1973 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1975 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1976 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1978 DWORD reg
= ins
->dst
[0].reg
.idx
;
1979 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1985 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1986 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
1988 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1989 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1990 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
1991 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1992 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1995 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1997 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1998 DWORD reg
= ins
->dst
[0].reg
.idx
;
1999 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2000 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2001 char src0_name
[50], dst_name
[50];
2002 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2005 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2006 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2007 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2009 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
2010 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2012 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2013 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2014 dst_name
, 'x' + current_state
->current_row
, reg
, src0_name
);
2015 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2018 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2020 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2021 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2023 DWORD reg
= ins
->dst
[0].reg
.idx
;
2024 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2025 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2027 char src0_name
[50], dst_name
[50];
2030 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2031 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2032 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2034 /* Sample the texture using the calculated coordinates */
2035 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2036 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2037 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2038 current_state
->current_row
= 0;
2041 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2043 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2044 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2046 DWORD reg
= ins
->dst
[0].reg
.idx
;
2047 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2048 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2054 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2055 * components for temporary data storage
2057 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2058 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2059 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2061 /* Construct the eye-ray vector from w coordinates */
2062 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
2063 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
2064 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2066 /* Calculate reflection vector
2068 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2069 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2070 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2071 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2072 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2073 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2074 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2076 /* Sample the texture using the calculated coordinates */
2077 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2078 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2079 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2080 current_state
->current_row
= 0;
2083 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2085 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2086 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2088 DWORD reg
= ins
->dst
[0].reg
.idx
;
2089 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2090 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2097 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2098 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2099 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2100 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2101 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2103 /* Calculate reflection vector.
2106 * dst_reg.xyz = 2 * --------- * N - E
2109 * Which normalizes the normal vector
2111 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2112 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2113 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2114 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2115 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2116 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2118 /* Sample the texture using the calculated coordinates */
2119 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2120 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2121 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2122 current_state
->current_row
= 0;
2125 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2127 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2128 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2131 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2132 * which is essentially an input, is the destination register because it is the first
2133 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2134 * here(writemasks/swizzles are not valid on texdepth)
2136 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2138 /* According to the msdn, the source register(must be r5) is unusable after
2139 * the texdepth instruction, so we're free to modify it
2141 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
2143 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2144 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2145 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2147 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2148 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2149 shader_addline(buffer
, "MIN TA.x, TA.x, one.x;\n");
2150 shader_addline(buffer
, "MAX result.depth, TA.x, 0.0;\n");
2153 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2154 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2155 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2156 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2158 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2159 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2163 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2164 shader_addline(buffer
, "MOV TB, 0.0;\n");
2165 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2167 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2168 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2171 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2172 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2173 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2175 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2178 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2180 /* Handle output register */
2181 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2182 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2183 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2186 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2187 * Perform the 3rd row of a 3x3 matrix multiply */
2188 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2190 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2191 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2192 char dst_str
[50], dst_name
[50];
2196 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2197 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2198 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2199 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2200 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2203 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2204 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2205 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2206 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2208 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2210 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2211 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2212 char src0
[50], dst_name
[50];
2215 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2216 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2217 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2219 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2220 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2221 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2223 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2224 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2225 shader_addline(buffer
, "MIN %s.x, %s.x, one.x;\n", dst_name
, dst_name
);
2226 shader_addline(buffer
, "MAX result.depth, %s.x, 0.0;\n", dst_name
);
2229 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2230 Vertex/Pixel shaders to ARB_vertex_program codes */
2231 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2234 int nComponents
= 0;
2235 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2236 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2237 struct wined3d_shader_instruction tmp_ins
;
2239 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2241 /* Set constants for the temporary argument */
2242 tmp_ins
.ctx
= ins
->ctx
;
2243 tmp_ins
.dst_count
= 1;
2244 tmp_ins
.dst
= &tmp_dst
;
2245 tmp_ins
.src_count
= 2;
2246 tmp_ins
.src
= tmp_src
;
2248 switch(ins
->handler_idx
)
2250 case WINED3DSIH_M4x4
:
2252 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2254 case WINED3DSIH_M4x3
:
2256 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2258 case WINED3DSIH_M3x4
:
2260 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2262 case WINED3DSIH_M3x3
:
2264 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2266 case WINED3DSIH_M3x2
:
2268 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2271 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2275 tmp_dst
= ins
->dst
[0];
2276 tmp_src
[0] = ins
->src
[0];
2277 tmp_src
[1] = ins
->src
[1];
2278 for (i
= 0; i
< nComponents
; i
++) {
2279 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2280 shader_hw_map2gl(&tmp_ins
);
2281 ++tmp_src
[1].reg
.idx
;
2285 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2287 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2288 const char *instruction
;
2293 switch(ins
->handler_idx
)
2295 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2296 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2297 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2298 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2299 default: instruction
= "";
2300 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2304 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2305 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2306 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2308 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2314 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2317 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2319 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2322 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2323 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2325 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2326 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2328 if(pshader
&& priv
->target_version
>= NV3
)
2330 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2334 shader_addline(buffer
, "DP3 TA, %s, %s;\n", src_name
, src_name
);
2335 shader_addline(buffer
, "RSQ TA, TA.x;\n");
2336 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2337 shader_addline(buffer
, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins
), dst_name
,
2342 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2344 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2346 char src_name
[3][50];
2348 /* ARB_fragment_program has a convenient LRP instruction */
2349 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2350 shader_hw_map2gl(ins
);
2354 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2355 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2356 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2357 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2359 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2360 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2361 dst_name
, src_name
[0], src_name
[2]);
2364 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2366 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2367 * must contain fixed constants. So we need a separate function to filter those constants and
2370 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2371 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2372 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2374 char src_name0
[50], src_name1
[50], src_name2
[50];
2377 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2378 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2379 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2380 /* No modifiers are supported on SCS */
2381 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2383 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2385 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2386 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2388 } else if(priv
->target_version
>= NV2
) {
2389 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2391 /* Sincos writemask must be .x, .y or .xy */
2392 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2393 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2394 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2395 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2397 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2398 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2400 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2401 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2403 * The constants we get are:
2405 * +1 +1, -1 -1 +1 +1 -1 -1
2406 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2407 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2409 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2413 * (x/2)^4 = x^4 / 16
2414 * (x/2)^5 = x^5 / 32
2417 * To get the final result:
2418 * sin(x) = 2 * sin(x/2) * cos(x/2)
2419 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2420 * (from sin(x+y) and cos(x+y) rules)
2422 * As per MSDN, dst.z is undefined after the operation, and so is
2423 * dst.x and dst.y if they're masked out by the writemask. Ie
2424 * sincos dst.y, src1, c0, c1
2425 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2426 * vsa.exe also stops with an error if the dest register is the same register as the source
2427 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2428 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2430 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2431 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2432 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2434 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2435 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2436 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2437 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2438 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2439 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2443 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2444 * properly merge that with MULs in the code above?
2445 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2446 * we can merge the sine and cosine MAD rows to calculate them together.
2448 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2449 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2450 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2451 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2454 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2455 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2456 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2458 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2460 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2461 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2463 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2465 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2466 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2471 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2473 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2476 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2478 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2479 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2481 /* SGN is only valid in vertex shaders */
2482 if(ctx
->target_version
>= NV2
) {
2483 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2487 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2488 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2490 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2491 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2493 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2494 * Then use TA, and calculate the final result
2496 * Not reading from TA? Store the first result in TA to avoid overwriting the
2497 * destination if src reg = dst reg
2499 if(strstr(src_name
, "TA"))
2501 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2502 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2503 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2507 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2508 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2509 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2514 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2516 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2522 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2523 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2524 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2526 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2527 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2530 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2536 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2537 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2538 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2539 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2540 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2541 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2542 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2543 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2544 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2545 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2546 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2547 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2548 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2550 FIXME("Unknown modifier %u\n", mod
);
2554 static void shader_hw_log_pow(const struct wined3d_shader_instruction
*ins
)
2556 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2557 char src0
[50], src1
[50], dst
[50];
2558 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2559 BOOL need_abs
= FALSE
;
2563 switch(ins
->handler_idx
)
2565 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2566 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2567 case WINED3DSIH_POW
: instr
= "POW"; arg2
= TRUE
; break;
2569 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2573 /* LOG, LOGP and POW operate on the absolute value of the input */
2574 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2576 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2577 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2578 if(arg2
) shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2582 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2585 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2589 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2594 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
2598 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2602 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2604 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2606 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2609 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2613 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2614 struct list
*e
= list_head(&priv
->control_frames
);
2615 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2617 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2618 /* The constant loader makes sure to load -1 into iX.w */
2619 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2620 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->loop_no
);
2621 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->loop_no
);
2625 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2629 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2631 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2633 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2635 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2637 /* The constant loader makes sure to load -1 into iX.w */
2640 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2641 struct list
*e
= list_head(&priv
->control_frames
);
2642 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2644 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2646 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2647 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->loop_no
);
2648 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->loop_no
);
2652 shader_addline(buffer
, "REP %s;\n", src_name
);
2656 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2658 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2659 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2663 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2664 struct list
*e
= list_head(&priv
->control_frames
);
2665 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2667 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2668 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->loop_no
);
2669 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->loop_no
);
2671 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2675 shader_addline(buffer
, "ENDLOOP;\n");
2679 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2681 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2682 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2686 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2687 struct list
*e
= list_head(&priv
->control_frames
);
2688 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2690 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2691 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->loop_no
);
2692 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->loop_no
);
2694 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2698 shader_addline(buffer
, "ENDREP;\n");
2702 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2704 struct control_frame
*control_frame
;
2706 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2708 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2710 ERR("Could not find loop for break\n");
2714 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2716 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2717 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2718 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2722 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->loop_no
);
2726 shader_addline(buffer
, "BRK;\n");
2730 static const char *get_compare(COMPARISON_TYPE flags
)
2734 case COMPARISON_GT
: return "GT";
2735 case COMPARISON_EQ
: return "EQ";
2736 case COMPARISON_GE
: return "GE";
2737 case COMPARISON_LT
: return "LT";
2738 case COMPARISON_NE
: return "NE";
2739 case COMPARISON_LE
: return "LE";
2741 FIXME("Unrecognized comparison value: %u\n", flags
);
2746 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE flags
)
2750 case COMPARISON_GT
: return COMPARISON_LE
;
2751 case COMPARISON_EQ
: return COMPARISON_NE
;
2752 case COMPARISON_GE
: return COMPARISON_LT
;
2753 case COMPARISON_LT
: return COMPARISON_GE
;
2754 case COMPARISON_NE
: return COMPARISON_EQ
;
2755 case COMPARISON_LE
: return COMPARISON_GT
;
2757 FIXME("Unrecognized comparison value: %u\n", flags
);
2762 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2764 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2765 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2766 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2769 const char *comp
= get_compare(ins
->flags
);
2771 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2772 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2776 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2777 * away the subtraction result
2779 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2780 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->loop_no
, comp
);
2784 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2785 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
2789 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
2791 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2792 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2793 struct list
*e
= list_head(&priv
->control_frames
);
2794 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2798 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2800 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2801 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2805 /* Invert the flag. We jump to the else label if the condition is NOT true */
2806 comp
= get_compare(invert_compare(ins
->flags
));
2807 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2808 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->ifc_no
, comp
);
2812 comp
= get_compare(ins
->flags
);
2813 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2814 shader_addline(buffer
, "IF %s.x;\n", comp
);
2818 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
2820 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2821 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2822 struct list
*e
= list_head(&priv
->control_frames
);
2823 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2824 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2828 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->ifc_no
);
2829 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
2830 control_frame
->had_else
= TRUE
;
2834 shader_addline(buffer
, "ELSE;\n");
2838 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
2840 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2841 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2842 struct list
*e
= list_head(&priv
->control_frames
);
2843 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2844 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2848 if(control_frame
->had_else
)
2850 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->ifc_no
);
2854 shader_addline(buffer
, "#No else branch. else is endif\n");
2855 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
2860 shader_addline(buffer
, "ENDIF;\n");
2864 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
2866 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2868 char reg_src
[3][40];
2869 DWORD flags
= TEX_DERIV
;
2871 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2872 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
2873 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
2874 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
2876 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2877 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2879 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
2882 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
2884 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2887 DWORD flags
= TEX_LOD
;
2889 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2890 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
2892 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2893 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2895 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
2898 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
2900 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2901 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2903 priv
->in_main_func
= FALSE
;
2904 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2905 * subroutine, don't generate a label that will make GL complain
2907 if(priv
->target_version
== ARB
) return;
2909 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
2912 static void vshader_add_footer(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
2913 const struct arb_vs_compile_args
*args
, struct shader_arb_ctx_priv
*priv_ctx
)
2915 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2916 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2917 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2920 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2921 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2922 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2923 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2925 if(args
->super
.fog_src
== VS_FOG_Z
) {
2926 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2927 } else if (!reg_maps
->fog
) {
2928 /* posFixup.x is always 1.0, so we can savely use it */
2929 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2932 /* Write the final position.
2934 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2935 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2936 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2937 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2939 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
2940 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2941 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2943 if(use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
2945 for(i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
2947 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
2950 else if(args
->boolclip
.clip_texcoord
)
2952 unsigned int cur_clip
= 0;
2953 char component
[4] = {'x', 'y', 'z', 'w'};
2955 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
2957 if(args
->boolclip
.clipplane_mask
& (1 << i
))
2959 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2960 component
[cur_clip
++], i
);
2966 shader_addline(buffer
, "MOV TA, -helper_const.w;\n");
2969 shader_addline(buffer
, "MOV TA.yzw, -helper_const.w;\n");
2972 shader_addline(buffer
, "MOV TA.zw, -helper_const.w;\n");
2975 shader_addline(buffer
, "MOV TA.w, -helper_const.w;\n");
2978 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
2979 args
->boolclip
.clip_texcoord
- 1);
2982 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2983 * and the glsl equivalent
2985 if(need_helper_const(gl_info
)) {
2986 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2988 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2989 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2992 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2994 priv_ctx
->footer_written
= TRUE
;
2997 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
2999 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3000 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3001 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*) ins
->ctx
->shader
;
3002 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3004 if(priv
->target_version
== ARB
) return;
3008 if(priv
->in_main_func
) vshader_add_footer((IWineD3DVertexShaderImpl
*) shader
, buffer
, priv
->cur_vs_args
, priv
);
3011 shader_addline(buffer
, "RET;\n");
3014 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3016 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3017 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3020 /* GL locking is done by the caller */
3021 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3023 GLuint program_id
= 0;
3026 const char *blt_vprogram
=
3028 "PARAM c[1] = { { 1, 0.5 } };\n"
3029 "MOV result.position, vertex.position;\n"
3030 "MOV result.color, c[0].x;\n"
3031 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3034 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3035 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3036 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3037 strlen(blt_vprogram
), blt_vprogram
));
3038 checkGLcall("glProgramStringARB()");
3040 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3043 FIXME("Vertex program error at position %d: %s\n", pos
,
3044 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3050 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3051 checkGLcall("glGetProgramivARB()");
3052 if (!native
) WARN("Program exceeds native resource limits.\n");
3058 /* GL locking is done by the caller */
3059 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
)
3061 GLuint program_id
= 0;
3064 static const char * const blt_fprograms
[tex_type_count
] =
3071 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3072 "MOV result.depth.z, R0.x;\n"
3079 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3080 "MOV result.depth.z, R0.x;\n"
3085 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3086 "MOV result.depth.z, R0.x;\n"
3090 if (!blt_fprograms
[tex_type
])
3092 FIXME("tex_type %#x not supported\n", tex_type
);
3096 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3097 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3098 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3099 strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
3100 checkGLcall("glProgramStringARB()");
3102 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3105 FIXME("Fragment program error at position %d: %s\n", pos
,
3106 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3112 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3113 checkGLcall("glGetProgramivARB()");
3114 if (!native
) WARN("Program exceeds native resource limits.\n");
3120 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3121 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3123 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3127 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3128 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3129 /* Calculate the > 0.0031308 case */
3130 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3131 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3132 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3133 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3134 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3135 /* Calculate the < case */
3136 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3140 /* Calculate the > 0.0031308 case */
3141 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3142 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3143 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3144 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3145 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3146 /* Calculate the < case */
3147 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3148 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3149 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3150 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3151 /* Store the components > 0.0031308 in the destination */
3152 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3153 /* Add the components that are < 0.0031308 */
3154 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3155 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3156 * result.color writes(.rgb first, then .a), or handle overwriting already written
3157 * components. The assembler uses a temporary register in this case, which is usually
3158 * not allocated from one of our registers that were used earlier.
3161 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3164 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3166 const local_constant
*constant
;
3168 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3170 if (constant
->idx
== idx
)
3172 return constant
->value
;
3178 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3179 struct shader_arb_ctx_priv
*priv
)
3181 const char *texcoords
[8] =
3183 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3184 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3187 const struct wined3d_shader_signature_element
*sig
= This
->input_signature
;
3188 const char *semantic_name
;
3191 switch(args
->super
.vp_mode
)
3193 case pretransformed
:
3195 /* The pixelshader has to collect the varyings on its own. In any case properly load
3196 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3197 * other attribs to 0.0.
3199 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3200 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3201 * load the texcoord attrib pointers to match the pixel shader signature
3203 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3205 semantic_name
= sig
[i
].semantic_name
;
3206 semantic_idx
= sig
[i
].semantic_idx
;
3207 if(semantic_name
== NULL
) continue;
3209 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3211 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.color.primary";
3212 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3213 else priv
->ps_input
[i
] = "0.0";
3215 else if(args
->super
.vp_mode
== fixedfunction
)
3217 priv
->ps_input
[i
] = "0.0";
3219 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3221 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3222 else priv
->ps_input
[i
] = "0.0";
3224 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3226 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.fogcoord";
3227 else priv
->ps_input
[i
] = "0.0";
3231 priv
->ps_input
[i
] = "0.0";
3234 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3239 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3242 for(i
= 0; i
< 8; i
++)
3244 priv
->ps_input
[i
] = texcoords
[i
];
3246 priv
->ps_input
[8] = "fragment.color.primary";
3247 priv
->ps_input
[9] = "fragment.color.secondary";
3252 /* GL locking is done by the caller */
3253 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3254 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3256 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3257 CONST DWORD
*function
= This
->baseShader
.function
;
3258 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3259 const local_constant
*lconst
;
3262 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3263 struct shader_arb_ctx_priv priv_ctx
;
3264 BOOL dcl_tmp
= args
->super
.srgb_correction
, dcl_td
= FALSE
;
3265 BOOL want_nv_prog
= FALSE
;
3266 struct arb_pshader_private
*shader_priv
= This
->baseShader
.backend_data
;
3271 unsigned int i
, found
= 0;
3273 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3276 || (This
->color0_mov
&& i
== This
->color0_reg
)
3277 || (reg_maps
->shader_version
.major
< 2 && i
== 0))
3280 sprintf(srgbtmp
[found
], "R%u", i
);
3282 if (found
== 4) break;
3286 case 4: dcl_tmp
= FALSE
; break;
3288 sprintf(srgbtmp
[0], "TA");
3289 sprintf(srgbtmp
[1], "TB");
3290 sprintf(srgbtmp
[2], "TC");
3291 sprintf(srgbtmp
[3], "TD");
3295 sprintf(srgbtmp
[1], "TA");
3296 sprintf(srgbtmp
[2], "TB");
3297 sprintf(srgbtmp
[3], "TC");
3300 sprintf(srgbtmp
[2], "TA");
3301 sprintf(srgbtmp
[3], "TB");
3304 sprintf(srgbtmp
[3], "TA");
3308 /* Create the hw ARB shader */
3309 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3310 priv_ctx
.cur_ps_args
= args
;
3311 priv_ctx
.compiled_fprog
= compiled
;
3312 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3313 init_ps_input(This
, args
, &priv_ctx
);
3314 list_init(&priv_ctx
.control_frames
);
3316 /* Avoid enabling NV_fragment_program* if we do not need it.
3318 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3319 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3320 * is faster than what we gain from using higher native instructions. There are some things though
3321 * that cannot be emulated. In that case enable the extensions.
3322 * If the extension is enabled, instruction handlers that support both ways will use it.
3324 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3325 * So enable the best we can get.
3327 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3328 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3330 want_nv_prog
= TRUE
;
3333 shader_addline(buffer
, "!!ARBfp1.0\n");
3334 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3336 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3337 priv_ctx
.target_version
= NV3
;
3339 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3341 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3342 priv_ctx
.target_version
= NV2
;
3346 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3349 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3352 priv_ctx
.target_version
= ARB
;
3355 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
3357 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3360 if (reg_maps
->shader_version
.major
< 3)
3362 switch(args
->super
.fog
) {
3366 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3369 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3372 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3377 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3378 * unused temps away(but occupies them for the whole shader if they're used once). Always
3379 * declaring them avoids tricky bookkeeping work
3381 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3382 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3383 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3384 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3385 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3386 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3387 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3389 if (reg_maps
->shader_version
.major
< 2)
3391 strcpy(fragcolor
, "R0");
3393 if(args
->super
.srgb_correction
) {
3394 if(This
->color0_mov
) {
3395 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3397 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3398 strcpy(fragcolor
, "TMP_COLOR");
3401 strcpy(fragcolor
, "result.color");
3405 if(args
->super
.srgb_correction
) {
3406 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3407 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3408 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3409 srgb_sub_high
, 0.0, 0.0, 0.0);
3412 /* Base Declarations */
3413 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
3414 reg_maps
, buffer
, gl_info
, lconst_map
, NULL
, &priv_ctx
);
3416 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3418 if (!(map
& 1)) continue;
3420 cur
= compiled
->numbumpenvmatconsts
;
3421 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3422 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3423 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3424 compiled
->luminanceconst
[cur
].texunit
= i
;
3426 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3427 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3428 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3429 * textures due to conditional NP2 restrictions)
3431 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3432 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3433 * their location is shader dependent anyway and they cannot be loaded globally.
3435 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3436 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3437 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3438 compiled
->numbumpenvmatconsts
= cur
+ 1;
3440 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3442 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3443 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3444 i
, compiled
->luminanceconst
[cur
].const_num
);
3447 for(i
= 0; i
< MAX_CONST_I
; i
++)
3449 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3450 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3452 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3456 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3457 control_values
[0], control_values
[1], control_values
[2]);
3461 compiled
->int_consts
[i
] = next_local
;
3462 compiled
->num_int_consts
++;
3463 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3468 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3470 compiled
->ycorrection
= next_local
;
3471 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3475 shader_addline(buffer
, "TEMP vpos;\n");
3476 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3477 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3478 * ycorrection.z: 1.0
3479 * ycorrection.w: 0.0
3481 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3482 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3487 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3490 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3491 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3492 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3493 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3494 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3495 * shader compilation errors and the subsequent errors when drawing with this shader. */
3496 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3498 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3499 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3500 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3502 fixup
->offset
= next_local
;
3503 fixup
->super
.active
= 0;
3506 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3507 if (!(map
& (1 << i
))) continue;
3509 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3510 fixup
->super
.active
|= (1 << i
);
3511 fixup
->super
.idx
[i
] = cur
++;
3513 FIXME("No free constant found to load NP2 fixup data into shader. "
3514 "Sampling from this texture will probably look wrong.\n");
3519 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3520 if (fixup
->super
.num_consts
) {
3521 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3522 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3525 next_local
+= fixup
->super
.num_consts
;
3528 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3530 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3533 /* Base Shader Body */
3534 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3536 if(args
->super
.srgb_correction
) {
3537 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3538 priv_ctx
.target_version
>= NV2
);
3541 if(strcmp(fragcolor
, "result.color")) {
3542 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3544 shader_addline(buffer
, "END\n");
3546 /* TODO: change to resource.glObjectHandle or something like that */
3547 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3549 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3550 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3552 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3553 /* Create the program and check for errors */
3554 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3555 buffer
->bsize
, buffer
->buffer
));
3556 checkGLcall("glProgramStringARB()");
3558 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3561 FIXME("HW PixelShader Error at position %d: %s\n",
3562 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3569 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3570 checkGLcall("glGetProgramivARB()");
3571 if (!native
) WARN("Program exceeds native resource limits.\n");
3574 /* Load immediate constants */
3576 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3577 const float *value
= (const float *)lconst
->value
;
3578 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3579 checkGLcall("glProgramLocalParameter4fvARB");
3581 HeapFree(GetProcessHeap(), 0, lconst_map
);
3587 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3592 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3594 if(sig1
[i
].semantic_name
== NULL
|| sig2
[i
].semantic_name
== NULL
)
3596 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3597 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3601 ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
);
3602 if(ret
!= 0) return ret
;
3603 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3604 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3605 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3606 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3607 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3612 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3614 struct wined3d_shader_signature_element
*new;
3618 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3619 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3621 if(sig
[i
].semantic_name
== NULL
)
3627 /* Clone the semantic string */
3628 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3629 strcpy(name
, sig
[i
].semantic_name
);
3630 new[i
].semantic_name
= name
;
3635 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3637 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3638 struct ps_signature
*found_sig
;
3642 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3643 TRACE("Found existing signature %u\n", found_sig
->idx
);
3644 return found_sig
->idx
;
3646 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3647 found_sig
->sig
= clone_sig(sig
);
3648 found_sig
->idx
= priv
->ps_sig_number
++;
3649 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3650 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3652 ERR("Failed to insert program entry.\n");
3654 return found_sig
->idx
;
3657 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3658 struct arb_vs_compiled_shader
*compiled
)
3661 static const char *texcoords
[8] =
3663 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3664 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3666 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3667 const struct wined3d_shader_signature_element
*sig
;
3668 const char *semantic_name
;
3669 DWORD semantic_idx
, reg_idx
;
3671 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3672 * and varying 9 to result.color.secondary
3674 const char *decl_idx_to_string
[MAX_REG_INPUT
] =
3676 texcoords
[0], texcoords
[1], texcoords
[2], texcoords
[3],
3677 texcoords
[4], texcoords
[5], texcoords
[6], texcoords
[7],
3678 "result.color.primary", "result.color.secondary"
3683 TRACE("Pixel shader uses builtin varyings\n");
3684 /* Map builtins to builtins */
3685 for(i
= 0; i
< 8; i
++)
3687 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3689 priv_ctx
->color_output
[0] = "result.color.primary";
3690 priv_ctx
->color_output
[1] = "result.color.secondary";
3691 priv_ctx
->fog_output
= "result.fogcoord";
3693 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3694 for(i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); i
++)
3696 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3697 if(semantic_name
== NULL
) continue;
3699 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3701 TRACE("o%u is TMP_OUT\n", i
);
3702 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3703 else priv_ctx
->vs_output
[i
] = "TA";
3705 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3707 TRACE("o%u is result.pointsize\n", i
);
3708 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.pointsize";
3709 else priv_ctx
->vs_output
[i
] = "TA";
3711 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3713 TRACE("o%u is result.color.?, idx %u\n", i
, shader
->output_signature
[i
].semantic_idx
);
3714 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.color.primary";
3715 else if(shader
->output_signature
[i
].semantic_idx
== 1) priv_ctx
->vs_output
[i
] = "result.color.secondary";
3716 else priv_ctx
->vs_output
[i
] = "TA";
3718 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3720 TRACE("o%u is %s\n", i
, texcoords
[shader
->output_signature
[i
].semantic_idx
]);
3721 if(shader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3722 else priv_ctx
->vs_output
[i
] = texcoords
[shader
->output_signature
[i
].semantic_idx
];
3724 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3726 TRACE("o%u is result.fogcoord\n", i
);
3727 if(shader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3728 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3732 priv_ctx
->vs_output
[i
] = "TA";
3738 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3739 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3741 sig
= ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->input_signature
;
3742 TRACE("Pixel shader uses declared varyings\n");
3744 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3745 for(i
= 0; i
< 8; i
++)
3747 priv_ctx
->texcrd_output
[i
] = "TA";
3749 priv_ctx
->color_output
[0] = "TA";
3750 priv_ctx
->color_output
[1] = "TA";
3751 priv_ctx
->fog_output
= "TA";
3753 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3755 semantic_name
= sig
[i
].semantic_name
;
3756 semantic_idx
= sig
[i
].semantic_idx
;
3757 reg_idx
= sig
[i
].register_idx
;
3758 if(semantic_name
== NULL
) continue;
3760 /* If a declared input register is not written by builtin arguments, don't write to it.
3761 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3763 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3764 * to TMP_OUT in any case
3766 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3768 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3770 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3772 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3774 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3776 if(semantic_idx
== 0) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
3783 if(strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary") == 0 ||
3784 strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary") == 0)
3786 compiled
->need_color_unclamp
= TRUE
;
3790 /* Map declared to declared */
3791 for(i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); i
++)
3793 /* Write unread output to TA to throw them away */
3794 priv_ctx
->vs_output
[i
] = "TA";
3795 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3796 if(semantic_name
== NULL
)
3801 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
) &&
3802 shader
->output_signature
[i
].semantic_idx
== 0)
3804 priv_ctx
->vs_output
[i
] = "TMP_OUT";
3807 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
) &&
3808 shader
->output_signature
[i
].semantic_idx
== 0)
3810 priv_ctx
->vs_output
[i
] = "result.pointsize";
3814 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
3816 if(sig
[j
].semantic_name
== NULL
)
3821 if(strcmp(sig
[j
].semantic_name
, semantic_name
) == 0 &&
3822 sig
[j
].semantic_idx
== shader
->output_signature
[i
].semantic_idx
)
3824 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
3826 if(strcmp(priv_ctx
->vs_output
[i
], "result.color.primary") == 0 ||
3827 strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary") == 0)
3829 compiled
->need_color_unclamp
= TRUE
;
3836 /* GL locking is done by the caller */
3837 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3838 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
3840 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3841 CONST DWORD
*function
= This
->baseShader
.function
;
3842 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3843 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3844 const local_constant
*lconst
;
3846 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
3847 struct shader_arb_ctx_priv priv_ctx
;
3851 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3852 priv_ctx
.cur_vs_args
= args
;
3853 list_init(&priv_ctx
.control_frames
);
3854 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
3856 /* Create the hw ARB shader */
3857 shader_addline(buffer
, "!!ARBvp1.0\n");
3859 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3860 * mesurable performance penalty, and we can always make use of it for clipplanes.
3862 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
3864 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
3865 priv_ctx
.target_version
= NV3
;
3866 shader_addline(buffer
, "ADDRESS aL;\n");
3868 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
3870 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
3871 priv_ctx
.target_version
= NV2
;
3872 shader_addline(buffer
, "ADDRESS aL;\n");
3874 priv_ctx
.target_version
= ARB
;
3877 shader_addline(buffer
, "TEMP TMP_OUT;\n");
3878 if(need_helper_const(gl_info
)) {
3879 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
3881 if(need_mova_const((IWineD3DBaseShader
*) This
, gl_info
)) {
3882 shader_addline(buffer
, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3883 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
3886 shader_addline(buffer
, "TEMP TA;\n");
3888 /* Base Declarations */
3889 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
3890 reg_maps
, buffer
, gl_info
, lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
3892 for(i
= 0; i
< MAX_CONST_I
; i
++)
3894 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3895 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3897 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3901 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3902 control_values
[0], control_values
[1], control_values
[2]);
3906 compiled
->int_consts
[i
] = next_local
;
3907 compiled
->num_int_consts
++;
3908 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3913 /* We need a constant to fixup the final position */
3914 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
3915 compiled
->pos_fixup
= next_local
++;
3917 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3918 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3919 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3920 * a replacement shader depend on the texcoord.w being set properly.
3922 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3923 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3924 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3925 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3926 * this can eat a number of instructions, so skip it unless this cap is set as well
3928 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
3930 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
3932 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
3935 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3936 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3937 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3938 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
3944 /* The shader starts with the main function */
3945 priv_ctx
.in_main_func
= TRUE
;
3946 /* Base Shader Body */
3947 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3949 if(!priv_ctx
.footer_written
) vshader_add_footer(This
, buffer
, args
, &priv_ctx
);
3951 shader_addline(buffer
, "END\n");
3953 /* TODO: change to resource.glObjectHandle or something like that */
3954 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3956 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
3957 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
3959 TRACE("Created hw vertex shader, prg=%d\n", ret
);
3960 /* Create the program and check for errors */
3961 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3962 buffer
->bsize
, buffer
->buffer
));
3963 checkGLcall("glProgramStringARB()");
3965 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3968 FIXME("HW VertexShader Error at position %d: %s\n",
3969 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3976 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3977 checkGLcall("glGetProgramivARB()");
3978 if (!native
) WARN("Program exceeds native resource limits.\n");
3980 /* Load immediate constants */
3982 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3983 const float *value
= (const float *)lconst
->value
;
3984 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3988 HeapFree(GetProcessHeap(), 0, lconst_map
);
3993 /* GL locking is done by the caller */
3994 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
3998 struct arb_ps_compiled_shader
*new_array
;
3999 struct wined3d_shader_buffer buffer
;
4000 struct arb_pshader_private
*shader_data
;
4003 if (!shader
->baseShader
.backend_data
)
4005 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
4006 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4007 struct shader_arb_priv
*priv
= device
->shader_priv
;
4009 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4010 shader_data
= shader
->baseShader
.backend_data
;
4011 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
4013 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
4014 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->input_signature
);
4016 shader_data
->has_signature_idx
= TRUE
;
4017 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4019 if (!device
->vs_clipping
)
4020 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->baseShader
.reg_maps
,
4021 gl_info
->limits
.texture_stages
- 1);
4023 shader_data
->clipplane_emulation
= ~0U;
4025 shader_data
= shader
->baseShader
.backend_data
;
4027 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4028 * so a linear search is more performant than a hashmap or a binary search
4029 * (cache coherency etc)
4031 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4032 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4033 return &shader_data
->gl_shaders
[i
];
4037 TRACE("No matching GL shader found, compiling a new shader\n");
4038 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4039 if (shader_data
->num_gl_shaders
)
4041 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4042 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4043 new_size
* sizeof(*shader_data
->gl_shaders
));
4045 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4050 ERR("Out of memory\n");
4053 shader_data
->gl_shaders
= new_array
;
4054 shader_data
->shader_array_size
= new_size
;
4057 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4059 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4060 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4062 if (!shader_buffer_init(&buffer
))
4064 ERR("Failed to initialize shader buffer.\n");
4068 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
,
4069 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4070 shader_buffer_free(&buffer
);
4071 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4073 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4076 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4077 const DWORD use_map
, BOOL skip_int
) {
4078 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4079 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4080 if(stored
->boolclip_compare
!= new->boolclip_compare
) return FALSE
;
4081 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4082 if(stored
->vertex_samplers_compare
!= new->vertex_samplers_compare
) return FALSE
;
4083 if(skip_int
) return TRUE
;
4085 return memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
)) == 0;
4088 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4092 struct arb_vs_compiled_shader
*new_array
;
4093 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4094 struct wined3d_shader_buffer buffer
;
4095 struct arb_vshader_private
*shader_data
;
4097 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4099 if (!shader
->baseShader
.backend_data
)
4101 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4103 shader_data
= shader
->baseShader
.backend_data
;
4105 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4106 * so a linear search is more performant than a hashmap or a binary search
4107 * (cache coherency etc)
4109 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4110 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4111 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4113 return &shader_data
->gl_shaders
[i
];
4117 TRACE("No matching GL shader found, compiling a new shader\n");
4119 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4120 if (shader_data
->num_gl_shaders
)
4122 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4123 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4124 new_size
* sizeof(*shader_data
->gl_shaders
));
4126 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4131 ERR("Out of memory\n");
4134 shader_data
->gl_shaders
= new_array
;
4135 shader_data
->shader_array_size
= new_size
;
4138 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4140 if (!shader_buffer_init(&buffer
))
4142 ERR("Failed to initialize shader buffer.\n");
4146 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
,
4147 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4148 shader_buffer_free(&buffer
);
4149 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4151 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4154 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4155 struct arb_ps_compile_args
*args
)
4159 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4160 find_ps_compile_args(shader
, stateblock
, &args
->super
);
4162 /* This forces all local boolean constants to 1 to make them stateblock independent */
4163 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4165 for(i
= 0; i
< MAX_CONST_B
; i
++)
4167 if(stateblock
->pixelShaderConstantB
[i
]) args
->bools
|= ( 1 << i
);
4170 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4171 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4172 * duplicate the shader than have a no-op KIL instruction in every shader
4174 if((!((IWineD3DDeviceImpl
*) shader
->baseShader
.device
)->vs_clipping
) && use_vs(stateblock
) &&
4175 stateblock
->renderState
[WINED3DRS_CLIPPING
] && stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
])
4184 /* Skip if unused or local, or supported natively */
4185 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4186 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4188 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4192 for(i
= 0; i
< MAX_CONST_I
; i
++)
4194 if(int_skip
& (1 << i
))
4196 args
->loop_ctrl
[i
][0] = 0;
4197 args
->loop_ctrl
[i
][1] = 0;
4198 args
->loop_ctrl
[i
][2] = 0;
4202 args
->loop_ctrl
[i
][0] = stateblock
->pixelShaderConstantI
[i
* 4];
4203 args
->loop_ctrl
[i
][1] = stateblock
->pixelShaderConstantI
[i
* 4 + 1];
4204 args
->loop_ctrl
[i
][2] = stateblock
->pixelShaderConstantI
[i
* 4 + 2];
4209 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4210 struct arb_vs_compile_args
*args
)
4214 IWineD3DDeviceImpl
*dev
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4215 const struct wined3d_gl_info
*gl_info
= &dev
->adapter
->gl_info
;
4216 find_vs_compile_args(shader
, stateblock
, &args
->super
);
4218 args
->boolclip_compare
= 0;
4219 if(use_ps(stateblock
))
4221 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
;
4222 struct arb_pshader_private
*shader_priv
= ps
->baseShader
.backend_data
;
4223 args
->ps_signature
= shader_priv
->input_signature_idx
;
4225 args
->boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4229 args
->ps_signature
= ~0;
4230 if(!dev
->vs_clipping
)
4232 args
->boolclip
.clip_texcoord
= ffp_clip_emul(stateblock
) ? gl_info
->limits
.texture_stages
: 0;
4234 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4237 if(args
->boolclip
.clip_texcoord
)
4239 if(stateblock
->renderState
[WINED3DRS_CLIPPING
])
4241 args
->boolclip
.clipplane_mask
= stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
];
4243 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4246 /* This forces all local boolean constants to 1 to make them stateblock independent */
4247 args
->boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4248 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4249 for(i
= 0; i
< MAX_CONST_B
; i
++)
4251 if(stateblock
->vertexShaderConstantB
[i
]) args
->boolclip
.bools
|= ( 1 << i
);
4254 args
->vertex_samplers
[0] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4255 args
->vertex_samplers
[1] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4256 args
->vertex_samplers
[2] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4257 args
->vertex_samplers
[3] = 0;
4259 /* Skip if unused or local */
4260 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4261 /* This is about flow control, not clipping. */
4262 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4264 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4268 for(i
= 0; i
< MAX_CONST_I
; i
++)
4270 if(int_skip
& (1 << i
))
4272 args
->loop_ctrl
[i
][0] = 0;
4273 args
->loop_ctrl
[i
][1] = 0;
4274 args
->loop_ctrl
[i
][2] = 0;
4278 args
->loop_ctrl
[i
][0] = stateblock
->vertexShaderConstantI
[i
* 4];
4279 args
->loop_ctrl
[i
][1] = stateblock
->vertexShaderConstantI
[i
* 4 + 1];
4280 args
->loop_ctrl
[i
][2] = stateblock
->vertexShaderConstantI
[i
* 4 + 2];
4285 /* GL locking is done by the caller */
4286 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4288 IWineD3DDeviceImpl
*This
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
4289 struct shader_arb_priv
*priv
= This
->shader_priv
;
4290 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4293 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4295 struct arb_ps_compile_args compile_args
;
4296 struct arb_ps_compiled_shader
*compiled
;
4297 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
;
4299 TRACE("Using pixel shader %p\n", This
->stateBlock
->pixelShader
);
4300 find_arb_ps_compile_args(ps
, This
->stateBlock
, &compile_args
);
4301 compiled
= find_arb_pshader(ps
, &compile_args
);
4302 priv
->current_fprogram_id
= compiled
->prgId
;
4303 priv
->compiled_fprog
= compiled
;
4305 /* Bind the fragment program */
4306 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4307 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4309 if(!priv
->use_arbfp_fixed_func
) {
4310 /* Enable OpenGL fragment programs */
4311 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4312 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4314 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4316 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4317 * a 1.x and newer shader, reload the first 8 constants
4319 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
)
4321 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
;
4322 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4323 for(i
= 0; i
< 8; i
++)
4325 context
->pshader_const_dirty
[i
] = 1;
4327 /* Also takes care of loading local constants */
4328 shader_arb_load_constants(context
, TRUE
, FALSE
);
4332 shader_arb_ps_local_constants(This
);
4335 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4336 if (compiled
->np2fixup_info
.super
.active
)
4337 shader_arb_load_np2fixup_constants((IWineD3DDevice
*)This
, usePS
, useVS
);
4339 else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4341 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4342 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4343 * replacement shader
4345 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4346 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4347 priv
->current_fprogram_id
= 0;
4351 struct arb_vs_compile_args compile_args
;
4352 struct arb_vs_compiled_shader
*compiled
;
4353 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
;
4355 TRACE("Using vertex shader %p\n", This
->stateBlock
->vertexShader
);
4356 find_arb_vs_compile_args(vs
, This
->stateBlock
, &compile_args
);
4357 compiled
= find_arb_vshader(vs
, &compile_args
);
4358 priv
->current_vprogram_id
= compiled
->prgId
;
4359 priv
->compiled_vprog
= compiled
;
4361 /* Bind the vertex program */
4362 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4363 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4365 /* Enable OpenGL vertex programs */
4366 glEnable(GL_VERTEX_PROGRAM_ARB
);
4367 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4368 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4369 shader_arb_vs_local_constants(This
);
4371 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4372 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4374 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4376 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4377 checkGLcall("glClampColorARB");
4379 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4383 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4385 priv
->current_vprogram_id
= 0;
4386 glDisable(GL_VERTEX_PROGRAM_ARB
);
4387 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4391 /* GL locking is done by the caller */
4392 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4393 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4394 struct shader_arb_priv
*priv
= This
->shader_priv
;
4395 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
4396 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4398 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4399 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4400 glEnable(GL_VERTEX_PROGRAM_ARB
);
4402 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
4403 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4404 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4407 /* GL locking is done by the caller */
4408 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
4409 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4410 struct shader_arb_priv
*priv
= This
->shader_priv
;
4411 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4413 if (priv
->current_vprogram_id
) {
4414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4415 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4417 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4419 glDisable(GL_VERTEX_PROGRAM_ARB
);
4420 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4423 if (priv
->current_fprogram_id
) {
4424 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4425 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4427 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4428 } else if(!priv
->use_arbfp_fixed_func
) {
4429 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4430 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4434 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
4435 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
4436 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
;
4437 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4439 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
4441 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
4442 struct arb_pshader_private
*shader_data
= This
->baseShader
.backend_data
;
4445 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4447 if (shader_data
->num_gl_shaders
)
4449 struct wined3d_context
*context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4452 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4454 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4455 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4459 context_release(context
);
4462 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4463 HeapFree(GetProcessHeap(), 0, shader_data
);
4464 This
->baseShader
.backend_data
= NULL
;
4466 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
4467 struct arb_vshader_private
*shader_data
= This
->baseShader
.backend_data
;
4470 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4472 if (shader_data
->num_gl_shaders
)
4474 struct wined3d_context
*context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4477 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4479 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4480 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4484 context_release(context
);
4487 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4488 HeapFree(GetProcessHeap(), 0, shader_data
);
4489 This
->baseShader
.backend_data
= NULL
;
4493 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4495 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4496 return compare_sig(key
, e
->sig
);
4499 static const struct wine_rb_functions sig_tree_functions
=
4507 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
4508 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4509 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4510 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4512 ERR("RB tree init failed\n");
4513 HeapFree(GetProcessHeap(), 0, priv
);
4514 return E_OUTOFMEMORY
;
4516 This
->shader_priv
= priv
;
4520 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4522 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4524 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4526 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4528 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4529 HeapFree(GetProcessHeap(), 0, sig
);
4532 /* Context activation is done by the caller. */
4533 static void shader_arb_free(IWineD3DDevice
*iface
) {
4534 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4535 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4536 struct shader_arb_priv
*priv
= This
->shader_priv
;
4540 if(priv
->depth_blt_vprogram_id
) {
4541 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4543 for (i
= 0; i
< tex_type_count
; ++i
) {
4544 if (priv
->depth_blt_fprogram_id
[i
]) {
4545 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
4550 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4551 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4554 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
4558 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const struct wined3d_gl_info
*gl_info
,
4559 struct shader_caps
*pCaps
)
4561 DWORD vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4562 DWORD ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4564 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4565 * then overwrite the shader specific ones
4567 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
4569 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4571 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4573 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4574 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4576 else if (vs_consts
>= 256)
4578 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4579 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4580 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4584 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4585 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4587 pCaps
->MaxVertexShaderConst
= vs_consts
;
4590 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4592 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4594 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4595 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4597 else if (ps_consts
>= 32)
4599 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4600 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4601 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4605 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4606 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4608 pCaps
->PixelShader1xMaxValue
= 8.0f
;
4609 pCaps
->MaxPixelShaderConst
= ps_consts
;
4612 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4615 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4617 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4619 TRACE("Checking support for color_fixup:\n");
4620 dump_color_fixup_desc(fixup
);
4623 /* We support everything except YUV conversions. */
4624 if (!is_yuv_fixup(fixup
))
4630 TRACE("[FAILED]\n");
4634 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4636 char write_mask
[20], regstr
[50];
4637 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4638 BOOL is_color
= FALSE
;
4639 const struct wined3d_shader_dst_param
*dst
;
4641 if (!ins
->dst_count
) return;
4645 if(shift
== 0) return; /* Saturate alone is handled by the instructions */
4647 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4648 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4650 /* Generate a line that does the output modifier computation
4651 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4652 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4654 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4655 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4658 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4660 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4661 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4662 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4663 /* WINED3DSIH_BREAK */ shader_hw_break
,
4664 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4665 /* WINED3DSIH_BREAKP */ NULL
,
4666 /* WINED3DSIH_CALL */ shader_hw_call
,
4667 /* WINED3DSIH_CALLNZ */ NULL
,
4668 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4669 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4670 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4671 /* WINED3DSIH_DCL */ NULL
,
4672 /* WINED3DSIH_DEF */ NULL
,
4673 /* WINED3DSIH_DEFB */ NULL
,
4674 /* WINED3DSIH_DEFI */ NULL
,
4675 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4676 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4677 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4678 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4679 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4680 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4681 /* WINED3DSIH_ELSE */ shader_hw_else
,
4682 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4683 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4684 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4685 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
4686 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
4687 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4688 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4689 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4690 /* WINED3DSIH_LABEL */ shader_hw_label
,
4691 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
4692 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
4693 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
4694 /* WINED3DSIH_LOOP */ shader_hw_loop
,
4695 /* WINED3DSIH_LRP */ shader_hw_lrp
,
4696 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
4697 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
4698 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
4699 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
4700 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
4701 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
4702 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
4703 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
4704 /* WINED3DSIH_MOV */ shader_hw_mov
,
4705 /* WINED3DSIH_MOVA */ shader_hw_mov
,
4706 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
4707 /* WINED3DSIH_NOP */ shader_hw_nop
,
4708 /* WINED3DSIH_NRM */ shader_hw_nrm
,
4709 /* WINED3DSIH_PHASE */ NULL
,
4710 /* WINED3DSIH_POW */ shader_hw_log_pow
,
4711 /* WINED3DSIH_RCP */ shader_hw_scalar_op
,
4712 /* WINED3DSIH_REP */ shader_hw_rep
,
4713 /* WINED3DSIH_RET */ shader_hw_ret
,
4714 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
4715 /* WINED3DSIH_SETP */ NULL
,
4716 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
4717 /* WINED3DSIH_SGN */ shader_hw_sgn
,
4718 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
4719 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
4720 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
4721 /* WINED3DSIH_TEX */ pshader_hw_tex
,
4722 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
4723 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
4724 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
4725 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
4726 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
4727 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
4728 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
4729 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
4730 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
4731 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
4732 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
4733 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
4734 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
4735 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4736 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
4737 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
4738 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
4739 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
4740 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
4741 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
4742 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
4745 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
4747 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4749 WORD flag
= (1 << idx
);
4750 const local_constant
*constant
;
4751 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4753 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
4755 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4756 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
4758 if (constant
->idx
== idx
)
4760 return constant
->value
[0];
4763 ERR("Local constant not found\n");
4768 if(vshader
) bools
= priv
->cur_vs_args
->boolclip
.bools
;
4769 else bools
= priv
->cur_ps_args
->bools
;
4770 return bools
& flag
;
4774 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
4775 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
4777 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4779 /* Integer constants can either be a local constant, or they can be stored in the shader
4780 * type specific compile args. */
4781 if (This
->baseShader
.reg_maps
.local_int_consts
& (1 << idx
))
4783 const local_constant
*constant
;
4785 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
4787 if (constant
->idx
== idx
)
4789 loop_control
->count
= constant
->value
[0];
4790 loop_control
->start
= constant
->value
[1];
4791 /* Step is signed. */
4792 loop_control
->step
= (int)constant
->value
[2];
4796 /* If this happens the flag was set incorrectly */
4797 ERR("Local constant not found\n");
4798 loop_control
->count
= 0;
4799 loop_control
->start
= 0;
4800 loop_control
->step
= 0;
4804 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
4806 case WINED3D_SHADER_TYPE_VERTEX
:
4807 /* Count and aL start value are unsigned */
4808 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
4809 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
4810 /* Step is signed. */
4811 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
4814 case WINED3D_SHADER_TYPE_PIXEL
:
4815 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
4816 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
4817 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
4821 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
4826 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
4829 struct wined3d_shader_dst_param
*dst_param
= NULL
;
4830 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
4831 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
4834 ERR("Out of memory\n");
4839 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
4840 if(!dst_param
) goto free
;
4841 *dst_param
= *ins
->dst
;
4842 if(ins
->dst
->reg
.rel_addr
)
4844 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
4845 if(!rel_addr
) goto free
;
4846 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
4847 dst_param
->reg
.rel_addr
= rel_addr
;
4849 rec
->ins
.dst
= dst_param
;
4851 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
4852 if(!src_param
) goto free
;
4853 for(i
= 0; i
< ins
->src_count
; i
++)
4855 src_param
[i
] = ins
->src
[i
];
4856 if(ins
->src
[i
].reg
.rel_addr
)
4858 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
4859 if(!rel_addr
) goto free
;
4860 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
4861 src_param
[i
].reg
.rel_addr
= rel_addr
;
4864 rec
->ins
.src
= src_param
;
4865 list_add_tail(list
, &rec
->entry
);
4869 ERR("Out of memory\n");
4872 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
4873 HeapFree(GetProcessHeap(), 0, dst_param
);
4877 for(i
= 0; i
< ins
->src_count
; i
++)
4879 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
4881 HeapFree(GetProcessHeap(), 0, src_param
);
4883 HeapFree(GetProcessHeap(), 0, rec
);
4886 static void free_recorded_instruction(struct list
*list
)
4888 struct recorded_instruction
*rec_ins
, *entry2
;
4891 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
4893 list_remove(&rec_ins
->entry
);
4894 if(rec_ins
->ins
.dst
)
4896 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
4897 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
4899 if(rec_ins
->ins
.src
)
4901 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
4903 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
4905 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
4907 HeapFree(GetProcessHeap(), 0, rec_ins
);
4911 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4912 SHADER_HANDLER hw_fct
;
4913 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4914 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
4915 struct control_frame
*control_frame
;
4916 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4919 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
4921 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4922 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4924 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
4925 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
4927 if(priv
->target_version
>= NV2
)
4929 control_frame
->loop_no
= priv
->num_loops
++;
4934 /* Don't bother recording when we're in a not used if branch */
4940 if(!priv
->recording
)
4942 list_init(&priv
->record
);
4943 priv
->recording
= TRUE
;
4944 control_frame
->outer_loop
= TRUE
;
4945 get_loop_control_const(ins
, This
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
4946 return; /* Instruction is handled */
4948 /* Record this loop in the outer loop's recording */
4951 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
4953 if(priv
->target_version
>= NV2
)
4955 /* Nothing to do. The control frame is popped after the HW instr handler */
4959 struct list
*e
= list_head(&priv
->control_frames
);
4960 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
4961 list_remove(&control_frame
->entry
);
4963 if(control_frame
->outer_loop
)
4965 int iteration
, aL
= 0;
4968 /* Turn off recording before playback */
4969 priv
->recording
= FALSE
;
4971 /* Move the recorded instructions to a separate list and get them out of the private data
4972 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4973 * be recorded again, thus priv->record might be overwritten
4976 list_move_tail(©
, &priv
->record
);
4977 list_init(&priv
->record
);
4979 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4981 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4982 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
4983 control_frame
->loop_control
.step
);
4984 aL
= control_frame
->loop_control
.start
;
4988 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
4991 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
4993 struct recorded_instruction
*rec_ins
;
4994 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4997 shader_addline(buffer
, "#Iteration %d, aL=%d\n", iteration
, aL
);
5001 shader_addline(buffer
, "#Iteration %d\n", iteration
);
5004 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5006 shader_arb_handle_instruction(&rec_ins
->ins
);
5009 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5011 aL
+= control_frame
->loop_control
.step
;
5014 shader_addline(buffer
, "#end loop/rep\n");
5016 free_recorded_instruction(©
);
5017 HeapFree(GetProcessHeap(), 0, control_frame
);
5018 return; /* Instruction is handled */
5022 /* This is a nested loop. Proceed to the normal recording function */
5023 HeapFree(GetProcessHeap(), 0, control_frame
);
5030 record_instruction(&priv
->record
, ins
);
5035 if(ins
->handler_idx
== WINED3DSIH_IF
)
5037 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5038 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5039 control_frame
->type
= IF
;
5041 bool_const
= get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
);
5042 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
5043 if(!priv
->muted
&& bool_const
== FALSE
)
5045 shader_addline(buffer
, "#if(FALSE){\n");
5047 control_frame
->muting
= TRUE
;
5049 else shader_addline(buffer
, "#if(TRUE) {\n");
5051 return; /* Instruction is handled */
5053 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5055 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5056 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5057 control_frame
->type
= IFC
;
5058 control_frame
->ifc_no
= priv
->num_ifcs
++;
5059 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5061 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5063 struct list
*e
= list_head(&priv
->control_frames
);
5064 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5066 if(control_frame
->type
== IF
)
5068 shader_addline(buffer
, "#} else {\n");
5069 if(!priv
->muted
&& !control_frame
->muting
)
5072 control_frame
->muting
= TRUE
;
5074 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5075 return; /* Instruction is handled. */
5077 /* In case of an ifc, generate a HW shader instruction */
5079 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5081 struct list
*e
= list_head(&priv
->control_frames
);
5082 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5084 if(control_frame
->type
== IF
)
5086 shader_addline(buffer
, "#} endif\n");
5087 if(control_frame
->muting
) priv
->muted
= FALSE
;
5088 list_remove(&control_frame
->entry
);
5089 HeapFree(GetProcessHeap(), 0, control_frame
);
5090 return; /* Instruction is handled */
5094 if(priv
->muted
) return;
5096 /* Select handler */
5097 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5099 /* Unhandled opcode */
5102 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5107 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5109 struct list
*e
= list_head(&priv
->control_frames
);
5110 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5111 list_remove(&control_frame
->entry
);
5112 HeapFree(GetProcessHeap(), 0, control_frame
);
5115 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5117 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5118 struct list
*e
= list_head(&priv
->control_frames
);
5119 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5120 list_remove(&control_frame
->entry
);
5121 HeapFree(GetProcessHeap(), 0, control_frame
);
5125 shader_arb_add_instruction_modifiers(ins
);
5128 const shader_backend_t arb_program_shader_backend
= {
5129 shader_arb_handle_instruction
,
5131 shader_arb_select_depth_blt
,
5132 shader_arb_deselect_depth_blt
,
5133 shader_arb_update_float_vertex_constants
,
5134 shader_arb_update_float_pixel_constants
,
5135 shader_arb_load_constants
,
5136 shader_arb_load_np2fixup_constants
,
5140 shader_arb_dirty_const
,
5141 shader_arb_get_caps
,
5142 shader_arb_color_fixup_supported
,
5145 /* ARB_fragment_program fixed function pipeline replacement definitions */
5146 #define ARB_FFP_CONST_TFACTOR 0
5147 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5148 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5149 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5150 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5152 struct arbfp_ffp_desc
5154 struct ffp_frag_desc parent
;
5156 unsigned int num_textures_used
;
5159 /* Context activation is done by the caller. */
5160 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5163 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5164 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5166 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5167 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5172 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
5173 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5174 struct shader_arb_priv
*priv
;
5175 /* Share private data between the shader backend and the pipeline replacement, if both
5176 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5177 * if no pixel shader is bound or not
5179 if(This
->shader_backend
== &arb_program_shader_backend
) {
5180 This
->fragment_priv
= This
->shader_priv
;
5182 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5183 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
5185 priv
= This
->fragment_priv
;
5186 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5188 ERR("Failed to initialize rbtree.\n");
5189 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5190 return E_OUTOFMEMORY
;
5192 priv
->use_arbfp_fixed_func
= TRUE
;
5196 /* Context activation is done by the caller. */
5197 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5199 const struct wined3d_gl_info
*gl_info
= context
;
5200 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5203 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5204 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5205 HeapFree(GetProcessHeap(), 0, entry_arb
);
5209 /* Context activation is done by the caller. */
5210 static void arbfp_free(IWineD3DDevice
*iface
) {
5211 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5212 struct shader_arb_priv
*priv
= This
->fragment_priv
;
5214 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
5215 priv
->use_arbfp_fixed_func
= FALSE
;
5217 if(This
->shader_backend
!= &arb_program_shader_backend
) {
5218 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5222 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5224 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5225 WINED3DTEXOPCAPS_SELECTARG1
|
5226 WINED3DTEXOPCAPS_SELECTARG2
|
5227 WINED3DTEXOPCAPS_MODULATE4X
|
5228 WINED3DTEXOPCAPS_MODULATE2X
|
5229 WINED3DTEXOPCAPS_MODULATE
|
5230 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5231 WINED3DTEXOPCAPS_ADDSIGNED
|
5232 WINED3DTEXOPCAPS_ADD
|
5233 WINED3DTEXOPCAPS_SUBTRACT
|
5234 WINED3DTEXOPCAPS_ADDSMOOTH
|
5235 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5236 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5237 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5238 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5239 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5240 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5241 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5242 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5243 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5244 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5245 WINED3DTEXOPCAPS_MULTIPLYADD
|
5246 WINED3DTEXOPCAPS_LERP
|
5247 WINED3DTEXOPCAPS_BUMPENVMAP
|
5248 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5250 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5252 caps
->MaxTextureBlendStages
= 8;
5253 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5255 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
5257 #undef GLINFO_LOCATION
5259 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5260 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5263 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5265 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5266 * application provided constants
5268 if(device
->shader_backend
== &arb_program_shader_backend
) {
5269 if (use_ps(stateblock
)) return;
5271 device
= stateblock
->wineD3DDevice
;
5272 context
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5273 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5276 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
5277 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5278 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5282 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5285 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5287 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5288 * application provided constants
5290 if(device
->shader_backend
== &arb_program_shader_backend
) {
5291 if (use_ps(stateblock
)) return;
5293 device
= stateblock
->wineD3DDevice
;
5294 context
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5295 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5298 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
5299 /* The specular color has no alpha */
5300 col
[0] = 1.0f
; col
[1] = 1.0f
;
5301 col
[2] = 1.0f
; col
[3] = 0.0f
;
5303 col
[0] = 0.0f
; col
[1] = 0.0f
;
5304 col
[2] = 0.0f
; col
[3] = 0.0f
;
5306 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5307 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5310 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5312 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5313 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5316 if (use_ps(stateblock
))
5319 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
5321 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5324 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5325 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5329 if(device
->shader_backend
== &arb_program_shader_backend
) {
5330 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5333 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5334 context
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5335 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5338 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5339 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5340 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5341 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5343 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5344 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5347 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5349 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5350 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5353 if (use_ps(stateblock
))
5356 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
5358 /* The pixel shader has to know the luminance offset. Do a constants update if it
5359 * isn't scheduled anyway
5361 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5362 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5366 if(device
->shader_backend
== &arb_program_shader_backend
) {
5367 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5370 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5371 context
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5372 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5375 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5376 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5380 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5381 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5384 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5388 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5390 switch(arg
& WINED3DTA_SELECTMASK
) {
5391 case WINED3DTA_DIFFUSE
:
5392 ret
= "fragment.color.primary"; break;
5394 case WINED3DTA_CURRENT
:
5395 if(stage
== 0) ret
= "fragment.color.primary";
5399 case WINED3DTA_TEXTURE
:
5401 case 0: ret
= "tex0"; break;
5402 case 1: ret
= "tex1"; break;
5403 case 2: ret
= "tex2"; break;
5404 case 3: ret
= "tex3"; break;
5405 case 4: ret
= "tex4"; break;
5406 case 5: ret
= "tex5"; break;
5407 case 6: ret
= "tex6"; break;
5408 case 7: ret
= "tex7"; break;
5409 default: ret
= "unknown texture";
5413 case WINED3DTA_TFACTOR
:
5414 ret
= "tfactor"; break;
5416 case WINED3DTA_SPECULAR
:
5417 ret
= "fragment.color.secondary"; break;
5419 case WINED3DTA_TEMP
:
5420 ret
= "tempreg"; break;
5422 case WINED3DTA_CONSTANT
:
5423 FIXME("Implement perstage constants\n");
5425 case 0: ret
= "const0"; break;
5426 case 1: ret
= "const1"; break;
5427 case 2: ret
= "const2"; break;
5428 case 3: ret
= "const3"; break;
5429 case 4: ret
= "const4"; break;
5430 case 5: ret
= "const5"; break;
5431 case 6: ret
= "const6"; break;
5432 case 7: ret
= "const7"; break;
5433 default: ret
= "unknown constant";
5441 if(arg
& WINED3DTA_COMPLEMENT
) {
5442 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5443 if(argnum
== 0) ret
= "arg0";
5444 if(argnum
== 1) ret
= "arg1";
5445 if(argnum
== 2) ret
= "arg2";
5447 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5448 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5449 if(argnum
== 0) ret
= "arg0";
5450 if(argnum
== 1) ret
= "arg1";
5451 if(argnum
== 2) ret
= "arg2";
5456 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5457 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5459 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5460 unsigned int mul
= 1;
5461 BOOL mul_final_dest
= FALSE
;
5463 if(color
&& alpha
) dstmask
= "";
5464 else if(color
) dstmask
= ".xyz";
5465 else dstmask
= ".w";
5467 if(dst
== tempreg
) dstreg
= "tempreg";
5468 else dstreg
= "ret";
5470 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5471 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5472 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5475 case WINED3DTOP_DISABLE
:
5476 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5479 case WINED3DTOP_SELECTARG2
:
5481 case WINED3DTOP_SELECTARG1
:
5482 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5485 case WINED3DTOP_MODULATE4X
:
5487 case WINED3DTOP_MODULATE2X
:
5489 if(strcmp(dstreg
, "result.color") == 0) {
5491 mul_final_dest
= TRUE
;
5493 case WINED3DTOP_MODULATE
:
5494 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5497 case WINED3DTOP_ADDSIGNED2X
:
5499 if(strcmp(dstreg
, "result.color") == 0) {
5501 mul_final_dest
= TRUE
;
5503 case WINED3DTOP_ADDSIGNED
:
5504 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5506 case WINED3DTOP_ADD
:
5507 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5510 case WINED3DTOP_SUBTRACT
:
5511 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5514 case WINED3DTOP_ADDSMOOTH
:
5515 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5516 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5519 case WINED3DTOP_BLENDCURRENTALPHA
:
5520 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5521 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5523 case WINED3DTOP_BLENDFACTORALPHA
:
5524 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5525 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5527 case WINED3DTOP_BLENDTEXTUREALPHA
:
5528 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5529 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5531 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5532 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5533 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5536 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5537 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5538 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5539 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5542 /* D3DTOP_PREMODULATE ???? */
5544 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5545 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5546 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5548 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5549 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5551 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5552 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5553 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5555 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5556 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5559 case WINED3DTOP_DOTPRODUCT3
:
5561 if(strcmp(dstreg
, "result.color") == 0) {
5563 mul_final_dest
= TRUE
;
5565 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5566 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5567 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5570 case WINED3DTOP_MULTIPLYADD
:
5571 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5574 case WINED3DTOP_LERP
:
5575 /* The msdn is not quite right here */
5576 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5579 case WINED3DTOP_BUMPENVMAP
:
5580 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5581 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5585 FIXME("Unhandled texture op %08x\n", op
);
5589 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5590 } else if(mul
== 4) {
5591 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5595 /* The stateblock is passed for GLINFO_LOCATION */
5596 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
5599 struct wined3d_shader_buffer buffer
;
5600 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5601 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5602 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5603 const char *textype
;
5604 const char *instr
, *sat
;
5605 char colorcor_dst
[8];
5607 DWORD arg0
, arg1
, arg2
;
5608 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5610 const char *final_combiner_src
= "ret";
5613 /* Find out which textures are read */
5614 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5615 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5616 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5617 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5618 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5619 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5620 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5621 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5623 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5624 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5625 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5626 bump_used
[stage
] = TRUE
;
5627 tex_read
[stage
] = TRUE
;
5629 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5630 bump_used
[stage
] = TRUE
;
5631 tex_read
[stage
] = TRUE
;
5632 luminance_used
[stage
] = TRUE
;
5633 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5634 tfactor_used
= TRUE
;
5637 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5638 tfactor_used
= TRUE
;
5641 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5642 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5643 tempreg_used
= TRUE
;
5646 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5647 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5648 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5649 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5650 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5651 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5652 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5654 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5655 tempreg_used
= TRUE
;
5657 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5658 tfactor_used
= TRUE
;
5663 if (!shader_buffer_init(&buffer
))
5665 ERR("Failed to initialize shader buffer.\n");
5669 shader_addline(&buffer
, "!!ARBfp1.0\n");
5671 switch(settings
->fog
) {
5672 case FOG_OFF
: break;
5673 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
5674 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
5675 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
5676 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
5679 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
5680 shader_addline(&buffer
, "TEMP TMP;\n");
5681 shader_addline(&buffer
, "TEMP ret;\n");
5682 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
5683 shader_addline(&buffer
, "TEMP arg0;\n");
5684 shader_addline(&buffer
, "TEMP arg1;\n");
5685 shader_addline(&buffer
, "TEMP arg2;\n");
5686 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5687 if(!tex_read
[stage
]) continue;
5688 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
5689 if(!bump_used
[stage
]) continue;
5690 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
5691 if(!luminance_used
[stage
]) continue;
5692 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
5695 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
5697 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
5699 if(settings
->sRGB_write
) {
5700 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5701 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
5702 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5703 srgb_sub_high
, 0.0, 0.0, 0.0);
5706 if(ffp_clip_emul(stateblock
) && settings
->emul_clipplanes
) shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
5708 /* Generate texture sampling instructions) */
5709 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
5710 if(!tex_read
[stage
]) continue;
5712 switch(settings
->op
[stage
].tex_type
) {
5713 case tex_1d
: textype
= "1D"; break;
5714 case tex_2d
: textype
= "2D"; break;
5715 case tex_3d
: textype
= "3D"; break;
5716 case tex_cube
: textype
= "CUBE"; break;
5717 case tex_rect
: textype
= "RECT"; break;
5718 default: textype
= "unexpected_textype"; break;
5721 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
5722 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5728 if(settings
->op
[stage
].projected
== proj_none
) {
5730 } else if(settings
->op
[stage
].projected
== proj_count4
||
5731 settings
->op
[stage
].projected
== proj_count3
) {
5734 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5739 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
5740 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
5741 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
5742 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
5743 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
5744 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
5746 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5747 * so multiply the displacement with the dividing parameter before passing it to TXP
5749 if (settings
->op
[stage
].projected
!= proj_none
) {
5750 if(settings
->op
[stage
].projected
== proj_count4
) {
5751 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
5752 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
5754 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
5755 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
5758 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
5761 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5762 instr
, sat
, stage
, stage
, textype
);
5763 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5764 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5765 stage
- 1, stage
- 1, stage
- 1);
5766 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
5768 } else if(settings
->op
[stage
].projected
== proj_count3
) {
5769 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
5770 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
5771 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5772 instr
, sat
, stage
, stage
, textype
);
5774 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5775 instr
, sat
, stage
, stage
, stage
, textype
);
5778 sprintf(colorcor_dst
, "tex%u", stage
);
5779 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
5780 settings
->op
[stage
].color_fixup
);
5783 /* Generate the main shader */
5784 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5785 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
5787 final_combiner_src
= "fragment.color.primary";
5792 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5793 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5794 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5795 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5796 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5797 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5798 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5799 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5800 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5801 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5802 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5803 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5805 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
5806 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
5807 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
5808 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5811 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
5812 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5813 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5814 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5816 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
5818 } else if(op_equal
) {
5819 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5820 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5821 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5823 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5824 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5825 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5826 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5827 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5828 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5832 if(settings
->sRGB_write
) {
5833 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5834 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
5835 shader_addline(&buffer
, "MOV result.color, ret;\n");
5837 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5841 shader_addline(&buffer
, "END\n");
5843 /* Generate the shader */
5844 GL_EXTCALL(glGenProgramsARB(1, &ret
));
5845 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
5846 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
5847 strlen(buffer
.buffer
), buffer
.buffer
));
5848 checkGLcall("glProgramStringARB()");
5850 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
5853 FIXME("Fragment program error at position %d: %s\n", pos
,
5854 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
5860 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
5861 checkGLcall("glGetProgramivARB()");
5862 if (!native
) WARN("Program exceeds native resource limits.\n");
5865 shader_buffer_free(&buffer
);
5869 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5871 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5872 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5873 BOOL use_pshader
= use_ps(stateblock
);
5874 BOOL use_vshader
= use_vs(stateblock
);
5875 struct ffp_frag_settings settings
;
5876 const struct arbfp_ffp_desc
*desc
;
5879 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5881 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
5882 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5883 /* Reload fixed function constants since they collide with the pixel shader constants */
5884 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5885 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5887 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5888 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5889 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5890 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
5896 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5897 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
5898 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
5900 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
5903 ERR("Out of memory\n");
5906 new_desc
->num_textures_used
= 0;
5907 for (i
= 0; i
< context
->gl_info
->limits
.texture_stages
; ++i
)
5909 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
5910 new_desc
->num_textures_used
= i
;
5913 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
5914 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
5915 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
5916 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
5920 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5921 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5924 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
5925 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5926 priv
->current_fprogram_id
= desc
->shader
;
5928 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5929 /* Reload fixed function constants since they collide with the pixel shader constants */
5930 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5931 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5933 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5934 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5936 context
->last_was_pshader
= FALSE
;
5938 context
->last_was_pshader
= TRUE
;
5941 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5942 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5943 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5944 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5945 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5947 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5950 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5951 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
5953 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
5954 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
5958 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5962 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5963 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5964 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5965 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5966 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5968 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5970 enum fogsource new_source
;
5972 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5974 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
5975 fragment_prog_arbfp(state
, stateblock
, context
);
5978 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
5980 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
5981 if(use_vs(stateblock
)) {
5982 new_source
= FOGSOURCE_VS
;
5984 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
5985 new_source
= FOGSOURCE_COORD
;
5987 new_source
= FOGSOURCE_FFP
;
5991 new_source
= FOGSOURCE_FFP
;
5993 if(new_source
!= context
->fog_source
) {
5994 context
->fog_source
= new_source
;
5995 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
5999 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6001 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6002 fragment_prog_arbfp(state
, stateblock
, context
);
6006 #undef GLINFO_LOCATION
6008 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
6009 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6010 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6011 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6012 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6013 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6014 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6015 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6016 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6017 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6018 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6019 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6020 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6021 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6022 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6023 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6024 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6025 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6026 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6027 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6028 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6029 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6030 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6031 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6032 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6033 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6034 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6035 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6036 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6037 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6038 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6039 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6040 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6041 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6042 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6043 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6044 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6045 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6046 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6047 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6048 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6049 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6050 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6051 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6052 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6053 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6054 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6055 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6056 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6057 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6058 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6059 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6060 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6061 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6062 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6063 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6064 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6065 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6066 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6067 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6068 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6069 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6070 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6071 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6072 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6073 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6074 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6075 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6076 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6077 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6078 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6079 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6080 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6081 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6082 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6083 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6084 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6085 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6086 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6087 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6088 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6089 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6090 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6091 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6092 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6093 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6094 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6095 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6096 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6097 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6098 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6099 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6100 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6101 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6102 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6103 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6104 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6105 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6106 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6107 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6108 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6109 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6110 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6111 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6112 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6113 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6114 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6115 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6116 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6117 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6118 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6119 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6120 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6121 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6122 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6123 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6124 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6125 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6126 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6127 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6128 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6129 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6130 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6131 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6132 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6133 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6134 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6135 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6136 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6137 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6138 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6139 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6140 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6141 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6142 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6143 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6144 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6145 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6146 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6147 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6148 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6149 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6150 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6151 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6152 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6153 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6154 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6155 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6156 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6159 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6164 shader_arb_color_fixup_supported
,
6165 arbfp_fragmentstate_template
,
6166 TRUE
/* We can disable projected textures */
6169 #define GLINFO_LOCATION device->adapter->gl_info
6171 struct arbfp_blit_priv
{
6172 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6173 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6174 GLenum yv12_rect_shader
, yv12_2d_shader
;
6177 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
6178 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6179 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6180 if(!device
->blit_priv
) {
6181 ERR("Out of memory\n");
6182 return E_OUTOFMEMORY
;
6187 /* Context activation is done by the caller. */
6188 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
6189 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6190 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6193 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6194 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6195 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6196 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6197 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6198 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6199 checkGLcall("Delete yuv programs");
6202 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6203 device
->blit_priv
= NULL
;
6206 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum yuv_fixup yuv_fixup
,
6207 GLenum textype
, char *luminance
)
6210 const char *tex
, *texinstr
;
6212 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
6220 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6221 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6223 /* This is more tricky than just replacing the texture type - we have to navigate
6224 * properly in the texture to find the correct chroma values
6226 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6230 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6231 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6232 * filtering when we sample the texture.
6234 * These are the rules for reading the chroma:
6240 * So we have to get the sampling x position in non-normalized coordinates in integers
6242 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6243 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6244 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6246 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6248 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6249 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6252 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6253 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6255 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6256 * even and odd pixels respectively
6258 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6259 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6261 /* Sample Pixel 1 */
6262 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6264 /* Put the value into either of the chroma values */
6265 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6266 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6267 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6268 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6270 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6271 * the pixel right to the current one. Otherwise, sample the left pixel.
6272 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6274 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6275 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6276 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6278 /* Put the value into the other chroma */
6279 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6280 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6281 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6282 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6284 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6285 * the current one and lerp the two U and V values
6288 /* This gives the correctly filtered luminance value */
6289 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6294 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6299 case GL_TEXTURE_2D
: tex
= "2D"; break;
6300 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6302 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6306 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6307 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6308 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6309 * pitch of the luminance plane, the packing into the gl texture is a bit
6310 * unfortunate. If the whole texture is interpreted as luminance data it looks
6311 * approximately like this:
6313 * +----------------------------------+----
6325 * +----------------+-----------------+----
6327 * | U even rows | U odd rows |
6329 * +----------------+------------------ -
6331 * | V even rows | V odd rows |
6333 * +----------------+-----------------+----
6337 * So it appears as if there are 4 chroma images, but in fact the odd rows
6338 * in the chroma images are in the same row as the even ones. So its is
6339 * kinda tricky to read
6341 * When reading from rectangle textures, keep in mind that the input y coordinates
6342 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6344 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6345 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6347 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6348 /* the chroma planes have only half the width */
6349 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6351 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6352 * the coordinate. Also read the right side of the image when reading odd lines
6354 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6357 if(textype
== GL_TEXTURE_2D
) {
6359 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6361 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6363 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6364 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6366 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6367 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6368 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6369 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6370 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6372 /* clamp, keep the half pixel origin in mind */
6373 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6374 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6375 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6376 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6378 /* Read from [size - size+size/4] */
6379 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6380 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6382 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6383 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6384 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6385 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6386 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6387 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6389 /* Make sure to read exactly from the pixel center */
6390 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6391 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6394 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6395 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6396 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6397 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6398 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6400 /* Read the texture, put the result into the output register */
6401 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6402 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6404 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6405 * No need to clamp because we're just reusing the already clamped value from above
6407 if(textype
== GL_TEXTURE_2D
) {
6408 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6410 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6412 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6413 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6415 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6416 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6417 * values due to filtering
6419 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6420 if(textype
== GL_TEXTURE_2D
) {
6421 /* Multiply the y coordinate by 2/3 and clamp it */
6422 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6423 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6424 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6425 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6427 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6428 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6431 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6432 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6433 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6440 /* Context activation is done by the caller. */
6441 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
6444 struct wined3d_shader_buffer buffer
;
6445 char luminance_component
;
6446 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6450 if (!shader_buffer_init(&buffer
))
6452 ERR("Failed to initialize shader buffer.\n");
6457 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6458 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6459 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6460 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6463 shader_buffer_free(&buffer
);
6467 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6468 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6469 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6470 * each single pixel it contains, and one U and one V value shared between both
6473 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6474 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6475 * take the format into account when generating the read swizzles
6477 * Reading the Y value is straightforward - just sample the texture. The hardware
6478 * takes care of filtering in the horizontal and vertical direction.
6480 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6481 * because that would mix the U and V values of one pixel or two adjacent pixels.
6482 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6483 * regardless of the filtering setting. Vertical filtering works automatically
6484 * though - the U and V values of two rows are mixed nicely.
6486 * Appart of avoiding filtering issues, the code has to know which value it just
6487 * read, and where it can find the other one. To determine this, it checks if
6488 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6490 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6491 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6493 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6494 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6495 * in an unfiltered situation. Finding the luminance on the other hand requires
6496 * finding out if it is an odd or even pixel. The real drawback of this approach
6497 * is filtering. This would have to be emulated completely in the shader, reading
6498 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6499 * vertically. Beyond that it would require adjustments to the texture handling
6500 * code to deal with the width scaling
6502 shader_addline(&buffer
, "!!ARBfp1.0\n");
6503 shader_addline(&buffer
, "TEMP luminance;\n");
6504 shader_addline(&buffer
, "TEMP temp;\n");
6505 shader_addline(&buffer
, "TEMP chroma;\n");
6506 shader_addline(&buffer
, "TEMP texcrd;\n");
6507 shader_addline(&buffer
, "TEMP texcrd2;\n");
6508 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6509 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6510 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6514 case YUV_FIXUP_UYVY
:
6515 case YUV_FIXUP_YUY2
:
6516 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6518 shader_buffer_free(&buffer
);
6523 case YUV_FIXUP_YV12
:
6524 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6526 shader_buffer_free(&buffer
);
6532 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6533 shader_buffer_free(&buffer
);
6537 /* Calculate the final result. Formula is taken from
6538 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6539 * ranges from -0.5 to 0.5
6541 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6543 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6544 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6545 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6546 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6547 shader_addline(&buffer
, "END\n");
6550 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6551 strlen(buffer
.buffer
), buffer
.buffer
));
6552 checkGLcall("glProgramStringARB()");
6554 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6557 FIXME("Fragment program error at position %d: %s\n", pos
,
6558 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6564 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6565 checkGLcall("glGetProgramivARB()");
6566 if (!native
) WARN("Program exceeds native resource limits.\n");
6569 shader_buffer_free(&buffer
);
6574 case YUV_FIXUP_YUY2
:
6575 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6576 else priv
->yuy2_2d_shader
= shader
;
6579 case YUV_FIXUP_UYVY
:
6580 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6581 else priv
->uyvy_2d_shader
= shader
;
6584 case YUV_FIXUP_YV12
:
6585 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6586 else priv
->yv12_2d_shader
= shader
;
6593 /* Context activation is done by the caller. */
6594 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
6595 GLenum textype
, UINT width
, UINT height
)
6598 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6599 float size
[4] = {width
, height
, 1, 1};
6600 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6601 enum yuv_fixup yuv_fixup
;
6603 if (!is_yuv_fixup(format_desc
->color_fixup
))
6606 dump_color_fixup_desc(format_desc
->color_fixup
);
6607 /* Don't bother setting up a shader for unconverted formats */
6610 checkGLcall("glEnable(textype)");
6615 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
6619 case YUV_FIXUP_YUY2
:
6620 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
6623 case YUV_FIXUP_UYVY
:
6624 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
6627 case YUV_FIXUP_YV12
:
6628 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
6632 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
6635 checkGLcall("glEnable(textype)");
6640 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
6643 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
6644 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6645 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6646 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6647 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
6648 checkGLcall("glProgramLocalParameter4fvARB");
6654 /* Context activation is done by the caller. */
6655 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
6656 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6657 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6660 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
6661 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6662 glDisable(GL_TEXTURE_2D
);
6663 checkGLcall("glDisable(GL_TEXTURE_2D)");
6664 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
6666 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
6667 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6669 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6671 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
6672 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6677 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
6679 enum yuv_fixup yuv_fixup
;
6681 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6683 TRACE("Checking support for fixup:\n");
6684 dump_color_fixup_desc(fixup
);
6687 if (is_identity_fixup(fixup
))
6693 /* We only support YUV conversions. */
6694 if (!is_yuv_fixup(fixup
))
6696 TRACE("[FAILED]\n");
6700 yuv_fixup
= get_yuv_fixup(fixup
);
6703 case YUV_FIXUP_YUY2
:
6704 case YUV_FIXUP_UYVY
:
6705 case YUV_FIXUP_YV12
:
6710 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6711 TRACE("[FAILED]\n");
6716 const struct blit_shader arbfp_blit
= {
6721 arbfp_blit_color_fixup_supported
,
6724 #undef GLINFO_LOCATION