push 52d6b63ba2f2d4f9b02b6b922d27bff05a60596f
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob2066dda8620b4d11984d4c9f84430dc21ddb59a5
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
47 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
48 if(!This->baseShader.reg_maps.usesmova) return FALSE;
49 return !gl_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 */)
66 return TRUE;
68 return FALSE;
71 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
73 unsigned int ret = 1;
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++;
79 return ret;
82 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
84 return stateblock->lowest_disabled_stage < 7;
87 /* ARB_program_shader private data */
89 struct control_frame
91 struct list entry;
92 enum
94 IF,
95 IFC,
96 LOOP,
97 REP
98 } type;
99 BOOL muting;
100 BOOL outer_loop;
101 union
103 unsigned int loop_no;
104 unsigned int ifc_no;
106 struct wined3d_shader_loop_control loop_control;
107 BOOL had_else;
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. */
117 UINT offset;
120 struct arb_ps_compile_args
122 struct ps_compile_args super;
123 WORD bools;
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;
131 UINT const_num;
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];
141 GLuint prgId;
142 UINT ycorrection;
143 unsigned char numbumpenvmatconsts;
144 char num_int_consts;
147 struct arb_vs_compile_args
149 struct vs_compile_args super;
150 union
152 struct
154 WORD bools;
155 char clip_texcoord;
156 char clipplane_mask;
157 } boolclip;
158 DWORD boolclip_compare;
160 DWORD ps_signature;
161 union
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;
172 GLuint prgId;
173 UINT int_consts[MAX_CONST_I];
174 char num_int_consts;
175 char need_color_unclamp;
176 UINT pos_fixup;
179 struct recorded_instruction
181 struct wined3d_shader_instruction ins;
182 struct list entry;
185 struct shader_arb_ctx_priv
187 char addr_reg[20];
188 enum
190 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
191 ARB,
192 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
193 NV2,
194 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
196 } target_version;
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;
204 struct list record;
205 BOOL recording;
206 BOOL muted;
207 unsigned int num_loops, loop_depth, num_ifcs;
208 int aL;
210 unsigned int vs_clipplanes;
211 BOOL footer_written;
212 BOOL in_main_func;
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];
223 struct ps_signature
225 struct wined3d_shader_signature_element *sig;
226 DWORD idx;
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;
236 BOOL clamp_consts;
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;
258 DWORD ps_sig_number;
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;
276 DWORD i, j;
277 unsigned int ret;
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]);
289 i = 0;
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)
294 float lcl_const[4];
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;
300 dirty_consts[i] = 0;
302 j = 4 * i;
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
327 * value
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 */
342 dirty_consts[i] = 0;
343 j = i;
344 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
345 dirty_consts[i] = 0;
348 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
350 } else {
351 for(; i < max_constants; i++) {
352 if(dirty_consts[i]) {
353 dirty_consts[i] = 0;
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 */
370 ret = 0;
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 */
378 } else {
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,
388 char usePixelShader,
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. */
398 return;
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;
403 UINT i;
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;
414 if (!tex) {
415 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
416 continue;
419 if (idx % 2) {
420 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
421 } else {
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;
439 unsigned char i;
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)
468 * ycorrection.z: 1.0
469 * ycorrection.w: 0.0
471 float val[4];
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;
475 val[2] = 1.0f;
476 val[3] = 0.0f;
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)
487 float val[4];
488 val[0] = stateBlock->pixelShaderConstantI[4 * i];
489 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
490 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
491 val[3] = -1.0f;
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;
504 unsigned char i;
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)
519 float val[4];
520 val[0] = stateBlock->vertexShaderConstantI[4 * i];
521 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
522 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
523 val[3] = -1.0f;
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)
591 DWORD *ret;
592 DWORD idx = 0;
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);
598 if(!ret) {
599 ERR("Out of memory\n");
600 return NULL;
603 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
604 ret[lconst->idx] = idx++;
606 return ret;
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;
619 DWORD map;
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.
631 if (pshader)
633 max_constantsF = gl_info->limits.arb_ps_native_constants;
635 else
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++)
644 DWORD idx = i >> 5;
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;
653 else
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);
665 else
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
694 if(lconst_map) {
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
705 if(pshader)
707 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
709 else
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);
727 } else {
728 for(i = 0; i < max_constantsF; i++) {
729 DWORD idx, mask;
730 idx = i >> 5;
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);
738 return next_local;
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)
767 *ptr++ = '.';
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';
774 *ptr = '\0';
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)
796 *ptr++ = '.';
797 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
798 *ptr++ = swizzle_chars[swizzle_x];
799 } else {
800 *ptr++ = swizzle_chars[swizzle_x];
801 *ptr++ = swizzle_chars[swizzle_y];
802 *ptr++ = swizzle_chars[swizzle_z];
803 *ptr++ = swizzle_chars[swizzle_w];
807 *ptr = '\0';
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;
833 *is_color = FALSE;
835 switch (reg->type)
837 case WINED3DSPR_TEMP:
838 sprintf(register_name, "R%u", reg->idx);
839 break;
841 case WINED3DSPR_INPUT:
842 if (pshader)
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");
849 else
851 if(reg->rel_addr)
853 char rel_reg[50];
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]);
863 else
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);
898 else
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);
906 else
908 if(reg->idx < MAX_REG_INPUT)
910 strcpy(register_name, ctx->ps_input[reg->idx]);
912 else
914 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
915 sprintf(register_name, "out_of_bounds_%u", reg->idx);
920 else
922 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
923 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
925 break;
927 case WINED3DSPR_CONST:
928 if (!pshader && reg->rel_addr)
930 BOOL aL = FALSE;
931 char rel_reg[50];
932 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
933 if(This->baseShader.reg_maps.shader_version.major < 2) {
934 sprintf(rel_reg, "A0.x");
935 } else {
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) {
939 aL = TRUE;
940 } else {
941 shader_arb_request_a0(ins, rel_reg);
942 sprintf(rel_reg, "A0.x");
946 if(aL)
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);
950 else
951 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
953 else
955 if (This->baseShader.reg_maps.usesrelconstF)
956 sprintf(register_name, "C[%u]", reg->idx);
957 else
958 sprintf(register_name, "C%u", reg->idx);
960 break;
962 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
963 if (pshader) {
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);
971 } else {
972 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
973 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
976 else
978 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
980 sprintf(register_name, "A%u", reg->idx);
982 else
984 sprintf(register_name, "A%u_SHADOW", reg->idx);
987 break;
989 case WINED3DSPR_COLOROUT:
990 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
992 strcpy(register_name, "TMP_COLOR");
994 else
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);
1001 else
1003 strcpy(register_name, "result.color");
1006 break;
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]);
1011 break;
1013 case WINED3DSPR_DEPTHOUT:
1014 strcpy(register_name, "result.depth");
1015 break;
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]);
1021 break;
1023 case WINED3DSPR_TEXCRDOUT:
1024 if (pshader)
1026 sprintf(register_name, "oT[%u]", reg->idx);
1028 else
1030 if(This->baseShader.reg_maps.shader_version.major < 3)
1032 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1034 else
1036 strcpy(register_name, ctx->vs_output[reg->idx]);
1039 break;
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");
1048 else
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
1054 * indexing
1056 sprintf(register_name, "**aL_emul**");
1059 break;
1061 case WINED3DSPR_CONSTINT:
1062 sprintf(register_name, "I%u", reg->idx);
1063 break;
1065 case WINED3DSPR_MISCTYPE:
1066 if(reg->idx == 0)
1068 sprintf(register_name, "vpos");
1070 else if(reg->idx == 1)
1072 sprintf(register_name, "fragment.facing.x");
1074 else
1076 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1078 break;
1080 default:
1081 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1082 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1083 break;
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];
1091 char write_mask[6];
1092 BOOL is_color;
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";
1111 default:
1112 FIXME("Unhandled channel source %#x\n", channel_source);
1113 return "undefined";
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)
1120 DWORD mask;
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);
1126 return;
1129 mask = 0;
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;
1134 mask &= dst_mask;
1136 if (mask)
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));
1143 mask = 0;
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;
1148 mask &= dst_mask;
1150 if (mask)
1152 char reg_mask[6];
1153 char *ptr = reg_mask;
1155 if (mask != WINED3DSP_WRITEMASK_ALL)
1157 *ptr++ = '.';
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';
1163 *ptr = '\0';
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)
1171 DWORD mod;
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;
1186 switch(mod)
1188 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1189 return "H_SAT";
1191 case WINED3DSPDM_SATURATE:
1192 return "_SAT";
1194 case WINED3DSPDM_PARTIALPRECISION:
1195 return "H";
1197 case 0:
1198 return "";
1200 default:
1201 FIXME("Unknown modifiers 0x%08x\n", mod);
1202 return "";
1206 #define TEX_PROJ 0x1
1207 #define TEX_BIAS 0x2
1208 #define TEX_LOD 0x4
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;
1221 const char *mod;
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) {
1228 case WINED3DSTT_1D:
1229 tex_type = "1D";
1230 break;
1232 case WINED3DSTT_2D:
1233 if(device->stateBlock->textures[sampler_idx] &&
1234 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1235 tex_type = "RECT";
1236 } else {
1237 tex_type = "2D";
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;
1247 break;
1249 case WINED3DSTT_VOLUME:
1250 tex_type = "3D";
1251 break;
1253 case WINED3DSTT_CUBE:
1254 tex_type = "CUBE";
1255 break;
1257 default:
1258 ERR("Unexpected texture type %d\n", sampler_type);
1259 tex_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";
1266 else mod = "";
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);
1299 else
1301 if (np2_fixup)
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);
1309 else
1310 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1313 if (pshader)
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;
1325 char regstr[256];
1326 char swzstr[20];
1327 int insert_line;
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 */
1332 insert_line = 1;
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);
1342 insert_line = 0;
1343 break;
1344 case WINED3DSPSM_NEG:
1345 sprintf(outregstr, "-%s%s", regstr, swzstr);
1346 insert_line = 0;
1347 break;
1348 case WINED3DSPSM_BIAS:
1349 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1350 break;
1351 case WINED3DSPSM_BIASNEG:
1352 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1353 break;
1354 case WINED3DSPSM_SIGN:
1355 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1356 break;
1357 case WINED3DSPSM_SIGNNEG:
1358 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1359 break;
1360 case WINED3DSPSM_COMP:
1361 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1362 break;
1363 case WINED3DSPSM_X2:
1364 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1365 break;
1366 case WINED3DSPSM_X2NEG:
1367 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1368 break;
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);
1372 break;
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);
1376 break;
1377 case WINED3DSPSM_ABS:
1378 if(ctx->target_version >= NV2) {
1379 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1380 insert_line = 0;
1381 } else {
1382 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1384 break;
1385 case WINED3DSPSM_ABSNEG:
1386 if(ctx->target_version >= NV2) {
1387 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1388 } else {
1389 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1390 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1392 insert_line = 0;
1393 break;
1394 default:
1395 sprintf(outregstr, "%s%s", regstr, swzstr);
1396 insert_line = 0;
1399 /* Return modified or original register, with swizzle */
1400 if (insert_line)
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;
1408 char dst_name[50];
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
1418 * temps is done.
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)
1432 *extra_char = ' ';
1433 switch(mod)
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);
1450 return 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;
1457 char dst_name[50];
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);
1461 BOOL is_color;
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]);
1470 } else {
1471 struct wined3d_shader_src_param src0_copy = ins->src[0];
1472 char extra_neg;
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;
1496 char dst_name[50];
1497 char src_name[3][50];
1498 BOOL is_color;
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;
1524 char dst_name[50];
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]);
1560 else
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];
1579 unsigned int i;
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);
1605 break;
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)
1613 char operand[100];
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) {
1637 char write_mask[6];
1639 if(ctx->target_version >= NV2) {
1640 shader_hw_map2gl(ins);
1641 return;
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
1648 * in this case:
1649 * mova A0.x, 0.0
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");
1680 else
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");
1697 return;
1699 shader_hw_map2gl(ins);
1701 else
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;
1711 char reg_dest[40];
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";
1721 BOOL is_color;
1723 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1724 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1726 kilsrc = reg_dest;
1728 else
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);
1742 } else {
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);
1751 } else {
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;
1768 char reg_dest[40];
1769 char reg_coord[40];
1770 DWORD reg_sampler_code;
1771 DWORD myflags = 0;
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;
1780 else
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);
1787 else {
1788 /* TEX is the only instruction that can handle DW and DZ natively */
1789 src = ins->src[0];
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);
1795 /* projection flag:
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))
1802 DWORD flags = 0;
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;
1823 } else {
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);
1836 char dst_str[50];
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);
1844 } else {
1845 char reg_src[40];
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;
1858 DWORD flags;
1860 DWORD reg1 = ins->dst[0].reg.idx;
1861 char dst_str[50];
1862 char src_str[50];
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;
1879 char dst_str[50];
1880 char src_str[50];
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;
1893 char dst_str[50];
1894 char src_str[50];
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
1926 * extension.
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");
1941 } else {
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];
1961 BOOL is_color;
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;
1977 DWORD flags;
1978 DWORD reg = ins->dst[0].reg.idx;
1979 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1980 char dst_str[50];
1981 char src0_name[50];
1982 char dst_reg[50];
1983 BOOL is_color;
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;
2003 BOOL is_color;
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;
2022 DWORD flags;
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;
2026 char dst_str[50];
2027 char src0_name[50], dst_name[50];
2028 BOOL is_color;
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;
2045 DWORD flags;
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;
2049 char dst_str[50];
2050 char src0_name[50];
2051 char dst_reg[50];
2052 BOOL is_color;
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;
2087 DWORD flags;
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;
2091 char dst_str[50];
2092 char src0_name[50];
2093 char src1_name[50];
2094 char dst_reg[50];
2095 BOOL is_color;
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.
2105 * dot(N, E)
2106 * dst_reg.xyz = 2 * --------- * N - E
2107 * dot(N, N)
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;
2129 char dst_name[50];
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;
2160 char src0[50];
2161 char dst_str[50];
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];
2176 char src0[50];
2177 char dst_str[50];
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];
2193 char src0[50];
2194 BOOL is_color;
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];
2213 BOOL is_color;
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)
2233 int i;
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:
2251 nComponents = 4;
2252 tmp_ins.handler_idx = WINED3DSIH_DP4;
2253 break;
2254 case WINED3DSIH_M4x3:
2255 nComponents = 3;
2256 tmp_ins.handler_idx = WINED3DSIH_DP4;
2257 break;
2258 case WINED3DSIH_M3x4:
2259 nComponents = 4;
2260 tmp_ins.handler_idx = WINED3DSIH_DP3;
2261 break;
2262 case WINED3DSIH_M3x3:
2263 nComponents = 3;
2264 tmp_ins.handler_idx = WINED3DSIH_DP3;
2265 break;
2266 case WINED3DSIH_M3x2:
2267 nComponents = 2;
2268 tmp_ins.handler_idx = WINED3DSIH_DP3;
2269 break;
2270 default:
2271 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2272 break;
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;
2290 char dst[50];
2291 char src[50];
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);
2301 break;
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
2309 * .w is used
2311 strcat(src, ".w");
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;
2320 char dst_name[50];
2321 char src_name[50];
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);
2332 else
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,
2338 src_name);
2342 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2345 char dst_name[50];
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);
2351 return;
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
2368 * can't use map2gl
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];
2373 char dst_name[50];
2374 char src_name0[50], src_name1[50], src_name2[50];
2375 BOOL is_color;
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);
2396 } else {
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):
2411 * (x/2)^2 = x^2 / 4
2412 * (x/2)^3 = x^3 / 8
2413 * (x/2)^4 = x^4 / 16
2414 * (x/2)^5 = x^5 / 32
2415 * etc
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 */
2441 /* sin(x/2)
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) */
2453 /* cos(x/2) */
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) {
2459 /* cos x */
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) {
2464 /* sin x */
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;
2474 char dst_name[50];
2475 char src_name[50];
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);
2484 return;
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);
2492 } else {
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);
2505 else
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;
2517 char src[50];
2518 char dst[50];
2519 char dst_name[50];
2520 BOOL is_color;
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)
2532 *need_abs = FALSE;
2534 switch(mod)
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);
2551 return 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;
2560 const char *instr;
2561 BOOL arg2 = 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;
2568 default:
2569 ERR("Unexpected instruction %d\n", ins->handler_idx);
2570 return;
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);
2580 if(need_abs)
2582 shader_addline(buffer, "ABS TA, %s;\n", src0);
2583 if(arg2)
2585 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2587 else
2589 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2592 else if(arg2)
2594 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2596 else
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;
2605 char src_name[50];
2606 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2608 /* src0 is aL */
2609 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2611 if(vshader)
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);
2623 else
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;
2632 char src_name[50];
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 */
2638 if(vshader)
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);
2650 else
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);
2661 if(vshader)
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");
2673 else
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);
2684 if(vshader)
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");
2696 else
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");
2711 return NULL;
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);
2720 if(vshader)
2722 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2724 else
2726 shader_addline(buffer, "BRK;\n");
2730 static const char *get_compare(COMPARISON_TYPE flags)
2732 switch (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";
2740 default:
2741 FIXME("Unrecognized comparison value: %u\n", flags);
2742 return "(\?\?)";
2746 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2748 switch (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;
2756 default:
2757 FIXME("Unrecognized comparison value: %u\n", flags);
2758 return -1;
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);
2767 char src_name0[50];
2768 char src_name1[50];
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);
2774 if(vshader)
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);
2782 else
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);
2795 const char *comp;
2796 char src_name0[50];
2797 char src_name1[50];
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);
2803 if(vshader)
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);
2810 else
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);
2826 if(vshader)
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;
2832 else
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);
2846 if(vshader)
2848 if(control_frame->had_else)
2850 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2852 else
2854 shader_addline(buffer, "#No else branch. else is endif\n");
2855 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2858 else
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;
2867 char reg_dest[40];
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;
2885 char reg_dest[40];
2886 char reg_coord[40];
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;
2918 unsigned int i;
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);
2963 switch(cur_clip)
2965 case 0:
2966 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
2967 break;
2968 case 1:
2969 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
2970 break;
2971 case 2:
2972 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
2973 break;
2974 case 3:
2975 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
2976 break;
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");
2987 } else {
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;
3006 if(vshader)
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;
3024 GLint pos;
3026 const char *blt_vprogram =
3027 "!!ARBvp1.0\n"
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"
3032 "END\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);
3041 if (pos != -1)
3043 FIXME("Vertex program error at position %d: %s\n", pos,
3044 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3046 else
3048 GLint native;
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");
3055 return program_id;
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;
3062 GLint pos;
3064 static const char * const blt_fprograms[tex_type_count] =
3066 /* tex_1d */
3067 NULL,
3068 /* tex_2d */
3069 "!!ARBfp1.0\n"
3070 "TEMP R0;\n"
3071 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3072 "MOV result.depth.z, R0.x;\n"
3073 "END\n",
3074 /* tex_3d */
3075 NULL,
3076 /* tex_cube */
3077 "!!ARBfp1.0\n"
3078 "TEMP R0;\n"
3079 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3080 "MOV result.depth.z, R0.x;\n"
3081 "END\n",
3082 /* tex_rect */
3083 "!!ARBfp1.0\n"
3084 "TEMP R0;\n"
3085 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3086 "MOV result.depth.z, R0.x;\n"
3087 "END\n",
3090 if (!blt_fprograms[tex_type])
3092 FIXME("tex_type %#x not supported\n", tex_type);
3093 tex_type = tex_2d;
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);
3103 if (pos != -1)
3105 FIXME("Fragment program error at position %d: %s\n", pos,
3106 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3108 else
3110 GLint native;
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");
3117 return program_id;
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 */
3125 if(condcode)
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);
3138 else
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;
3175 return NULL;
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]"
3186 unsigned int i;
3187 const struct wined3d_shader_signature_element *sig = This->input_signature;
3188 const char *semantic_name;
3189 DWORD semantic_idx;
3191 switch(args->super.vp_mode)
3193 case pretransformed:
3194 case fixedfunction:
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";
3229 else
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]);
3236 break;
3238 case vertexshader:
3239 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3240 * fragment.color
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";
3248 break;
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;
3260 GLuint retval;
3261 char fragcolor[16];
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;
3267 GLint errPos;
3268 DWORD map;
3270 char srgbtmp[4][4];
3271 unsigned int i, found = 0;
3273 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3275 if (!(map & 1)
3276 || (This->color0_mov && i == This->color0_reg)
3277 || (reg_maps->shader_version.major < 2 && i == 0))
3278 continue;
3280 sprintf(srgbtmp[found], "R%u", i);
3281 ++found;
3282 if (found == 4) break;
3285 switch(found) {
3286 case 4: dcl_tmp = FALSE; break;
3287 case 0:
3288 sprintf(srgbtmp[0], "TA");
3289 sprintf(srgbtmp[1], "TB");
3290 sprintf(srgbtmp[2], "TC");
3291 sprintf(srgbtmp[3], "TD");
3292 dcl_td = TRUE;
3293 break;
3294 case 1:
3295 sprintf(srgbtmp[1], "TA");
3296 sprintf(srgbtmp[2], "TB");
3297 sprintf(srgbtmp[3], "TC");
3298 break;
3299 case 2:
3300 sprintf(srgbtmp[2], "TA");
3301 sprintf(srgbtmp[3], "TB");
3302 break;
3303 case 3:
3304 sprintf(srgbtmp[3], "TA");
3305 break;
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;
3343 } else {
3344 if(want_nv_prog)
3346 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3347 * limits properly
3349 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3350 ERR("Try GLSL\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) {
3363 case FOG_OFF:
3364 break;
3365 case FOG_LINEAR:
3366 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3367 break;
3368 case FOG_EXP:
3369 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3370 break;
3371 case FOG_EXP2:
3372 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3373 break;
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");
3392 } else {
3393 if(args->super.srgb_correction) {
3394 if(This->color0_mov) {
3395 sprintf(fragcolor, "R%u", This->color0_reg);
3396 } else {
3397 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3398 strcpy(fragcolor, "TMP_COLOR");
3400 } else {
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);
3454 if(control_values)
3456 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3457 control_values[0], control_values[1], control_values[2]);
3459 else
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++);
3473 if(reg_maps->vpos)
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");
3485 else
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;
3505 cur = 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++;
3512 } else {
3513 FIXME("No free constant found to load NP2 fixup data into shader. "
3514 "Sampling from this texture will probably look wrong.\n");
3515 break;
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);
3559 if (errPos != -1)
3561 FIXME("HW PixelShader Error at position %d: %s\n",
3562 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3563 retval = 0;
3565 else
3567 GLint native;
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 */
3575 if(lconst_map) {
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);
3584 return retval;
3587 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3589 unsigned int i;
3590 int ret;
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;
3598 continue;
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;
3609 return 0;
3612 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3614 struct wined3d_shader_signature_element *new;
3615 int i;
3616 char *name;
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)
3623 continue;
3626 new[i] = sig[i];
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;
3632 return new;
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;
3640 if(entry != NULL)
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)
3660 unsigned int i, j;
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"
3681 if(sig_num == ~0)
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";
3730 else
3732 priv_ctx->vs_output[i] = "TA";
3735 return;
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];
3778 else
3780 continue;
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)
3798 continue;
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";
3805 continue;
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";
3811 continue;
3814 for(j = 0; j < MAX_REG_INPUT; j++)
3816 if(sig[j].semantic_name == NULL)
3818 continue;
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;
3845 GLuint ret;
3846 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3847 struct shader_arb_ctx_priv priv_ctx;
3848 unsigned int i;
3849 GLint errPos;
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");
3873 } else {
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);
3899 if(control_values)
3901 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3902 control_values[0], control_values[1], control_values[2]);
3904 else
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)
3934 int i;
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);
3966 if (errPos != -1)
3968 FIXME("HW VertexShader Error at position %d: %s\n",
3969 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3970 ret = -1;
3972 else
3974 GLint native;
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 */
3981 if(lconst_map) {
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);
3990 return ret;
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)
3996 UINT i;
3997 DWORD new_size;
3998 struct arb_ps_compiled_shader *new_array;
3999 struct wined3d_shader_buffer buffer;
4000 struct arb_pshader_private *shader_data;
4001 GLuint ret;
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);
4022 else
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));
4044 } else {
4045 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4046 new_size = 1;
4049 if(!new_array) {
4050 ERR("Out of memory\n");
4051 return 0;
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");
4065 return 0;
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)
4090 UINT i;
4091 DWORD new_size;
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;
4096 GLuint ret;
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));
4125 } else {
4126 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4127 new_size = 1;
4130 if(!new_array) {
4131 ERR("Out of memory\n");
4132 return 0;
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");
4143 return 0;
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)
4157 int i;
4158 WORD int_skip;
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])
4177 args->clip = 1;
4179 else
4181 args->clip = 0;
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));
4189 return;
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;
4200 else
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)
4212 int i;
4213 WORD int_skip;
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;
4227 else
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));
4265 return;
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;
4276 else
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;
4291 int i;
4293 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4294 if (usePS) {
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);
4330 else
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;
4350 if (useVS) {
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");
4378 } else {
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);
4418 } else {
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;
4443 UINT i;
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);
4451 ENTER_GL();
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))");
4457 LEAVE_GL();
4459 context_release(context);
4462 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4463 HeapFree(GetProcessHeap(), 0, shader_data);
4464 This->baseShader.backend_data = NULL;
4465 } else {
4466 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4467 struct arb_vshader_private *shader_data = This->baseShader.backend_data;
4468 UINT i;
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);
4476 ENTER_GL();
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))");
4482 LEAVE_GL();
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 =
4501 wined3d_rb_alloc,
4502 wined3d_rb_realloc,
4503 wined3d_rb_free,
4504 sig_tree_compare
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;
4517 return WINED3D_OK;
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);
4523 int i;
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;
4537 int i;
4539 ENTER_GL();
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]));
4548 LEAVE_GL();
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) {
4555 return TRUE;
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");
4582 else
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");
4603 else
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))
4626 TRACE("[OK]\n");
4627 return TRUE;
4630 TRACE("[FAILED]\n");
4631 return FALSE;
4634 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4635 DWORD shift;
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;
4643 dst = &ins->dst[0];
4644 shift = dst->shift;
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);
4748 WORD bools = 0;
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");
4764 return FALSE;
4766 else
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];
4793 return;
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;
4801 return;
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]);
4812 break;
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]);
4818 break;
4820 default:
4821 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4822 break;
4826 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4828 unsigned int i;
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));
4832 if(!rec)
4834 ERR("Out of memory\n");
4835 return;
4838 rec->ins = *ins;
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);
4866 return;
4868 free:
4869 ERR("Out of memory\n");
4870 if(dst_param)
4872 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4873 HeapFree(GetProcessHeap(), 0, dst_param);
4875 if(src_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;
4889 unsigned int i;
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;
4917 BOOL bool_const;
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++;
4930 priv->loop_depth++;
4932 else
4934 /* Don't bother recording when we're in a not used if branch */
4935 if(priv->muted)
4937 return;
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 */
4957 else
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;
4966 struct list copy;
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
4975 list_init(&copy);
4976 list_move_tail(&copy, &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;
4986 else
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)
4996 priv->aL = aL;
4997 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4999 else
5001 shader_addline(buffer, "#Iteration %d\n", iteration);
5004 LIST_FOR_EACH_ENTRY(rec_ins, &copy, 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(&copy);
5017 HeapFree(GetProcessHeap(), 0, control_frame);
5018 return; /* Instruction is handled */
5020 else
5022 /* This is a nested loop. Proceed to the normal recording function */
5023 HeapFree(GetProcessHeap(), 0, control_frame);
5028 if(priv->recording)
5030 record_instruction(&priv->record, ins);
5031 return;
5034 /* boolean if */
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");
5046 priv->muted = TRUE;
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)
5071 priv->muted = TRUE;
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 */
5100 if (!hw_fct)
5102 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5103 return;
5105 hw_fct(ins);
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);
5113 priv->loop_depth--;
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,
5130 shader_arb_select,
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,
5137 shader_arb_destroy,
5138 shader_arb_alloc,
5139 shader_arb_free,
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;
5155 GLuint shader;
5156 unsigned int num_textures_used;
5159 /* Context activation is done by the caller. */
5160 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5161 ENTER_GL();
5162 if(enable) {
5163 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5164 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5165 } else {
5166 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5167 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5169 LEAVE_GL();
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;
5181 } else {
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;
5193 return WINED3D_OK;
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);
5202 ENTER_GL();
5203 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5204 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5205 HeapFree(GetProcessHeap(), 0, entry_arb);
5206 LEAVE_GL();
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)
5262 float col[4];
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)
5284 float col[4];
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;
5302 } else {
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;
5314 float mat[2][2];
5316 if (use_ps(stateblock))
5318 if (stage != 0
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
5322 * anyway
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 */
5331 return;
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;
5351 float param[4];
5353 if (use_ps(stateblock))
5355 if (stage != 0
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 */
5368 return;
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]);
5377 param[2] = 0.0f;
5378 param[3] = 0.0f;
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)
5386 const char *ret;
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";
5396 else ret = "ret";
5397 break;
5399 case WINED3DTA_TEXTURE:
5400 switch(stage) {
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";
5411 break;
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");
5424 switch(stage) {
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";
5435 break;
5437 default:
5438 return "unknown";
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";
5453 return ret;
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);
5474 switch(op) {
5475 case WINED3DTOP_DISABLE:
5476 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5477 break;
5479 case WINED3DTOP_SELECTARG2:
5480 arg1 = arg2;
5481 case WINED3DTOP_SELECTARG1:
5482 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5483 break;
5485 case WINED3DTOP_MODULATE4X:
5486 mul = 2;
5487 case WINED3DTOP_MODULATE2X:
5488 mul *= 2;
5489 if(strcmp(dstreg, "result.color") == 0) {
5490 dstreg = "ret";
5491 mul_final_dest = TRUE;
5493 case WINED3DTOP_MODULATE:
5494 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5495 break;
5497 case WINED3DTOP_ADDSIGNED2X:
5498 mul = 2;
5499 if(strcmp(dstreg, "result.color") == 0) {
5500 dstreg = "ret";
5501 mul_final_dest = TRUE;
5503 case WINED3DTOP_ADDSIGNED:
5504 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5505 arg2 = "arg2";
5506 case WINED3DTOP_ADD:
5507 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5508 break;
5510 case WINED3DTOP_SUBTRACT:
5511 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5512 break;
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);
5517 break;
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);
5522 break;
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);
5526 break;
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);
5530 break;
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);
5534 break;
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);
5540 break;
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);
5547 break;
5548 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5549 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5550 break;
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);
5554 break;
5555 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5556 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5557 break;
5559 case WINED3DTOP_DOTPRODUCT3:
5560 mul = 4;
5561 if(strcmp(dstreg, "result.color") == 0) {
5562 dstreg = "ret";
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);
5568 break;
5570 case WINED3DTOP_MULTIPLYADD:
5571 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5572 break;
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);
5577 break;
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 */
5582 break;
5584 default:
5585 FIXME("Unhandled texture op %08x\n", op);
5588 if(mul == 2) {
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)
5598 unsigned int stage;
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];
5606 GLuint ret;
5607 DWORD arg0, arg1, arg2;
5608 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5609 BOOL op_equal;
5610 const char *final_combiner_src = "ret";
5611 GLint pos;
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;
5662 /* Shader header */
5663 if (!shader_buffer_init(&buffer))
5665 ERR("Failed to initialize shader buffer.\n");
5666 return 0;
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));
5694 if(tfactor_used) {
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) {
5723 sat = "";
5724 } else {
5725 sat = "_SAT";
5728 if(settings->op[stage].projected == proj_none) {
5729 instr = "TEX";
5730 } else if(settings->op[stage].projected == proj_count4 ||
5731 settings->op[stage].projected == proj_count3) {
5732 instr = "TXP";
5733 } else {
5734 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5735 instr = "TXP";
5738 if(stage > 0 &&
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);
5753 } else {
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);
5757 } else {
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);
5773 } else {
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) {
5786 if(stage == 0) {
5787 final_combiner_src = "fragment.color.primary";
5789 break;
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;
5804 } else {
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);
5815 if(stage == 0) {
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);
5822 } else {
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");
5836 } else {
5837 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5840 /* Footer */
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);
5851 if (pos != -1)
5853 FIXME("Fragment program error at position %d: %s\n", pos,
5854 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5856 else
5858 GLint native;
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);
5866 return ret;
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;
5877 unsigned int i;
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);
5892 return;
5895 if(!use_pshader) {
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);
5899 if(!desc) {
5900 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5901 if (!new_desc)
5903 ERR("Out of memory\n");
5904 return;
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);
5917 desc = 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
5922 * deactivate it.
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;
5937 } else {
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
5948 * shader handler
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);
5957 if(use_pshader) {
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;
5983 } else {
5984 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5985 new_source = FOGSOURCE_COORD;
5986 } else {
5987 new_source = FOGSOURCE_FFP;
5990 } else {
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 = {
6160 arbfp_enable,
6161 arbfp_get_caps,
6162 arbfp_alloc,
6163 arbfp_free,
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;
6184 return WINED3D_OK;
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;
6192 ENTER_GL();
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");
6200 LEAVE_GL();
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)
6209 char chroma;
6210 const char *tex, *texinstr;
6212 if (yuv_fixup == YUV_FIXUP_UYVY) {
6213 chroma = 'x';
6214 *luminance = 'w';
6215 } else {
6216 chroma = 'w';
6217 *luminance = 'x';
6219 switch(textype) {
6220 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6221 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6222 default:
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");
6227 return FALSE;
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:
6236 * Even pixel: Cr
6237 * Even pixel: U
6238 * Odd pixel: V
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");
6245 } else {
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
6250 * 0.5, so add 0.5.
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);
6291 return TRUE;
6294 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6296 const char *tex;
6298 switch(textype) {
6299 case GL_TEXTURE_2D: tex = "2D"; break;
6300 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6301 default:
6302 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6303 return FALSE;
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 * +----------------------------------+----
6314 * | |
6315 * | |
6316 * | |
6317 * | |
6318 * | | 2
6319 * | LUMINANCE | -
6320 * | | 3
6321 * | |
6322 * | |
6323 * | |
6324 * | |
6325 * +----------------+-----------------+----
6326 * | | |
6327 * | U even rows | U odd rows |
6328 * | | | 1
6329 * +----------------+------------------ -
6330 * | | | 3
6331 * | V even rows | V odd rows |
6332 * | | |
6333 * +----------------+-----------------+----
6334 * | | |
6335 * | 0.5 | 0.5 |
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
6355 * bleeding
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");
6377 } else {
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");
6393 /* Clamp */
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");
6409 } else {
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);
6426 } else {
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
6429 * is bigger
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);
6435 *luminance = 'a';
6437 return TRUE;
6440 /* Context activation is done by the caller. */
6441 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
6443 GLenum shader;
6444 struct wined3d_shader_buffer buffer;
6445 char luminance_component;
6446 struct arbfp_blit_priv *priv = device->blit_priv;
6447 GLint pos;
6449 /* Shader header */
6450 if (!shader_buffer_init(&buffer))
6452 ERR("Failed to initialize shader buffer.\n");
6453 return 0;
6456 ENTER_GL();
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)");
6461 LEAVE_GL();
6462 if(!shader) {
6463 shader_buffer_free(&buffer);
6464 return 0;
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
6471 * pixels.
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");
6512 switch (yuv_fixup)
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);
6519 return 0;
6521 break;
6523 case YUV_FIXUP_YV12:
6524 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6526 shader_buffer_free(&buffer);
6527 return 0;
6529 break;
6531 default:
6532 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6533 shader_buffer_free(&buffer);
6534 return 0;
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");
6549 ENTER_GL();
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);
6555 if (pos != -1)
6557 FIXME("Fragment program error at position %d: %s\n", pos,
6558 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6560 else
6562 GLint native;
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);
6570 LEAVE_GL();
6572 switch (yuv_fixup)
6574 case YUV_FIXUP_YUY2:
6575 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6576 else priv->yuy2_2d_shader = shader;
6577 break;
6579 case YUV_FIXUP_UYVY:
6580 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6581 else priv->uyvy_2d_shader = shader;
6582 break;
6584 case YUV_FIXUP_YV12:
6585 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6586 else priv->yv12_2d_shader = shader;
6587 break;
6590 return 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)
6597 GLenum shader;
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))
6605 TRACE("Fixup:\n");
6606 dump_color_fixup_desc(format_desc->color_fixup);
6607 /* Don't bother setting up a shader for unconverted formats */
6608 ENTER_GL();
6609 glEnable(textype);
6610 checkGLcall("glEnable(textype)");
6611 LEAVE_GL();
6612 return WINED3D_OK;
6615 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6617 switch(yuv_fixup)
6619 case YUV_FIXUP_YUY2:
6620 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6621 break;
6623 case YUV_FIXUP_UYVY:
6624 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6625 break;
6627 case YUV_FIXUP_YV12:
6628 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6629 break;
6631 default:
6632 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6633 ENTER_GL();
6634 glEnable(textype);
6635 checkGLcall("glEnable(textype)");
6636 LEAVE_GL();
6637 return E_NOTIMPL;
6640 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6642 ENTER_GL();
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");
6649 LEAVE_GL();
6651 return WINED3D_OK;
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;
6659 ENTER_GL();
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)");
6674 LEAVE_GL();
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))
6689 TRACE("[OK]\n");
6690 return TRUE;
6693 /* We only support YUV conversions. */
6694 if (!is_yuv_fixup(fixup))
6696 TRACE("[FAILED]\n");
6697 return FALSE;
6700 yuv_fixup = get_yuv_fixup(fixup);
6701 switch(yuv_fixup)
6703 case YUV_FIXUP_YUY2:
6704 case YUV_FIXUP_UYVY:
6705 case YUV_FIXUP_YV12:
6706 TRACE("[OK]\n");
6707 return TRUE;
6709 default:
6710 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6711 TRACE("[FAILED]\n");
6712 return FALSE;
6716 const struct blit_shader arbfp_blit = {
6717 arbfp_blit_alloc,
6718 arbfp_blit_free,
6719 arbfp_blit_set,
6720 arbfp_blit_unset,
6721 arbfp_blit_color_fixup_supported,
6724 #undef GLINFO_LOCATION