jscript: Implement the String.fixed() method.
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob9194673ed1487d80349e029ac1e8b92374940003
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
31 #include <math.h>
32 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 #define GLINFO_LOCATION (*gl_info)
42 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
43 * so upload them above that
45 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
46 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
48 /* ARB_program_shader private data */
49 struct shader_arb_priv {
50 GLuint current_vprogram_id;
51 GLuint current_fprogram_id;
52 GLuint depth_blt_vprogram_id;
53 GLuint depth_blt_fprogram_id[tex_type_count];
54 BOOL use_arbfp_fixed_func;
55 struct hash_table_t *fragment_shaders;
58 /********************************************************
59 * ARB_[vertex/fragment]_program helper functions follow
60 ********************************************************/
62 /**
63 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
64 * When constant_list == NULL, it will load all the constants.
66 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
67 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
69 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
70 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
72 local_constant* lconst;
73 DWORD i, j;
74 unsigned int ret;
76 if (TRACE_ON(d3d_shader)) {
77 for(i = 0; i < max_constants; i++) {
78 if(!dirty_consts[i]) continue;
79 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
80 constants[i * 4 + 0], constants[i * 4 + 1],
81 constants[i * 4 + 2], constants[i * 4 + 3]);
84 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
85 if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
86 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
87 float lcl_const[4];
88 for(i = 0; i < max_constants; i++) {
89 if(!dirty_consts[i]) continue;
90 dirty_consts[i] = 0;
92 j = 4 * i;
93 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
94 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
95 else lcl_const[0] = constants[j + 0];
97 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
98 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
99 else lcl_const[1] = constants[j + 1];
101 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
102 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
103 else lcl_const[2] = constants[j + 2];
105 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
106 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
107 else lcl_const[3] = constants[j + 3];
109 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
111 } else {
112 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
113 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
114 * or just reloading *all* constants at once
116 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
118 for(i = 0; i < max_constants; i++) {
119 if(!dirty_consts[i]) continue;
121 /* Find the next block of dirty constants */
122 dirty_consts[i] = 0;
123 j = i;
124 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
125 dirty_consts[i] = 0;
128 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
130 } else {
131 for(i = 0; i < max_constants; i++) {
132 if(dirty_consts[i]) {
133 dirty_consts[i] = 0;
134 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
139 checkGLcall("glProgramEnvParameter4fvARB()");
141 /* Load immediate constants */
142 if(This->baseShader.load_local_constsF) {
143 if (TRACE_ON(d3d_shader)) {
144 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
145 GLfloat* values = (GLfloat*)lconst->value;
146 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
147 values[0], values[1], values[2], values[3]);
150 /* Immediate constants are clamped for 1.X shaders at loading times */
151 ret = 0;
152 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
153 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
154 ret = max(ret, lconst->idx + 1);
155 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
157 checkGLcall("glProgramEnvParameter4fvARB()");
158 return ret; /* The loaded immediate constants need reloading for the next shader */
159 } else {
160 return 0; /* No constants are dirty now */
165 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
167 * We only support float constants in ARB at the moment, so don't
168 * worry about the Integers or Booleans
170 static void shader_arb_load_constants(
171 IWineD3DDevice* device,
172 char usePixelShader,
173 char useVertexShader) {
175 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
176 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
177 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
178 unsigned char i;
180 if (useVertexShader) {
181 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
183 /* Load DirectX 9 float constants for vertex shader */
184 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
185 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
186 deviceImpl->highest_dirty_vs_const,
187 stateBlock->vertexShaderConstantF,
188 deviceImpl->activeContext->vshader_const_dirty);
190 /* Upload the position fixup */
191 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
194 if (usePixelShader) {
196 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
197 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
199 /* Load DirectX 9 float constants for pixel shader */
200 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
201 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
202 deviceImpl->highest_dirty_ps_const,
203 stateBlock->pixelShaderConstantF,
204 deviceImpl->activeContext->pshader_const_dirty);
206 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
207 /* The state manager takes care that this function is always called if the bump env matrix changes
209 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
210 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
211 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
213 if(psi->luminanceconst[i].const_num != -1) {
214 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
215 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
216 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
217 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
219 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
220 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
221 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
227 /* Generate the variable & register declarations for the ARB_vertex_program output target */
228 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
229 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
231 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
232 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
233 DWORD i, cur;
234 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
235 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
236 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
237 UINT extra_constants_needed = 0;
238 const local_constant *lconst;
240 /* Temporary Output register */
241 shader_addline(buffer, "TEMP TMP_OUT;\n");
243 for(i = 0; i < This->baseShader.limits.temporary; i++) {
244 if (reg_maps->temporary[i])
245 shader_addline(buffer, "TEMP R%u;\n", i);
248 for (i = 0; i < This->baseShader.limits.address; i++) {
249 if (reg_maps->address[i])
250 shader_addline(buffer, "ADDRESS A%d;\n", i);
253 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
254 if (reg_maps->texcoord[i])
255 shader_addline(buffer,"TEMP T%u;\n", i);
258 /* Texture coordinate registers must be pre-loaded */
259 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
260 if (reg_maps->texcoord[i])
261 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
264 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
265 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
266 if(!reg_maps->bumpmat[i]) continue;
268 cur = ps->numbumpenvmatconsts;
269 ps->bumpenvmatconst[cur].const_num = -1;
270 ps->bumpenvmatconst[cur].texunit = i;
271 ps->luminanceconst[cur].const_num = -1;
272 ps->luminanceconst[cur].texunit = i;
274 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
275 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
276 * bump mapping.
278 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
279 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
280 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
281 i, ps->bumpenvmatconst[cur].const_num);
282 extra_constants_needed++;
284 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
285 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
286 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
287 i, ps->luminanceconst[cur].const_num);
288 extra_constants_needed++;
289 } else if(reg_maps->luminanceparams) {
290 FIXME("No free constant to load the luminance parameters\n");
292 } else {
293 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
296 ps->numbumpenvmatconsts = cur + 1;
299 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
300 shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
301 srgb_mul_low, srgb_mul_low, srgb_mul_low);
302 shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
303 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
304 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
305 srgb_pow, srgb_pow, srgb_pow);
306 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
307 srgb_mul_high, srgb_mul_high, srgb_mul_high);
308 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
309 srgb_sub_high, srgb_sub_high, srgb_sub_high);
312 /* Load local constants using the program-local space,
313 * this avoids reloading them each time the shader is used
315 if(!This->baseShader.load_local_constsF) {
316 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
317 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
318 lconst->idx);
322 /* we use the array-based constants array if the local constants are marked for loading,
323 * because then we use indirect addressing, or when the local constant list is empty,
324 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
325 * local constants do not declare the loaded constants as an array because ARB compilers usually
326 * do not optimize unused constants away
328 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
329 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
330 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
331 max_constantsF, max_constantsF - 1);
332 } else {
333 for(i = 0; i < max_constantsF; i++) {
334 if(!shader_constant_is_local(This, i)) {
335 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
341 static const char * const shift_tab[] = {
342 "dummy", /* 0 (none) */
343 "coefmul.x", /* 1 (x2) */
344 "coefmul.y", /* 2 (x4) */
345 "coefmul.z", /* 3 (x8) */
346 "coefmul.w", /* 4 (x16) */
347 "dummy", /* 5 (x32) */
348 "dummy", /* 6 (x64) */
349 "dummy", /* 7 (x128) */
350 "dummy", /* 8 (d256) */
351 "dummy", /* 9 (d128) */
352 "dummy", /* 10 (d64) */
353 "dummy", /* 11 (d32) */
354 "coefdiv.w", /* 12 (d16) */
355 "coefdiv.z", /* 13 (d8) */
356 "coefdiv.y", /* 14 (d4) */
357 "coefdiv.x" /* 15 (d2) */
360 static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask)
362 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
363 char *ptr = write_mask;
364 char vshader = shader_is_vshader_version(This->baseShader.hex_version);
366 if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
367 *ptr++ = '.';
368 *ptr++ = 'x';
369 } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
370 *ptr++ = '.';
371 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
372 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
373 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
374 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
377 *ptr = '\0';
380 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
381 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
382 * but addressed as "rgba". To fix this we need to swap the register's x
383 * and z components. */
384 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
385 char *ptr = swizzle_str;
387 /* swizzle bits fields: wwzzyyxx */
388 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
389 DWORD swizzle_x = swizzle & 0x03;
390 DWORD swizzle_y = (swizzle >> 2) & 0x03;
391 DWORD swizzle_z = (swizzle >> 4) & 0x03;
392 DWORD swizzle_w = (swizzle >> 6) & 0x03;
394 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
395 * generate a swizzle string. Unless we need to our own swizzling. */
396 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
397 *ptr++ = '.';
398 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
399 *ptr++ = swizzle_chars[swizzle_x];
400 } else {
401 *ptr++ = swizzle_chars[swizzle_x];
402 *ptr++ = swizzle_chars[swizzle_y];
403 *ptr++ = swizzle_chars[swizzle_z];
404 *ptr++ = swizzle_chars[swizzle_w];
408 *ptr = '\0';
411 static void pshader_get_register_name(IWineD3DBaseShader* iface,
412 const DWORD param, char* regstr) {
414 DWORD reg = param & WINED3DSP_REGNUM_MASK;
415 DWORD regtype = shader_get_regtype(param);
416 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
418 switch (regtype) {
419 case WINED3DSPR_TEMP:
420 sprintf(regstr, "R%u", reg);
421 break;
422 case WINED3DSPR_INPUT:
423 if (reg==0) {
424 strcpy(regstr, "fragment.color.primary");
425 } else {
426 strcpy(regstr, "fragment.color.secondary");
428 break;
429 case WINED3DSPR_CONST:
430 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
431 sprintf(regstr, "C[%u]", reg);
432 } else {
433 sprintf(regstr, "C%u", reg);
435 break;
436 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
437 sprintf(regstr,"T%u", reg);
438 break;
439 case WINED3DSPR_COLOROUT:
440 if (reg == 0)
441 sprintf(regstr, "TMP_COLOR");
442 else {
443 /* TODO: See GL_ARB_draw_buffers */
444 FIXME("Unsupported write to render target %u\n", reg);
445 sprintf(regstr, "unsupported_register");
447 break;
448 case WINED3DSPR_DEPTHOUT:
449 sprintf(regstr, "result.depth");
450 break;
451 case WINED3DSPR_ATTROUT:
452 sprintf(regstr, "oD[%u]", reg);
453 break;
454 case WINED3DSPR_TEXCRDOUT:
455 sprintf(regstr, "oT[%u]", reg);
456 break;
457 default:
458 FIXME("Unhandled register name Type(%d)\n", regtype);
459 sprintf(regstr, "unrecognized_register");
460 break;
464 /* TODO: merge with pixel shader */
465 static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine)
467 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
469 /* oPos, oFog and oPts in D3D */
470 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
472 DWORD reg = param & WINED3DSP_REGNUM_MASK;
473 DWORD regtype = shader_get_regtype(param);
474 char tmpReg[255];
475 BOOL is_color = FALSE;
477 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
478 strcat(hwLine, " -");
479 } else {
480 strcat(hwLine, " ");
483 switch (regtype) {
484 case WINED3DSPR_TEMP:
485 sprintf(tmpReg, "R%u", reg);
486 strcat(hwLine, tmpReg);
487 break;
488 case WINED3DSPR_INPUT:
490 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
491 is_color = TRUE;
493 sprintf(tmpReg, "vertex.attrib[%u]", reg);
494 strcat(hwLine, tmpReg);
495 break;
496 case WINED3DSPR_CONST:
497 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
498 if(reg >= This->rel_offset) {
499 sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
500 } else {
501 sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
503 } else {
504 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
505 sprintf(tmpReg, "C[%u]", reg);
506 } else {
507 sprintf(tmpReg, "C%u", reg);
510 strcat(hwLine, tmpReg);
511 break;
512 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
513 sprintf(tmpReg, "A%u", reg);
514 strcat(hwLine, tmpReg);
515 break;
516 case WINED3DSPR_RASTOUT:
517 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
518 strcat(hwLine, tmpReg);
519 break;
520 case WINED3DSPR_ATTROUT:
521 if (reg==0) {
522 strcat(hwLine, "result.color.primary");
523 } else {
524 strcat(hwLine, "result.color.secondary");
526 break;
527 case WINED3DSPR_TEXCRDOUT:
528 sprintf(tmpReg, "result.texcoord[%u]", reg);
529 strcat(hwLine, tmpReg);
530 break;
531 default:
532 FIXME("Unknown reg type %d %d\n", regtype, reg);
533 strcat(hwLine, "unrecognized_register");
534 break;
537 if (!is_input) {
538 char write_mask[6];
539 shader_arb_get_write_mask(arg, param, write_mask);
540 strcat(hwLine, write_mask);
541 } else {
542 char swizzle[6];
543 shader_arb_get_swizzle(param, is_color, swizzle);
544 strcat(hwLine, swizzle);
548 static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str,
549 const char *coord_reg, BOOL projected, BOOL bias)
551 SHADER_BUFFER* buffer = arg->buffer;
552 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
553 const char *tex_type;
555 switch(sampler_type) {
556 case WINED3DSTT_1D:
557 tex_type = "1D";
558 break;
560 case WINED3DSTT_2D:
562 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
563 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
564 if(device->stateBlock->textures[sampler_idx] &&
565 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
566 tex_type = "RECT";
567 } else {
568 tex_type = "2D";
570 break;
573 case WINED3DSTT_VOLUME:
574 tex_type = "3D";
575 break;
577 case WINED3DSTT_CUBE:
578 tex_type = "CUBE";
579 break;
581 default:
582 ERR("Unexpected texture type %d\n", sampler_type);
583 tex_type = "";
586 if (bias) {
587 /* Shouldn't be possible, but let's check for it */
588 if(projected) FIXME("Biased and Projected texture sampling\n");
589 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
590 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
591 } else if (projected) {
592 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
593 } else {
594 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
598 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
599 const char *one, const char *two, WINED3DFORMAT fmt,
600 const WineD3D_GL_Info *gl_info)
602 switch(fmt) {
603 case WINED3DFMT_V8U8:
604 case WINED3DFMT_V16U16:
605 if(GL_SUPPORT(NV_TEXTURE_SHADER) && fmt == WINED3DFMT_V8U8) {
606 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
607 * The dx7 sdk BumpEarth demo needs it because it uses BUMPENVMAPLUMINANCE with V8U8.
608 * With the luminance(b) value = 1.0, BUMPENVMAPLUMINANCE == BUMPENVMAP, but if b is
609 * 0.0(without this fixup), the rendering breaks.
611 if(strlen(writemask) >= 4) {
612 shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
614 } else {
615 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
616 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
617 * all registers, do so, this saves an instruction.
619 if(strlen(writemask) >= 5) {
620 shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
621 } else if(strlen(writemask) >= 3) {
622 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
623 reg, writemask[1],
624 reg, writemask[1],
625 two, one);
626 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
627 reg, writemask[2],
628 reg, writemask[2],
629 two, one);
630 } else if(strlen(writemask) == 2) {
631 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
632 reg, writemask[1], two, one);
635 break;
637 case WINED3DFMT_X8L8V8U8:
638 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
639 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
640 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
642 if(strlen(writemask) >= 3) {
643 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
644 reg, writemask[1],
645 reg, writemask[1],
646 two, one);
647 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
648 reg, writemask[2],
649 reg, writemask[2],
650 two, one);
651 } else if(strlen(writemask) == 2) {
652 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
653 reg, writemask[1],
654 reg, writemask[1],
655 two, one);
658 break;
660 case WINED3DFMT_L6V5U5:
661 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
662 if(strlen(writemask) >= 4) {
663 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
664 shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
665 reg, writemask[2]);
666 shader_addline(buffer, "MAD %s.%c%c, %s.%c%c%c%c, %s, -%s;\n",
667 reg, writemask[1], writemask[2],
668 reg, writemask[3], writemask[1], writemask[3], writemask[1],
669 two, one);
670 shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
671 writemask[3]);
672 } else if(strlen(writemask) == 3) {
673 /* This is bad: We have VL, but we need VU */
674 FIXME("2 components sampled from a converted L6V5U5 texture\n");
675 } else {
676 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
677 reg, writemask[1],
678 reg, writemask[1],
679 two, one);
682 break;
684 case WINED3DFMT_Q8W8V8U8:
685 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
686 /* Correct the sign in all channels */
687 switch(strlen(writemask)) {
688 case 4:
689 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
690 reg, writemask[3],
691 reg, writemask[3]);
692 /* drop through */
693 case 3:
694 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
695 reg, writemask[2],
696 reg, writemask[2]);
697 /* drop through */
698 case 2:
699 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
700 reg, writemask[1],
701 reg, writemask[1]);
702 break;
704 /* Should not occur, since it's at minimum '.' and a letter */
705 case 1:
706 ERR("Unexpected writemask: \"%s\"\n", writemask);
707 break;
709 case 5:
710 default:
711 shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
714 break;
716 case WINED3DFMT_ATI2N:
717 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
718 * which means the first one is replicated across .rgb, and the 2nd one is in
719 * .a. We need the 2nd in .g
721 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
722 * are swapped compared to d3d. So swap red and green.
724 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
725 shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
726 reg, reg, writemask[2], writemask[1]);
727 } else {
728 if(strlen(writemask) == 5) {
729 shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
730 reg, writemask[2], reg, writemask[4]);
731 } else if(strlen(writemask) == 2) {
732 /* Nothing to do */
733 } else {
734 /* This is bad: We have VL, but we need VU */
735 FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
738 break;
740 /* stupid compiler */
741 default:
742 break;
746 static void shader_arb_color_correction(const SHADER_OPCODE_ARG* arg)
748 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
749 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
750 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
751 WINED3DFORMAT fmt;
752 WINED3DFORMAT conversion_group;
753 IWineD3DBaseTextureImpl *texture;
754 UINT i;
755 BOOL recorded = FALSE;
756 DWORD sampler_idx;
757 DWORD hex_version = shader->baseShader.hex_version;
758 char reg[256];
759 char writemask[6];
761 switch(arg->opcode->opcode) {
762 case WINED3DSIO_TEX:
763 if (hex_version < WINED3DPS_VERSION(2,0)) {
764 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
765 } else {
766 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
768 break;
770 case WINED3DSIO_TEXLDL:
771 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
772 return;
774 case WINED3DSIO_TEXDP3TEX:
775 case WINED3DSIO_TEXM3x3TEX:
776 case WINED3DSIO_TEXM3x3SPEC:
777 case WINED3DSIO_TEXM3x3VSPEC:
778 case WINED3DSIO_TEXBEM:
779 case WINED3DSIO_TEXREG2AR:
780 case WINED3DSIO_TEXREG2GB:
781 case WINED3DSIO_TEXREG2RGB:
782 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
783 break;
785 default:
786 /* Not a texture sampling instruction, nothing to do */
787 return;
790 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
791 if(texture) {
792 fmt = texture->resource.format;
793 conversion_group = texture->baseTexture.shader_conversion_group;
794 } else {
795 fmt = WINED3DFMT_UNKNOWN;
796 conversion_group = WINED3DFMT_UNKNOWN;
799 /* before doing anything, record the sampler with the format in the format conversion list,
800 * but check if it's not there already
802 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
803 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
804 recorded = TRUE;
807 if(!recorded) {
808 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
809 shader->baseShader.num_sampled_samplers++;
810 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
813 pshader_get_register_name(arg->shader, arg->dst, reg);
814 shader_arb_get_write_mask(arg, arg->dst, writemask);
815 if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
817 gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
822 static void pshader_gen_input_modifier_line (
823 IWineD3DBaseShader *iface,
824 SHADER_BUFFER* buffer,
825 const DWORD instr,
826 int tmpreg,
827 char *outregstr) {
829 /* Generate a line that does the input modifier computation and return the input register to use */
830 char regstr[256];
831 char swzstr[20];
832 int insert_line;
834 /* Assume a new line will be added */
835 insert_line = 1;
837 /* Get register name */
838 pshader_get_register_name(iface, instr, regstr);
839 shader_arb_get_swizzle(instr, FALSE, swzstr);
841 switch (instr & WINED3DSP_SRCMOD_MASK) {
842 case WINED3DSPSM_NONE:
843 sprintf(outregstr, "%s%s", regstr, swzstr);
844 insert_line = 0;
845 break;
846 case WINED3DSPSM_NEG:
847 sprintf(outregstr, "-%s%s", regstr, swzstr);
848 insert_line = 0;
849 break;
850 case WINED3DSPSM_BIAS:
851 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
852 break;
853 case WINED3DSPSM_BIASNEG:
854 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
855 break;
856 case WINED3DSPSM_SIGN:
857 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
858 break;
859 case WINED3DSPSM_SIGNNEG:
860 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
861 break;
862 case WINED3DSPSM_COMP:
863 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
864 break;
865 case WINED3DSPSM_X2:
866 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
867 break;
868 case WINED3DSPSM_X2NEG:
869 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
870 break;
871 case WINED3DSPSM_DZ:
872 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
873 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
874 break;
875 case WINED3DSPSM_DW:
876 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
877 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
878 break;
879 default:
880 sprintf(outregstr, "%s%s", regstr, swzstr);
881 insert_line = 0;
884 /* Return modified or original register, with swizzle */
885 if (insert_line)
886 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
889 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask,
890 int shift, const char *regstr)
892 /* Generate a line that does the output modifier computation */
893 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
894 regstr, write_mask, regstr, shift_tab[shift]);
897 static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg)
899 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
901 SHADER_BUFFER* buffer = arg->buffer;
902 char dst_name[50];
903 char src_name[2][50];
904 char dst_wmask[20];
905 DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
906 BOOL has_bumpmat = FALSE;
907 int i;
909 for(i = 0; i < This->numbumpenvmatconsts; i++) {
910 if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
911 has_bumpmat = TRUE;
912 break;
916 pshader_get_register_name(arg->shader, arg->dst, dst_name);
917 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
918 strcat(dst_name, dst_wmask);
920 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
921 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
923 if(has_bumpmat) {
924 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
925 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
926 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
927 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
928 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
930 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
931 } else {
932 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
936 static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg)
938 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
939 SHADER_BUFFER* buffer = arg->buffer;
940 char dst_wmask[20];
941 char dst_name[50];
942 char src_name[3][50];
943 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
944 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
946 /* FIXME: support output modifiers */
948 /* Handle output register */
949 pshader_get_register_name(arg->shader, arg->dst, dst_name);
950 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
952 /* Generate input register names (with modifiers) */
953 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
954 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
955 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
957 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
958 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
959 arg->opcode_token & WINED3DSI_COISSUE) {
960 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
961 } else {
962 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
963 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
964 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
966 if (shift != 0)
967 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
970 static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg)
972 SHADER_BUFFER* buffer = arg->buffer;
973 char dst_wmask[20];
974 char dst_name[50];
975 char src_name[3][50];
976 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
977 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
979 /* FIXME: support output modifiers */
981 /* Handle output register */
982 pshader_get_register_name(arg->shader, arg->dst, dst_name);
983 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
985 /* Generate input register names (with modifiers) */
986 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
987 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
988 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
990 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
991 src_name[0], src_name[2], src_name[1]);
993 if (shift != 0)
994 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
997 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
998 * dst = dot2(src0, src1) + src2 */
999 static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg)
1001 SHADER_BUFFER* buffer = arg->buffer;
1002 char dst_wmask[20];
1003 char dst_name[50];
1004 char src_name[3][50];
1005 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1006 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1008 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1009 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1011 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1012 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1013 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1015 /* Emulate a DP2 with a DP3 and 0.0 */
1016 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
1017 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
1018 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
1019 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
1021 if (shift != 0)
1022 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1025 /* Map the opcode 1-to-1 to the GL code */
1026 static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg)
1028 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
1029 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1030 SHADER_BUFFER* buffer = arg->buffer;
1031 DWORD dst = arg->dst;
1032 const DWORD *src = arg->src;
1033 char arguments[256];
1034 unsigned int i;
1036 if (shader_is_pshader_version(shader->baseShader.hex_version))
1038 /* Output token related */
1039 char output_rname[256];
1040 char output_wmask[20];
1041 char operands[4][100];
1042 BOOL saturate = FALSE;
1043 BOOL centroid = FALSE;
1044 BOOL partialprecision = FALSE;
1045 const char *modifier;
1046 DWORD shift;
1048 if (!curOpcode->num_params)
1050 ERR("Opcode \"%s\" has no parameters\n", curOpcode->name);
1051 return;
1054 /* Process modifiers */
1055 if (dst & WINED3DSP_DSTMOD_MASK)
1057 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
1059 saturate = mask & WINED3DSPDM_SATURATE;
1060 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1061 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1062 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1063 if (mask)
1064 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1066 if (centroid)
1067 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1069 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1070 modifier = (saturate && !shift) ? "_SAT" : "";
1072 /* Generate input register names (with modifiers) */
1073 for (i = 1; i < curOpcode->num_params; ++i)
1074 pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
1076 /* Handle output register */
1077 pshader_get_register_name(arg->shader, dst, output_rname);
1078 strcpy(operands[0], output_rname);
1079 shader_arb_get_write_mask(arg, dst, output_wmask);
1080 strcat(operands[0], output_wmask);
1082 arguments[0] = '\0';
1083 strcat(arguments, operands[0]);
1084 for (i = 1; i < curOpcode->num_params; i++)
1086 strcat(arguments, ", ");
1087 strcat(arguments, operands[i]);
1089 shader_addline(buffer, "%s%s %s;\n", curOpcode->glname, modifier, arguments);
1091 /* A shift requires another line. */
1092 if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1093 } else {
1094 /* Note that vshader_program_add_param() adds spaces. */
1096 arguments[0] = '\0';
1097 if (curOpcode->num_params > 0)
1099 vshader_program_add_param(arg, dst, FALSE, arguments);
1100 for (i = 1; i < curOpcode->num_params; ++i)
1102 strcat(arguments, ",");
1103 vshader_program_add_param(arg, src[i-1], TRUE, arguments);
1106 shader_addline(buffer, "%s%s;\n", curOpcode->glname, arguments);
1110 static void shader_hw_mov(const SHADER_OPCODE_ARG *arg)
1112 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
1114 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1
1115 && !shader_is_pshader_version(shader->baseShader.hex_version)
1116 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)
1117 || arg->opcode->opcode == WINED3DSIO_MOVA)
1119 SHADER_BUFFER *buffer = arg->buffer;
1120 char src0_param[256];
1122 if (arg->opcode->opcode == WINED3DSIO_MOVA)
1123 FIXME("mova should round\n");
1125 src0_param[0] = '\0';
1126 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1128 vshader_program_add_param(arg, arg->src[0], TRUE, src0_param);
1129 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
1130 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1132 else
1134 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1135 * with more than one component. Thus replicate the first source argument over all
1136 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1138 DWORD parm = arg->src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1139 if((arg->src[0] & WINED3DVS_X_W) == WINED3DVS_X_W)
1140 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1141 else if((arg->src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z)
1142 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1143 else if((arg->src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y)
1144 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1145 else if((arg->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X)
1146 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1147 vshader_program_add_param(arg, parm, TRUE, src0_param);
1148 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1151 else
1153 shader_hw_map2gl(arg);
1157 static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg)
1159 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1160 DWORD hex_version = This->baseShader.hex_version;
1161 SHADER_BUFFER* buffer = arg->buffer;
1162 char reg_dest[40];
1164 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1165 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1167 pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1169 if(hex_version >= WINED3DPS_VERSION(2,0)) {
1170 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1171 shader_addline(buffer, "KIL %s;\n", reg_dest);
1172 } else {
1173 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1174 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1176 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1177 shader_addline(buffer, "MOV TMP.w, one.w;\n");
1178 shader_addline(buffer, "KIL TMP;\n");
1182 static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg)
1184 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1185 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1187 DWORD dst = arg->dst;
1188 const DWORD *src = arg->src;
1189 SHADER_BUFFER* buffer = arg->buffer;
1190 DWORD hex_version = This->baseShader.hex_version;
1191 BOOL projected = FALSE, bias = FALSE;
1193 char reg_dest[40];
1194 char reg_coord[40];
1195 DWORD reg_dest_code;
1196 DWORD reg_sampler_code;
1198 /* All versions have a destination register */
1199 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1200 pshader_get_register_name(arg->shader, dst, reg_dest);
1202 /* 1.0-1.3: Use destination register as coordinate source.
1203 1.4+: Use provided coordinate source register. */
1204 if (hex_version < WINED3DPS_VERSION(1,4))
1205 strcpy(reg_coord, reg_dest);
1206 else
1207 pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1209 /* 1.0-1.4: Use destination register number as texture code.
1210 2.0+: Use provided sampler number as texure code. */
1211 if (hex_version < WINED3DPS_VERSION(2,0))
1212 reg_sampler_code = reg_dest_code;
1213 else
1214 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1216 /* projection flag:
1217 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1218 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1219 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1221 if(hex_version < WINED3DPS_VERSION(1,4)) {
1222 DWORD flags = 0;
1223 if(reg_sampler_code < MAX_TEXTURES) {
1224 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1226 if (flags & WINED3DTTFF_PROJECTED) {
1227 projected = TRUE;
1229 } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1230 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1231 if (src_mod == WINED3DSPSM_DZ) {
1232 projected = TRUE;
1233 } else if(src_mod == WINED3DSPSM_DW) {
1234 projected = TRUE;
1236 } else {
1237 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1238 projected = TRUE;
1240 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1241 bias = TRUE;
1244 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1247 static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg)
1249 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1250 DWORD dst = arg->dst;
1251 SHADER_BUFFER* buffer = arg->buffer;
1252 DWORD hex_version = This->baseShader.hex_version;
1254 char tmp[20];
1255 shader_arb_get_write_mask(arg, dst, tmp);
1256 if (hex_version != WINED3DPS_VERSION(1,4)) {
1257 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1258 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1259 } else {
1260 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1261 char reg_src[40];
1263 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1264 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1268 static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg)
1270 SHADER_BUFFER* buffer = arg->buffer;
1271 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1272 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1273 DWORD flags;
1275 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1276 char dst_str[8];
1277 char src_str[50];
1279 sprintf(dst_str, "T%u", reg1);
1280 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1281 shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1282 shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1283 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1284 shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1287 static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg)
1289 SHADER_BUFFER* buffer = arg->buffer;
1291 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1292 char dst_str[8];
1293 char src_str[50];
1295 sprintf(dst_str, "T%u", reg1);
1296 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1297 shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1298 shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1299 shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1302 static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg)
1304 SHADER_BUFFER* buffer = arg->buffer;
1305 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1306 char dst_str[8];
1307 char src_str[50];
1309 sprintf(dst_str, "T%u", reg1);
1310 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1311 shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1314 static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg)
1316 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1317 BOOL has_bumpmat = FALSE;
1318 BOOL has_luminance = FALSE;
1319 int i;
1321 DWORD dst = arg->dst;
1322 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1323 SHADER_BUFFER* buffer = arg->buffer;
1325 char reg_coord[40];
1326 DWORD reg_dest_code;
1328 /* All versions have a destination register */
1329 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1330 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1331 pshader_get_register_name(arg->shader, dst, reg_coord);
1333 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1334 if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1335 has_bumpmat = TRUE;
1336 break;
1339 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1340 if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1341 has_luminance = TRUE;
1342 break;
1346 if(has_bumpmat) {
1347 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1349 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1350 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1351 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1352 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1354 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1355 * so we can't let the GL handle this.
1357 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1358 & WINED3DTTFF_PROJECTED) {
1359 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1360 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1361 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1362 } else {
1363 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1366 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1368 if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1369 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1370 src, reg_dest_code, reg_dest_code);
1371 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1374 } else {
1375 DWORD tf;
1376 if(reg_dest_code < MAX_TEXTURES) {
1377 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1378 } else {
1379 tf = 0;
1381 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1382 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1386 static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg)
1388 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1389 SHADER_BUFFER* buffer = arg->buffer;
1390 char src0_name[50];
1392 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1393 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1396 static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg)
1398 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1399 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1400 DWORD flags;
1401 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1402 SHADER_BUFFER* buffer = arg->buffer;
1403 char dst_str[8];
1404 char src0_name[50];
1406 sprintf(dst_str, "T%u", reg);
1407 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1408 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1409 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1410 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1413 static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg)
1415 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1416 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1417 SHADER_BUFFER* buffer = arg->buffer;
1418 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1419 char src0_name[50];
1421 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1422 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1423 current_state->texcoord_w[current_state->current_row++] = reg;
1426 static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg)
1428 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1429 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1430 DWORD flags;
1431 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1432 SHADER_BUFFER* buffer = arg->buffer;
1433 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1434 char dst_str[8];
1435 char src0_name[50];
1437 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1438 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1440 /* Sample the texture using the calculated coordinates */
1441 sprintf(dst_str, "T%u", reg);
1442 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1443 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1444 current_state->current_row = 0;
1447 static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
1449 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1450 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1451 DWORD flags;
1452 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1453 SHADER_BUFFER* buffer = arg->buffer;
1454 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1455 char dst_str[8];
1456 char src0_name[50];
1458 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1459 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1461 /* Construct the eye-ray vector from w coordinates */
1462 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1463 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1464 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1466 /* Calculate reflection vector
1468 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1469 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1470 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1471 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1472 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1473 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1474 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1476 /* Sample the texture using the calculated coordinates */
1477 sprintf(dst_str, "T%u", reg);
1478 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1479 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1480 current_state->current_row = 0;
1483 static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg)
1485 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1486 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1487 DWORD flags;
1488 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1489 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1490 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1491 SHADER_BUFFER* buffer = arg->buffer;
1492 char dst_str[8];
1493 char src0_name[50];
1495 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1496 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1498 /* Calculate reflection vector.
1500 * dot(N, E)
1501 * TMP.xyz = 2 * --------- * N - E
1502 * dot(N, N)
1504 * Which normalizes the normal vector
1506 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1507 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1508 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1509 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1510 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1511 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1513 /* Sample the texture using the calculated coordinates */
1514 sprintf(dst_str, "T%u", reg);
1515 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1516 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1517 current_state->current_row = 0;
1520 static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg)
1522 SHADER_BUFFER* buffer = arg->buffer;
1523 char dst_name[50];
1525 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1526 * which is essentially an input, is the destination register because it is the first
1527 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1528 * here
1530 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1532 /* According to the msdn, the source register(must be r5) is unusable after
1533 * the texdepth instruction, so we're free to modify it
1535 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1537 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1538 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1539 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1541 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1542 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1543 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1544 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1547 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1548 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1549 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1550 static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg)
1552 SHADER_BUFFER* buffer = arg->buffer;
1553 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1554 char src0[50];
1555 char dst_str[8];
1557 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1558 shader_addline(buffer, "MOV TMP, 0.0;\n");
1559 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1561 sprintf(dst_str, "T%u", sampler_idx);
1562 shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1565 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1566 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1567 static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg)
1569 char src0[50];
1570 char dst_str[50];
1571 char dst_mask[6];
1572 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1573 SHADER_BUFFER* buffer = arg->buffer;
1575 /* Handle output register */
1576 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1577 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1579 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1580 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1582 /* TODO: Handle output modifiers */
1585 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1586 * Perform the 3rd row of a 3x3 matrix multiply */
1587 static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg)
1589 SHADER_BUFFER* buffer = arg->buffer;
1590 char dst_str[50];
1591 char dst_mask[6];
1592 char src0[50];
1593 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1595 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1596 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1598 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1599 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1600 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1602 /* TODO: Handle output modifiers */
1605 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1606 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1607 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1608 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1610 static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg)
1612 SHADER_BUFFER* buffer = arg->buffer;
1613 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1614 char src0[50];
1616 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1617 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1619 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1620 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1621 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1623 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1624 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1625 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1626 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1629 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1630 Vertex/Pixel shaders to ARB_vertex_program codes */
1631 static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg)
1633 int i;
1634 int nComponents = 0;
1635 SHADER_OPCODE_ARG tmpArg;
1637 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1639 /* Set constants for the temporary argument */
1640 tmpArg.shader = arg->shader;
1641 tmpArg.buffer = arg->buffer;
1642 tmpArg.src[0] = arg->src[0];
1643 tmpArg.src_addr[0] = arg->src_addr[0];
1644 tmpArg.src_addr[1] = arg->src_addr[1];
1645 tmpArg.reg_maps = arg->reg_maps;
1647 switch(arg->opcode->opcode) {
1648 case WINED3DSIO_M4x4:
1649 nComponents = 4;
1650 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1651 break;
1652 case WINED3DSIO_M4x3:
1653 nComponents = 3;
1654 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1655 break;
1656 case WINED3DSIO_M3x4:
1657 nComponents = 4;
1658 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1659 break;
1660 case WINED3DSIO_M3x3:
1661 nComponents = 3;
1662 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1663 break;
1664 case WINED3DSIO_M3x2:
1665 nComponents = 2;
1666 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1667 break;
1668 default:
1669 break;
1672 for (i = 0; i < nComponents; i++) {
1673 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1674 tmpArg.src[1] = arg->src[1]+i;
1675 shader_hw_map2gl(&tmpArg);
1679 static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg)
1681 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1682 SHADER_BUFFER* buffer = arg->buffer;
1683 DWORD dst = arg->dst;
1684 DWORD src = arg->src[0];
1685 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1687 char tmpLine[256];
1689 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1690 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1691 strcat(tmpLine, ",");
1692 vshader_program_add_param(arg, src, TRUE, tmpLine);
1693 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1694 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1695 * .w is used
1697 strcat(tmpLine, ".w");
1700 shader_addline(buffer, "%s;\n", tmpLine);
1703 static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg)
1705 SHADER_BUFFER* buffer = arg->buffer;
1706 char dst_name[50];
1707 char src_name[50];
1708 char dst_wmask[20];
1709 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1710 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1712 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1713 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1715 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1716 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1717 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1718 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1719 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1720 src_name);
1722 if (shift != 0)
1723 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1726 static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg)
1728 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1729 * must contain fixed constants. So we need a separate function to filter those constants and
1730 * can't use map2gl
1732 SHADER_BUFFER* buffer = arg->buffer;
1733 char dst_name[50];
1734 char src_name[50];
1735 char dst_wmask[20];
1736 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1737 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1739 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1740 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1742 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1743 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1744 src_name);
1746 if (shift != 0)
1747 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1751 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1753 GLuint program_id = 0;
1754 const char *blt_vprogram =
1755 "!!ARBvp1.0\n"
1756 "PARAM c[1] = { { 1, 0.5 } };\n"
1757 "MOV result.position, vertex.position;\n"
1758 "MOV result.color, c[0].x;\n"
1759 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1760 "END\n";
1762 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1763 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1764 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1766 if (glGetError() == GL_INVALID_OPERATION) {
1767 GLint pos;
1768 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1769 FIXME("Vertex program error at position %d: %s\n", pos,
1770 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1773 return program_id;
1776 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1778 GLuint program_id = 0;
1779 const char *blt_fprograms[tex_type_count] =
1781 /* tex_1d */
1782 NULL,
1783 /* tex_2d */
1784 "!!ARBfp1.0\n"
1785 "TEMP R0;\n"
1786 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1787 "MOV result.depth.z, R0.x;\n"
1788 "END\n",
1789 /* tex_3d */
1790 NULL,
1791 /* tex_cube */
1792 "!!ARBfp1.0\n"
1793 "TEMP R0;\n"
1794 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1795 "MOV result.depth.z, R0.x;\n"
1796 "END\n",
1797 /* tex_rect */
1798 "!!ARBfp1.0\n"
1799 "TEMP R0;\n"
1800 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1801 "MOV result.depth.z, R0.x;\n"
1802 "END\n",
1805 if (!blt_fprograms[tex_type])
1807 FIXME("tex_type %#x not supported\n", tex_type);
1808 tex_type = tex_2d;
1811 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1812 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1813 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1815 if (glGetError() == GL_INVALID_OPERATION) {
1816 GLint pos;
1817 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1818 FIXME("Fragment program error at position %d: %s\n", pos,
1819 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1822 return program_id;
1825 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1826 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1827 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1828 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1830 if (useVS) {
1831 TRACE("Using vertex shader\n");
1832 IWineD3DVertexShaderImpl_CompileShader(This->stateBlock->vertexShader);
1834 priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId;
1836 /* Bind the vertex program */
1837 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1838 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1840 /* Enable OpenGL vertex programs */
1841 glEnable(GL_VERTEX_PROGRAM_ARB);
1842 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1843 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1844 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1845 priv->current_vprogram_id = 0;
1846 glDisable(GL_VERTEX_PROGRAM_ARB);
1847 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1850 if (usePS) {
1851 struct ps_compile_args compile_args;
1852 TRACE("Using pixel shader\n");
1853 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1854 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1855 &compile_args);
1857 /* Bind the fragment program */
1858 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1859 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1861 if(!priv->use_arbfp_fixed_func) {
1862 /* Enable OpenGL fragment programs */
1863 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1864 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1866 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1867 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1868 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1869 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1870 * replacement shader
1872 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1873 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1874 priv->current_fprogram_id = 0;
1878 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1879 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1880 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1881 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1882 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1884 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1885 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1886 glEnable(GL_VERTEX_PROGRAM_ARB);
1888 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1889 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1890 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1893 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1894 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1895 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1896 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1898 if (priv->current_vprogram_id) {
1899 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1900 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1902 glEnable(GL_VERTEX_PROGRAM_ARB);
1903 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1905 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1906 } else {
1907 glDisable(GL_VERTEX_PROGRAM_ARB);
1908 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1911 if (priv->current_fprogram_id) {
1912 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1913 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1915 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1916 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1918 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1919 } else {
1920 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1921 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1925 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1926 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1927 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1928 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1929 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1932 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1933 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1934 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1935 char pshader = shader_is_pshader_version(baseShader->baseShader.hex_version);
1937 if(pshader) {
1938 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1939 UINT i;
1941 ENTER_GL();
1942 for(i = 0; i < This->num_gl_shaders; i++) {
1943 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1944 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1946 LEAVE_GL();
1947 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1948 This->gl_shaders = NULL;
1949 This->num_gl_shaders = 0;
1950 } else {
1951 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1953 ENTER_GL();
1954 GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId));
1955 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))");
1956 ((IWineD3DVertexShaderImpl *) This)->prgId = 0;
1957 LEAVE_GL();
1959 baseShader->baseShader.is_compiled = FALSE;
1962 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1963 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1964 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1965 return WINED3D_OK;
1968 static void shader_arb_free(IWineD3DDevice *iface) {
1969 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1970 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1971 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1972 int i;
1974 if(priv->depth_blt_vprogram_id) {
1975 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1977 for (i = 0; i < tex_type_count; ++i) {
1978 if (priv->depth_blt_fprogram_id[i]) {
1979 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1983 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1986 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1987 return TRUE;
1990 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1991 const char *tmp2, const char *tmp3, const char *tmp4) {
1992 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1994 /* Calculate the > 0.0031308 case */
1995 shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1996 shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1997 shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1998 shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1999 shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
2000 /* Calculate the < case */
2001 shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
2002 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2003 shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
2004 shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
2005 /* Store the components > 0.0031308 in the destination */
2006 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
2007 /* Add the components that are < 0.0031308 */
2008 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
2009 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2012 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
2013 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
2014 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2015 CONST DWORD *function = This->baseShader.function;
2016 const char *fragcolor;
2017 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2018 const local_constant *lconst;
2019 GLuint retval;
2021 /* Create the hw ARB shader */
2022 shader_addline(buffer, "!!ARBfp1.0\n");
2024 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
2025 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
2026 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2027 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2028 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2029 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2030 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2031 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2033 /* Base Declarations */
2034 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2036 /* We need two variables for fog blending */
2037 shader_addline(buffer, "TEMP TMP_FOG;\n");
2038 if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
2039 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2042 /* Base Shader Body */
2043 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2045 /* calculate fog and blend it
2046 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
2047 * -1/(e-s) and e/(e-s) respectively.
2049 shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
2051 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
2052 fragcolor = "R0";
2053 } else {
2054 fragcolor = "TMP_COLOR";
2056 if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2057 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2059 if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
2060 shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
2061 shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
2064 shader_addline(buffer, "END\n");
2066 /* TODO: change to resource.glObjectHandle or something like that */
2067 GL_EXTCALL(glGenProgramsARB(1, &retval));
2069 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2070 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2072 TRACE("Created hw pixel shader, prg=%d\n", retval);
2073 /* Create the program and check for errors */
2074 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2075 buffer->bsize, buffer->buffer));
2077 if (glGetError() == GL_INVALID_OPERATION) {
2078 GLint errPos;
2079 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2080 FIXME("HW PixelShader Error at position %d: %s\n",
2081 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2082 retval = 0;
2085 /* Load immediate constants */
2086 if(!This->baseShader.load_local_constsF) {
2087 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2088 const float *value = (const float *)lconst->value;
2089 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2090 checkGLcall("glProgramLocalParameter4fvARB");
2094 return retval;
2097 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
2098 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2099 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2100 CONST DWORD *function = This->baseShader.function;
2101 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2102 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2103 const local_constant *lconst;
2105 /* Create the hw ARB shader */
2106 shader_addline(buffer, "!!ARBvp1.0\n");
2107 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2109 /* Mesa supports only 95 constants */
2110 if (GL_VEND(MESA) || GL_VEND(WINE))
2111 This->baseShader.limits.constant_float =
2112 min(95, This->baseShader.limits.constant_float);
2114 shader_addline(buffer, "TEMP TMP;\n");
2116 /* Base Declarations */
2117 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2119 /* We need a constant to fixup the final position */
2120 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2122 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2123 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2124 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2125 * a replacement shader depend on the texcoord.w being set properly.
2127 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2128 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2129 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2130 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2131 * this can eat a number of instructions, so skip it unless this cap is set as well
2133 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2134 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2136 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2137 int i;
2138 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2139 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2140 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2141 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2147 /* Base Shader Body */
2148 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2150 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2151 if (!reg_maps->fog)
2152 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2154 /* Write the final position.
2156 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2157 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2158 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2159 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2161 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2162 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2163 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2165 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2166 * and the glsl equivalent
2168 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2170 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2172 shader_addline(buffer, "END\n");
2174 /* TODO: change to resource.glObjectHandle or something like that */
2175 GL_EXTCALL(glGenProgramsARB(1, &This->prgId));
2177 TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId);
2178 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId));
2180 TRACE("Created hw vertex shader, prg=%d\n", This->prgId);
2181 /* Create the program and check for errors */
2182 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2183 buffer->bsize, buffer->buffer));
2185 if (glGetError() == GL_INVALID_OPERATION) {
2186 GLint errPos;
2187 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2188 FIXME("HW VertexShader Error at position %d: %s\n",
2189 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2190 This->prgId = -1;
2193 /* Load immediate constants */
2194 if(!This->baseShader.load_local_constsF) {
2195 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2196 const float *value = (const float *)lconst->value;
2197 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2202 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2204 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2205 * then overwrite the shader specific ones
2207 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2209 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2210 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2211 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2212 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2215 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2216 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2217 pCaps->PixelShader1xMaxValue = 8.0;
2218 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2222 static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
2223 TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
2224 switch(fmt) {
2225 case WINED3DFMT_V8U8:
2226 case WINED3DFMT_V16U16:
2227 case WINED3DFMT_X8L8V8U8:
2228 case WINED3DFMT_L6V5U5:
2229 case WINED3DFMT_Q8W8V8U8:
2230 case WINED3DFMT_ATI2N:
2231 TRACE("[OK]\n");
2232 return TRUE;
2233 default:
2234 TRACE("[FAILED\n");
2235 return FALSE;
2239 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2241 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2242 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2243 /* WINED3DSIH_BEM */ pshader_hw_bem,
2244 /* WINED3DSIH_BREAK */ NULL,
2245 /* WINED3DSIH_BREAKC */ NULL,
2246 /* WINED3DSIH_BREAKP */ NULL,
2247 /* WINED3DSIH_CALL */ NULL,
2248 /* WINED3DSIH_CALLNZ */ NULL,
2249 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2250 /* WINED3DSIH_CND */ pshader_hw_cnd,
2251 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2252 /* WINED3DSIH_DCL */ NULL,
2253 /* WINED3DSIH_DEF */ NULL,
2254 /* WINED3DSIH_DEFB */ NULL,
2255 /* WINED3DSIH_DEFI */ NULL,
2256 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2257 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2258 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2259 /* WINED3DSIH_DST */ shader_hw_map2gl,
2260 /* WINED3DSIH_DSX */ NULL,
2261 /* WINED3DSIH_DSY */ NULL,
2262 /* WINED3DSIH_ELSE */ NULL,
2263 /* WINED3DSIH_ENDIF */ NULL,
2264 /* WINED3DSIH_ENDLOOP */ NULL,
2265 /* WINED3DSIH_ENDREP */ NULL,
2266 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2267 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2268 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2269 /* WINED3DSIH_IF */ NULL,
2270 /* WINED3DSIH_IFC */ NULL,
2271 /* WINED3DSIH_LABEL */ NULL,
2272 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2273 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2274 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2275 /* WINED3DSIH_LOOP */ NULL,
2276 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2277 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2278 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2279 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2280 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2281 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2282 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2283 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2284 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2285 /* WINED3DSIH_MOV */ shader_hw_mov,
2286 /* WINED3DSIH_MOVA */ shader_hw_mov,
2287 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2288 /* WINED3DSIH_NOP */ shader_hw_map2gl,
2289 /* WINED3DSIH_NRM */ shader_hw_nrm,
2290 /* WINED3DSIH_PHASE */ NULL,
2291 /* WINED3DSIH_POW */ shader_hw_map2gl,
2292 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp,
2293 /* WINED3DSIH_REP */ NULL,
2294 /* WINED3DSIH_RET */ NULL,
2295 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp,
2296 /* WINED3DSIH_SETP */ NULL,
2297 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2298 /* WINED3DSIH_SGN */ NULL,
2299 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2300 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2301 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2302 /* WINED3DSIH_TEX */ pshader_hw_tex,
2303 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2304 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2305 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2306 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2307 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2308 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2309 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2310 /* WINED3DSIH_TEXLDD */ NULL,
2311 /* WINED3DSIH_TEXLDL */ NULL,
2312 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2313 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2314 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2315 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2316 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2317 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2318 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2319 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2320 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2321 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2322 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2323 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2326 const shader_backend_t arb_program_shader_backend = {
2327 shader_arb_instruction_handler_table,
2328 shader_arb_select,
2329 shader_arb_select_depth_blt,
2330 shader_arb_deselect_depth_blt,
2331 shader_arb_load_constants,
2332 shader_arb_cleanup,
2333 shader_arb_color_correction,
2334 shader_arb_destroy,
2335 shader_arb_alloc,
2336 shader_arb_free,
2337 shader_arb_dirty_const,
2338 shader_arb_generate_pshader,
2339 shader_arb_generate_vshader,
2340 shader_arb_get_caps,
2341 shader_arb_conv_supported,
2344 /* ARB_fragment_program fixed function pipeline replacement definitions */
2345 #define ARB_FFP_CONST_TFACTOR 0
2346 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2347 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2348 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2349 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2351 struct arbfp_ffp_desc
2353 struct ffp_frag_desc parent;
2354 GLuint shader;
2355 unsigned int num_textures_used;
2358 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2359 if(enable) {
2360 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2361 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2362 } else {
2363 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2364 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2368 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2369 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2370 struct shader_arb_priv *priv;
2371 /* Share private data between the shader backend and the pipeline replacement, if both
2372 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2373 * if no pixel shader is bound or not
2375 if(This->shader_backend == &arb_program_shader_backend) {
2376 This->fragment_priv = This->shader_priv;
2377 } else {
2378 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2379 if(!This->fragment_priv) return E_OUTOFMEMORY;
2381 priv = (struct shader_arb_priv *) This->fragment_priv;
2382 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2383 priv->use_arbfp_fixed_func = TRUE;
2384 return WINED3D_OK;
2387 static void arbfp_free_ffpshader(void *value, void *gli) {
2388 const WineD3D_GL_Info *gl_info = gli;
2389 struct arbfp_ffp_desc *entry_arb = value;
2391 ENTER_GL();
2392 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2393 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2394 HeapFree(GetProcessHeap(), 0, entry_arb);
2395 LEAVE_GL();
2398 static void arbfp_free(IWineD3DDevice *iface) {
2399 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2400 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2402 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2403 priv->use_arbfp_fixed_func = FALSE;
2405 if(This->shader_backend != &arb_program_shader_backend) {
2406 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2410 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2412 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2413 WINED3DTEXOPCAPS_SELECTARG1 |
2414 WINED3DTEXOPCAPS_SELECTARG2 |
2415 WINED3DTEXOPCAPS_MODULATE4X |
2416 WINED3DTEXOPCAPS_MODULATE2X |
2417 WINED3DTEXOPCAPS_MODULATE |
2418 WINED3DTEXOPCAPS_ADDSIGNED2X |
2419 WINED3DTEXOPCAPS_ADDSIGNED |
2420 WINED3DTEXOPCAPS_ADD |
2421 WINED3DTEXOPCAPS_SUBTRACT |
2422 WINED3DTEXOPCAPS_ADDSMOOTH |
2423 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2424 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2425 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2426 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2427 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2428 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2429 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2430 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2431 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2432 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2433 WINED3DTEXOPCAPS_MULTIPLYADD |
2434 WINED3DTEXOPCAPS_LERP |
2435 WINED3DTEXOPCAPS_BUMPENVMAP |
2436 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2438 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2440 caps->MaxTextureBlendStages = 8;
2441 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2443 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2445 #undef GLINFO_LOCATION
2447 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2448 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2449 float col[4];
2450 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2452 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2453 * application provided constants
2455 if(device->shader_backend == &arb_program_shader_backend) {
2456 if(use_ps(device)) return;
2458 device = stateblock->wineD3DDevice;
2459 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2460 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2463 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2464 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2465 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2469 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2470 float col[4];
2471 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2473 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2474 * application provided constants
2476 if(device->shader_backend == &arb_program_shader_backend) {
2477 if(use_ps(device)) return;
2479 device = stateblock->wineD3DDevice;
2480 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2481 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2484 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2485 /* The specular color has no alpha */
2486 col[0] = 1.0; col[1] = 1.0;
2487 col[2] = 1.0; col[3] = 0.0;
2488 } else {
2489 col[0] = 0.0; col[1] = 0.0;
2490 col[2] = 0.0; col[3] = 0.0;
2492 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2493 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2496 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2497 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2498 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2499 float mat[2][2];
2501 if(use_ps(device)) {
2502 if(stage != 0 &&
2503 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2504 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2505 * anyway
2507 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2508 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2512 if(device->shader_backend == &arb_program_shader_backend) {
2513 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2514 return;
2516 } else if(device->shader_backend == &arb_program_shader_backend) {
2517 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2518 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2521 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2522 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2523 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2524 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2526 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2527 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2530 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2531 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2532 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2533 float param[4];
2535 if(use_ps(device)) {
2536 if(stage != 0 &&
2537 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2538 /* The pixel shader has to know the luminance offset. Do a constants update if it
2539 * isn't scheduled anyway
2541 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2542 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2546 if(device->shader_backend == &arb_program_shader_backend) {
2547 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2548 return;
2550 } else if(device->shader_backend == &arb_program_shader_backend) {
2551 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2552 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2555 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2556 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2557 param[2] = 0.0;
2558 param[3] = 0.0;
2560 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2561 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2564 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2565 const char *ret;
2567 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2569 switch(arg & WINED3DTA_SELECTMASK) {
2570 case WINED3DTA_DIFFUSE:
2571 ret = "fragment.color.primary"; break;
2573 case WINED3DTA_CURRENT:
2574 if(stage == 0) ret = "fragment.color.primary";
2575 else ret = "ret";
2576 break;
2578 case WINED3DTA_TEXTURE:
2579 switch(stage) {
2580 case 0: ret = "tex0"; break;
2581 case 1: ret = "tex1"; break;
2582 case 2: ret = "tex2"; break;
2583 case 3: ret = "tex3"; break;
2584 case 4: ret = "tex4"; break;
2585 case 5: ret = "tex5"; break;
2586 case 6: ret = "tex6"; break;
2587 case 7: ret = "tex7"; break;
2588 default: ret = "unknown texture";
2590 break;
2592 case WINED3DTA_TFACTOR:
2593 ret = "tfactor"; break;
2595 case WINED3DTA_SPECULAR:
2596 ret = "fragment.color.secondary"; break;
2598 case WINED3DTA_TEMP:
2599 ret = "tempreg"; break;
2601 case WINED3DTA_CONSTANT:
2602 FIXME("Implement perstage constants\n");
2603 switch(stage) {
2604 case 0: ret = "const0"; break;
2605 case 1: ret = "const1"; break;
2606 case 2: ret = "const2"; break;
2607 case 3: ret = "const3"; break;
2608 case 4: ret = "const4"; break;
2609 case 5: ret = "const5"; break;
2610 case 6: ret = "const6"; break;
2611 case 7: ret = "const7"; break;
2612 default: ret = "unknown constant";
2614 break;
2616 default:
2617 return "unknown";
2620 if(arg & WINED3DTA_COMPLEMENT) {
2621 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2622 if(argnum == 0) ret = "arg0";
2623 if(argnum == 1) ret = "arg1";
2624 if(argnum == 2) ret = "arg2";
2626 if(arg & WINED3DTA_ALPHAREPLICATE) {
2627 shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2628 if(argnum == 0) ret = "arg0";
2629 if(argnum == 1) ret = "arg1";
2630 if(argnum == 2) ret = "arg2";
2632 return ret;
2635 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2636 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2637 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2638 unsigned int mul = 1;
2639 BOOL mul_final_dest = FALSE;
2641 if(color && alpha) dstmask = "";
2642 else if(color) dstmask = ".rgb";
2643 else dstmask = ".a";
2645 if(dst == tempreg) dstreg = "tempreg";
2646 else dstreg = "ret";
2648 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2649 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2650 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2652 switch(op) {
2653 case WINED3DTOP_DISABLE:
2654 if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2655 break;
2657 case WINED3DTOP_SELECTARG2:
2658 arg1 = arg2;
2659 case WINED3DTOP_SELECTARG1:
2660 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2661 break;
2663 case WINED3DTOP_MODULATE4X:
2664 mul = 2;
2665 case WINED3DTOP_MODULATE2X:
2666 mul *= 2;
2667 if(strcmp(dstreg, "result.color") == 0) {
2668 dstreg = "ret";
2669 mul_final_dest = TRUE;
2671 case WINED3DTOP_MODULATE:
2672 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2673 break;
2675 case WINED3DTOP_ADDSIGNED2X:
2676 mul = 2;
2677 if(strcmp(dstreg, "result.color") == 0) {
2678 dstreg = "ret";
2679 mul_final_dest = TRUE;
2681 case WINED3DTOP_ADDSIGNED:
2682 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2683 arg2 = "arg2";
2684 case WINED3DTOP_ADD:
2685 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2686 break;
2688 case WINED3DTOP_SUBTRACT:
2689 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2690 break;
2692 case WINED3DTOP_ADDSMOOTH:
2693 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2694 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2695 break;
2697 case WINED3DTOP_BLENDCURRENTALPHA:
2698 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2699 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2700 break;
2701 case WINED3DTOP_BLENDFACTORALPHA:
2702 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2703 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2704 break;
2705 case WINED3DTOP_BLENDTEXTUREALPHA:
2706 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2707 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2708 break;
2709 case WINED3DTOP_BLENDDIFFUSEALPHA:
2710 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2711 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2712 break;
2714 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2715 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2716 shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2717 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2718 break;
2720 /* D3DTOP_PREMODULATE ???? */
2722 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2723 shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2724 shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2725 break;
2726 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2727 shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2728 break;
2729 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2730 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2731 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2732 break;
2733 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2734 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2735 break;
2737 case WINED3DTOP_DOTPRODUCT3:
2738 mul = 4;
2739 if(strcmp(dstreg, "result.color") == 0) {
2740 dstreg = "ret";
2741 mul_final_dest = TRUE;
2743 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2744 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2745 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2746 break;
2748 case WINED3DTOP_MULTIPLYADD:
2749 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2750 break;
2752 case WINED3DTOP_LERP:
2753 /* The msdn is not quite right here */
2754 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2755 break;
2757 case WINED3DTOP_BUMPENVMAP:
2758 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2759 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2760 break;
2762 default:
2763 FIXME("Unhandled texture op %08x\n", op);
2766 if(mul == 2) {
2767 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2768 } else if(mul == 4) {
2769 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2773 /* The stateblock is passed for GLINFO_LOCATION */
2774 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2776 unsigned int stage;
2777 SHADER_BUFFER buffer;
2778 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2779 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2780 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2781 const char *textype;
2782 const char *instr, *sat;
2783 char colorcor_dst[8];
2784 GLuint ret;
2785 DWORD arg0, arg1, arg2;
2786 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2787 BOOL op_equal;
2788 const char *final_combiner_src = "ret";
2790 /* Find out which textures are read */
2791 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2792 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2793 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2794 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2795 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2796 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2797 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2798 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2800 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2801 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2802 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2803 bump_used[stage] = TRUE;
2804 tex_read[stage] = TRUE;
2806 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2807 bump_used[stage] = TRUE;
2808 tex_read[stage] = TRUE;
2809 luminance_used[stage] = TRUE;
2810 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2811 tfactor_used = TRUE;
2814 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2815 tfactor_used = TRUE;
2818 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2819 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2820 tempreg_used = TRUE;
2823 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2824 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2825 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2826 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2827 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2828 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2829 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2831 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2832 tempreg_used = TRUE;
2834 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2835 tfactor_used = TRUE;
2839 /* Shader header */
2840 buffer.bsize = 0;
2841 buffer.lineNo = 0;
2842 buffer.newline = TRUE;
2843 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2845 shader_addline(&buffer, "!!ARBfp1.0\n");
2847 switch(settings->fog) {
2848 case FOG_OFF: break;
2849 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2850 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2851 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2852 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2855 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2856 shader_addline(&buffer, "TEMP TMP;\n");
2857 shader_addline(&buffer, "TEMP ret;\n");
2858 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2859 shader_addline(&buffer, "TEMP arg0;\n");
2860 shader_addline(&buffer, "TEMP arg1;\n");
2861 shader_addline(&buffer, "TEMP arg2;\n");
2862 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2863 if(!tex_read[stage]) continue;
2864 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2865 if(!bump_used[stage]) continue;
2866 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2867 if(!luminance_used[stage]) continue;
2868 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2870 if(tfactor_used) {
2871 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2873 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2875 if(settings->sRGB_write) {
2876 shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2877 srgb_mul_low, srgb_mul_low, srgb_mul_low);
2878 shader_addline(&buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2879 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2880 shader_addline(&buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2881 srgb_pow, srgb_pow, srgb_pow);
2882 shader_addline(&buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2883 srgb_mul_high, srgb_mul_high, srgb_mul_high);
2884 shader_addline(&buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2885 srgb_sub_high, srgb_sub_high, srgb_sub_high);
2888 /* Generate texture sampling instructions) */
2889 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2890 if(!tex_read[stage]) continue;
2892 switch(settings->op[stage].tex_type) {
2893 case tex_1d: textype = "1D"; break;
2894 case tex_2d: textype = "2D"; break;
2895 case tex_3d: textype = "3D"; break;
2896 case tex_cube: textype = "CUBE"; break;
2897 case tex_rect: textype = "RECT"; break;
2898 default: textype = "unexpected_textype"; break;
2901 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2902 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2903 sat = "";
2904 } else {
2905 sat = "_SAT";
2908 if(settings->op[stage].projected == proj_none) {
2909 instr = "TEX";
2910 } else if(settings->op[stage].projected == proj_count4 ||
2911 settings->op[stage].projected == proj_count3) {
2912 instr = "TXP";
2913 } else {
2914 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2915 instr = "TXP";
2918 if(stage > 0 &&
2919 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2920 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2921 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2922 shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2923 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2924 shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2926 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2927 * so multiply the displacement with the dividing parameter before passing it to TXP
2929 if (settings->op[stage].projected != proj_none) {
2930 if(settings->op[stage].projected == proj_count4) {
2931 shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
2932 shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
2933 } else {
2934 shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
2935 shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
2937 } else {
2938 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2941 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2942 instr, sat, stage, stage, textype);
2943 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2944 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2945 stage - 1, stage - 1, stage - 1);
2946 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2948 } else if(settings->op[stage].projected == proj_count3) {
2949 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2950 shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2951 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2952 instr, sat, stage, stage, textype);
2953 } else {
2954 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2955 instr, sat, stage, stage, stage, textype);
2958 sprintf(colorcor_dst, "tex%u", stage);
2959 gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
2960 settings->op[stage].color_correction, &GLINFO_LOCATION);
2963 /* Generate the main shader */
2964 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2965 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2966 if(stage == 0) {
2967 final_combiner_src = "fragment.color.primary";
2969 break;
2972 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2973 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2974 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2975 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2976 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2977 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2978 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2979 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2980 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2981 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2982 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2983 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2984 } else {
2985 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2986 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2987 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2988 settings->op[stage].carg2 == settings->op[stage].aarg2;
2991 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2992 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2993 settings->op[stage].cop, settings->op[stage].carg0,
2994 settings->op[stage].carg1, settings->op[stage].carg2);
2995 if(stage == 0) {
2996 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2998 } else if(op_equal) {
2999 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
3000 settings->op[stage].cop, settings->op[stage].carg0,
3001 settings->op[stage].carg1, settings->op[stage].carg2);
3002 } else {
3003 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3004 settings->op[stage].cop, settings->op[stage].carg0,
3005 settings->op[stage].carg1, settings->op[stage].carg2);
3006 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
3007 settings->op[stage].aop, settings->op[stage].aarg0,
3008 settings->op[stage].aarg1, settings->op[stage].aarg2);
3012 if(settings->sRGB_write) {
3013 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3014 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
3015 shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
3016 } else {
3017 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3020 /* Footer */
3021 shader_addline(&buffer, "END\n");
3023 /* Generate the shader */
3024 GL_EXTCALL(glGenProgramsARB(1, &ret));
3025 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3026 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3028 if (glGetError() == GL_INVALID_OPERATION) {
3029 GLint pos;
3030 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3031 FIXME("Fragment program error at position %d: %s\n", pos,
3032 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3034 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3035 return ret;
3038 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3039 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3040 struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
3041 BOOL use_pshader = use_ps(device);
3042 BOOL use_vshader = use_vs(device);
3043 struct ffp_frag_settings settings;
3044 const struct arbfp_ffp_desc *desc;
3045 unsigned int i;
3047 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3048 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3049 /* Reload fixed function constants since they collide with the pixel shader constants */
3050 for(i = 0; i < MAX_TEXTURES; i++) {
3051 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3053 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3054 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3056 return;
3059 if(!use_pshader) {
3060 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3061 gen_ffp_frag_op(stateblock, &settings, FALSE);
3062 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3063 if(!desc) {
3064 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3065 if (!new_desc)
3067 ERR("Out of memory\n");
3068 return;
3070 new_desc->num_textures_used = 0;
3071 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3072 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3073 new_desc->num_textures_used = i;
3076 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3077 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3078 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3079 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3080 desc = new_desc;
3083 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3084 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3085 * deactivate it.
3087 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3088 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3089 priv->current_fprogram_id = desc->shader;
3091 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3092 /* Reload fixed function constants since they collide with the pixel shader constants */
3093 for(i = 0; i < MAX_TEXTURES; i++) {
3094 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3096 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3097 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3101 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3102 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3103 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3104 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3105 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3107 * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
3108 * to be compiled before activating them(needs some cleanups in the shader backend interface)
3110 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3111 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3113 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3114 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3117 if(use_pshader) {
3118 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3122 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3123 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3124 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3125 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3126 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3128 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3129 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3130 fragment_prog_arbfp(state, stateblock, context);
3134 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3135 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3136 fragment_prog_arbfp(state, stateblock, context);
3140 #undef GLINFO_LOCATION
3142 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3143 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3144 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3145 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3146 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3147 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3148 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3149 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3150 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3151 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3152 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3153 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3154 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3155 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3156 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3157 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3158 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3159 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3160 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3161 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3162 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3163 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3164 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3165 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3166 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3167 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3168 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3169 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3170 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3171 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3172 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3173 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3174 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3175 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3176 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3177 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3178 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3179 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3180 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3181 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3182 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3183 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3184 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3185 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3186 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3187 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3188 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3189 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3190 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3191 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3192 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3193 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3194 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3195 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3196 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3197 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3198 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3199 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3200 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3201 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3202 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3203 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3204 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3205 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3206 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3207 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3208 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3209 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3210 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3211 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3212 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3213 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3214 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3215 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3216 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3217 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3218 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3219 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3220 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3221 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3222 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3223 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3224 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3225 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3226 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3227 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3228 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3229 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3230 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3231 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3232 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3233 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3234 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3235 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3236 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3237 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3238 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3239 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3240 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3241 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3242 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3243 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3244 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3245 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3246 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3247 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3248 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3249 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3250 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3251 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3252 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3253 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3254 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3255 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3256 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3257 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3258 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3259 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3260 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3261 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3262 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3263 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3264 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3265 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3266 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3267 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3268 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3269 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3270 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3271 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3272 { STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3273 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3274 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3275 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3276 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3277 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3278 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3279 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3280 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3281 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3282 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3283 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3284 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3285 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3286 {0 /* Terminate */, { 0, 0 }, 0 },
3289 const struct fragment_pipeline arbfp_fragment_pipeline = {
3290 arbfp_enable,
3291 arbfp_get_caps,
3292 arbfp_alloc,
3293 arbfp_free,
3294 shader_arb_conv_supported,
3295 arbfp_fragmentstate_template,
3296 TRUE /* We can disable projected textures */
3299 #define GLINFO_LOCATION device->adapter->gl_info
3301 struct arbfp_blit_priv {
3302 GLenum yuy2_rect_shader, yuy2_2d_shader;
3303 GLenum uyvy_rect_shader, uyvy_2d_shader;
3304 GLenum yv12_rect_shader, yv12_2d_shader;
3307 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3308 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3309 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3310 if(!device->blit_priv) {
3311 ERR("Out of memory\n");
3312 return E_OUTOFMEMORY;
3314 return WINED3D_OK;
3316 static void arbfp_blit_free(IWineD3DDevice *iface) {
3317 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3318 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3320 ENTER_GL();
3321 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3322 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3323 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3324 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3325 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3326 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3327 checkGLcall("Delete yuv programs\n");
3328 LEAVE_GL();
3331 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3332 char chroma;
3333 const char *tex, *texinstr;
3335 if(fmt == WINED3DFMT_UYVY) {
3336 chroma = 'r';
3337 *luminance = 'a';
3338 } else {
3339 chroma = 'a';
3340 *luminance = 'r';
3342 switch(textype) {
3343 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3344 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3345 default:
3346 /* This is more tricky than just replacing the texture type - we have to navigate
3347 * properly in the texture to find the correct chroma values
3349 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3350 return FALSE;
3353 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3354 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3355 * filtering when we sample the texture.
3357 * These are the rules for reading the chroma:
3359 * Even pixel: Cr
3360 * Even pixel: U
3361 * Odd pixel: V
3363 * So we have to get the sampling x position in non-normalized coordinates in integers
3365 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3366 shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3367 shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3368 } else {
3369 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3371 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3372 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3373 * 0.5, so add 0.5.
3375 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3376 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3378 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3379 * even and odd pixels respectively
3381 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3382 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3384 /* Sample Pixel 1 */
3385 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3387 /* Put the value into either of the chroma values */
3388 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3389 shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3390 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3391 shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3393 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3394 * the pixel right to the current one. Otherwise, sample the left pixel.
3395 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3397 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3398 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3399 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3401 /* Put the value into the other chroma */
3402 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3403 shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3404 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3405 shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3407 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3408 * the current one and lerp the two U and V values
3411 /* This gives the correctly filtered luminance value */
3412 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3414 return TRUE;
3417 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3418 const char *tex;
3420 switch(textype) {
3421 case GL_TEXTURE_2D: tex = "2D"; break;
3422 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3423 default:
3424 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3425 return FALSE;
3428 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3429 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3430 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3431 * pitch of the luminance plane, the packing into the gl texture is a bit
3432 * unfortunate. If the whole texture is interpreted as luminance data it looks
3433 * approximately like this:
3435 * +----------------------------------+----
3436 * | |
3437 * | |
3438 * | |
3439 * | |
3440 * | | 2
3441 * | LUMINANCE | -
3442 * | | 3
3443 * | |
3444 * | |
3445 * | |
3446 * | |
3447 * +----------------+-----------------+----
3448 * | | |
3449 * | U even rows | U odd rows |
3450 * | | | 1
3451 * +----------------+------------------ -
3452 * | | | 3
3453 * | V even rows | V odd rows |
3454 * | | |
3455 * +----------------+-----------------+----
3456 * | | |
3457 * | 0.5 | 0.5 |
3459 * So it appears as if there are 4 chroma images, but in fact the odd rows
3460 * in the chroma images are in the same row as the even ones. So its is
3461 * kinda tricky to read
3463 * When reading from rectangle textures, keep in mind that the input y coordinates
3464 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3466 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3467 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3469 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3470 /* the chroma planes have only half the width */
3471 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3473 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3474 * the coordinate. Also read the right side of the image when reading odd lines
3476 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3477 * bleeding
3479 if(textype == GL_TEXTURE_2D) {
3481 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3483 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3485 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3486 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3488 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3489 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3490 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3491 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3492 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3494 /* clamp, keep the half pixel origin in mind */
3495 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3496 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3497 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3498 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3499 } else {
3500 /* Read from [size - size+size/4] */
3501 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3502 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3504 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3505 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3506 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3507 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3508 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3509 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3511 /* Make sure to read exactly from the pixel center */
3512 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3513 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3515 /* Clamp */
3516 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3517 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3518 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3519 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3520 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3522 /* Read the texture, put the result into the output register */
3523 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3524 shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3526 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3527 * No need to clamp because we're just reusing the already clamped value from above
3529 if(textype == GL_TEXTURE_2D) {
3530 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3531 } else {
3532 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3534 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3535 shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3537 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3538 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3539 * values due to filtering
3541 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3542 if(textype == GL_TEXTURE_2D) {
3543 /* Multiply the y coordinate by 2/3 and clamp it */
3544 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3545 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3546 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3547 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3548 } else {
3549 /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
3550 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3551 * is bigger
3553 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3554 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3555 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3557 *luminance = 'a';
3559 return TRUE;
3562 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
3563 GLenum shader;
3564 SHADER_BUFFER buffer;
3565 char luminance_component;
3566 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3568 /* Shader header */
3569 buffer.bsize = 0;
3570 buffer.lineNo = 0;
3571 buffer.newline = TRUE;
3572 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3574 ENTER_GL();
3575 GL_EXTCALL(glGenProgramsARB(1, &shader));
3576 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3577 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3578 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3579 LEAVE_GL();
3580 if(!shader) {
3581 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3582 return 0;
3585 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3586 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3587 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3588 * each single pixel it contains, and one U and one V value shared between both
3589 * pixels.
3591 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3592 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3593 * take the format into account when generating the read swizzles
3595 * Reading the Y value is streightforward - just sample the texture. The hardware
3596 * takes care of filtering in the horizontal and vertical direction.
3598 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3599 * because that would mix the U and V values of one pixel or two adjacent pixels.
3600 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3601 * regardless of the filtering setting. Vertical filtering works automatically
3602 * though - the U and V values of two rows are mixed nicely.
3604 * Appart of avoiding filtering issues, the code has to know which value it just
3605 * read, and where it can find the other one. To determine this, it checks if
3606 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3608 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3609 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3611 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3612 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3613 * in an unfiltered situation. Finding the luminance on the other hand requires
3614 * finding out if it is an odd or even pixel. The real drawback of this approach
3615 * is filtering. This would have to be emulated completely in the shader, reading
3616 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3617 * vertically. Beyond that it would require adjustments to the texture handling
3618 * code to deal with the width scaling
3620 shader_addline(&buffer, "!!ARBfp1.0\n");
3621 shader_addline(&buffer, "TEMP luminance;\n");
3622 shader_addline(&buffer, "TEMP temp;\n");
3623 shader_addline(&buffer, "TEMP chroma;\n");
3624 shader_addline(&buffer, "TEMP texcrd;\n");
3625 shader_addline(&buffer, "TEMP texcrd2;\n");
3626 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3627 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3628 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3630 if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
3631 if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3632 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3633 return 0;
3635 } else {
3636 if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3637 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3638 return 0;
3642 /* Calculate the final result. Formula is taken from
3643 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3644 * ranges from -0.5 to 0.5
3646 shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3648 shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3649 shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3650 shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3651 shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3652 shader_addline(&buffer, "END\n");
3654 ENTER_GL();
3655 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3657 if (glGetError() == GL_INVALID_OPERATION) {
3658 GLint pos;
3659 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3660 FIXME("Fragment program error at position %d: %s\n", pos,
3661 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3663 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3664 LEAVE_GL();
3666 if(fmt == WINED3DFMT_YUY2) {
3667 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3668 priv->yuy2_rect_shader = shader;
3669 } else {
3670 priv->yuy2_2d_shader = shader;
3672 } else if(fmt == WINED3DFMT_UYVY) {
3673 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3674 priv->uyvy_rect_shader = shader;
3675 } else {
3676 priv->uyvy_2d_shader = shader;
3678 } else {
3679 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3680 priv->yv12_rect_shader = shader;
3681 } else {
3682 priv->yv12_2d_shader = shader;
3685 return shader;
3688 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3689 GLenum shader;
3690 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3691 float size[4] = {width, height, 1, 1};
3692 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3693 const GlPixelFormatDesc *glDesc;
3695 getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3697 if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
3698 glDesc->conversion_group != WINED3DFMT_YV12) {
3699 TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
3700 /* Don't bother setting up a shader for unconverted formats */
3701 ENTER_GL();
3702 glEnable(textype);
3703 checkGLcall("glEnable(textype)");
3704 LEAVE_GL();
3705 return WINED3D_OK;
3708 if(glDesc->conversion_group == WINED3DFMT_YUY2) {
3709 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3710 shader = priv->yuy2_rect_shader;
3711 } else {
3712 shader = priv->yuy2_2d_shader;
3714 } else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
3715 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3716 shader = priv->uyvy_rect_shader;
3717 } else {
3718 shader = priv->uyvy_2d_shader;
3720 } else {
3721 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3722 shader = priv->yv12_rect_shader;
3723 } else {
3724 shader = priv->yv12_2d_shader;
3728 if(!shader) {
3729 shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
3732 ENTER_GL();
3733 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3734 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3735 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3736 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3737 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3738 checkGLcall("glProgramLocalParameter4fvARB");
3739 LEAVE_GL();
3741 return WINED3D_OK;
3744 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3745 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3747 ENTER_GL();
3748 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3749 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3750 glDisable(GL_TEXTURE_2D);
3751 checkGLcall("glDisable(GL_TEXTURE_2D)");
3752 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3753 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3754 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3756 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3757 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3758 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3760 LEAVE_GL();
3763 static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
3764 TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
3765 switch(fmt) {
3766 case WINED3DFMT_YUY2:
3767 case WINED3DFMT_UYVY:
3768 case WINED3DFMT_YV12:
3769 TRACE("[OK]\n");
3770 return TRUE;
3771 default:
3772 TRACE("[FAILED]\n");
3773 return FALSE;
3777 const struct blit_shader arbfp_blit = {
3778 arbfp_blit_alloc,
3779 arbfp_blit_free,
3780 arbfp_blit_set,
3781 arbfp_blit_unset,
3782 arbfp_blit_conv_supported
3785 #undef GLINFO_LOCATION