2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* We have to subtract any other PARAMs that we might use in our shader programs.
45 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55 * so upload them above that
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
60 /* ARB_program_shader private data */
61 struct shader_arb_priv
{
62 GLuint current_vprogram_id
;
63 GLuint current_fprogram_id
;
64 GLuint depth_blt_vprogram_id
;
65 GLuint depth_blt_fprogram_id
[tex_type_count
];
66 BOOL use_arbfp_fixed_func
;
67 struct hash_table_t
*fragment_shaders
;
70 /********************************************************
71 * ARB_[vertex/fragment]_program helper functions follow
72 ********************************************************/
75 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76 * When constant_list == NULL, it will load all the constants.
78 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
82 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
84 local_constant
* lconst
;
88 if (TRACE_ON(d3d_shader
)) {
89 for(i
= 0; i
< max_constants
; i
++) {
90 if(!dirty_consts
[i
]) continue;
91 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
92 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
93 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
96 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
97 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
100 for(i
= 0; i
< max_constants
; i
++) {
101 if(!dirty_consts
[i
]) continue;
105 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
106 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
107 else lcl_const
[0] = constants
[j
+ 0];
109 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
110 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
111 else lcl_const
[1] = constants
[j
+ 1];
113 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
114 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
115 else lcl_const
[2] = constants
[j
+ 2];
117 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
118 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
119 else lcl_const
[3] = constants
[j
+ 3];
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
124 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
125 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
126 * or just reloading *all* constants at once
128 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
130 for(i
= 0; i
< max_constants
; i
++) {
131 if(!dirty_consts
[i
]) continue;
133 /* Find the next block of dirty constants */
136 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
140 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
143 for(i
= 0; i
< max_constants
; i
++) {
144 if(dirty_consts
[i
]) {
146 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
151 checkGLcall("glProgramEnvParameter4fvARB()");
153 /* Load immediate constants */
154 if(This
->baseShader
.load_local_constsF
) {
155 if (TRACE_ON(d3d_shader
)) {
156 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
157 GLfloat
* values
= (GLfloat
*)lconst
->value
;
158 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
159 values
[0], values
[1], values
[2], values
[3]);
162 /* Immediate constants are clamped for 1.X shaders at loading times */
164 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
165 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
166 ret
= max(ret
, lconst
->idx
+ 1);
167 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
169 checkGLcall("glProgramEnvParameter4fvARB()");
170 return ret
; /* The loaded immediate constants need reloading for the next shader */
172 return 0; /* No constants are dirty now */
177 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
179 static void shader_arb_load_np2fixup_constants(
180 IWineD3DDevice
* device
,
182 char useVertexShader
) {
183 /* not implemented */
187 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
189 * We only support float constants in ARB at the moment, so don't
190 * worry about the Integers or Booleans
192 static void shader_arb_load_constants(
193 IWineD3DDevice
* device
,
195 char useVertexShader
) {
197 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
198 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
199 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
202 if (useVertexShader
) {
203 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
205 /* Load DirectX 9 float constants for vertex shader */
206 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
207 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
208 deviceImpl
->highest_dirty_vs_const
,
209 stateBlock
->vertexShaderConstantF
,
210 deviceImpl
->activeContext
->vshader_const_dirty
);
212 /* Upload the position fixup */
213 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
216 if (usePixelShader
) {
218 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
219 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
221 /* Load DirectX 9 float constants for pixel shader */
222 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
223 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
224 deviceImpl
->highest_dirty_ps_const
,
225 stateBlock
->pixelShaderConstantF
,
226 deviceImpl
->activeContext
->pshader_const_dirty
);
228 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++) {
229 /* The state manager takes care that this function is always called if the bump env matrix changes
231 const float *data
= (const float *)&stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
232 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
233 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->bumpenvmatconst
[i
].const_num
] = 1;
235 if (psi
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
237 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
238 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
239 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
240 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
242 const float *scale
= (const float *)&stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
243 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
244 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->luminanceconst
[i
].const_num
] = 1;
250 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
252 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
254 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
255 * context. On a context switch the old context will be fully dirtified */
256 memset(This
->activeContext
->vshader_const_dirty
+ start
, 1,
257 sizeof(*This
->activeContext
->vshader_const_dirty
) * count
);
258 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
+ 1);
261 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
263 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
265 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
266 * context. On a context switch the old context will be fully dirtified */
267 memset(This
->activeContext
->pshader_const_dirty
+ start
, 1,
268 sizeof(*This
->activeContext
->pshader_const_dirty
) * count
);
269 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
+ 1);
272 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
276 const local_constant
*lconst
;
278 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
280 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.temporary
);
282 ERR("Out of memory\n");
286 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
287 ret
[lconst
->idx
] = idx
++;
292 /* Generate the variable & register declarations for the ARB_vertex_program output target */
293 static void shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
294 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
, DWORD
*lconst_map
)
296 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
297 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
299 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
300 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
301 (pshader
? GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
:
302 GL_LIMITS(vshader_constantsF
) - ARB_SHADER_RESERVED_VS_CONSTS
));
303 UINT extra_constants_needed
= 0;
304 const local_constant
*lconst
;
306 /* Temporary Output register */
307 shader_addline(buffer
, "TEMP TMP_OUT;\n");
309 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
310 if (reg_maps
->temporary
[i
])
311 shader_addline(buffer
, "TEMP R%u;\n", i
);
314 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
315 if (reg_maps
->address
[i
])
316 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
319 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
320 if (reg_maps
->texcoord
[i
])
321 shader_addline(buffer
,"TEMP T%u;\n", i
);
324 /* Texture coordinate registers must be pre-loaded */
325 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
326 if (reg_maps
->texcoord
[i
])
327 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
330 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
331 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
332 if(!reg_maps
->bumpmat
[i
]) continue;
334 cur
= ps
->numbumpenvmatconsts
;
335 ps
->bumpenvmatconst
[cur
].const_num
= -1;
336 ps
->bumpenvmatconst
[cur
].texunit
= i
;
337 ps
->luminanceconst
[cur
].const_num
= -1;
338 ps
->luminanceconst
[cur
].texunit
= i
;
340 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
341 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
344 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
) {
345 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
346 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
347 i
, ps
->bumpenvmatconst
[cur
].const_num
);
348 extra_constants_needed
++;
350 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
) {
351 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
352 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
353 i
, ps
->luminanceconst
[cur
].const_num
);
354 extra_constants_needed
++;
355 } else if(reg_maps
->luminanceparams
) {
356 FIXME("No free constant to load the luminance parameters\n");
359 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
362 ps
->numbumpenvmatconsts
= cur
+ 1;
365 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
366 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
367 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
368 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
369 srgb_sub_high
, 0.0, 0.0, 0.0);
372 /* Load local constants using the program-local space,
373 * this avoids reloading them each time the shader is used
376 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
377 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
378 lconst_map
[lconst
->idx
]);
382 /* we use the array-based constants array if the local constants are marked for loading,
383 * because then we use indirect addressing, or when the local constant list is empty,
384 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
385 * local constants do not declare the loaded constants as an array because ARB compilers usually
386 * do not optimize unused constants away
388 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
389 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
390 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
391 max_constantsF
, max_constantsF
- 1);
393 for(i
= 0; i
< max_constantsF
; i
++) {
396 mask
= 1 << (i
& 0x1f);
397 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
398 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
404 static const char * const shift_tab
[] = {
405 "dummy", /* 0 (none) */
406 "coefmul.x", /* 1 (x2) */
407 "coefmul.y", /* 2 (x4) */
408 "coefmul.z", /* 3 (x8) */
409 "coefmul.w", /* 4 (x16) */
410 "dummy", /* 5 (x32) */
411 "dummy", /* 6 (x64) */
412 "dummy", /* 7 (x128) */
413 "dummy", /* 8 (d256) */
414 "dummy", /* 9 (d128) */
415 "dummy", /* 10 (d64) */
416 "dummy", /* 11 (d32) */
417 "coefdiv.w", /* 12 (d16) */
418 "coefdiv.z", /* 13 (d8) */
419 "coefdiv.y", /* 14 (d4) */
420 "coefdiv.x" /* 15 (d2) */
423 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
424 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
426 char *ptr
= write_mask
;
427 char vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
429 if (vshader
&& dst
->reg
.type
== WINED3DSPR_ADDR
)
434 else if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
437 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
438 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
439 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
440 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
446 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
448 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
449 * but addressed as "rgba". To fix this we need to swap the register's x
450 * and z components. */
451 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
452 char *ptr
= swizzle_str
;
454 /* swizzle bits fields: wwzzyyxx */
455 DWORD swizzle
= param
->swizzle
;
456 DWORD swizzle_x
= swizzle
& 0x03;
457 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
458 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
459 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
461 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
462 * generate a swizzle string. Unless we need to our own swizzling. */
463 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
466 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
467 *ptr
++ = swizzle_chars
[swizzle_x
];
469 *ptr
++ = swizzle_chars
[swizzle_x
];
470 *ptr
++ = swizzle_chars
[swizzle_y
];
471 *ptr
++ = swizzle_chars
[swizzle_z
];
472 *ptr
++ = swizzle_chars
[swizzle_w
];
479 static void shader_arb_get_register_name(IWineD3DBaseShader
*iface
, WINED3DSHADER_PARAM_REGISTER_TYPE register_type
,
480 UINT register_idx
, BOOL rel_addr
, char *register_name
, BOOL
*is_color
)
482 /* oPos, oFog and oPts in D3D */
483 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
484 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
485 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
489 switch (register_type
)
491 case WINED3DSPR_TEMP
:
492 sprintf(register_name
, "R%u", register_idx
);
495 case WINED3DSPR_INPUT
:
498 if (register_idx
== 0) strcpy(register_name
, "fragment.color.primary");
499 else strcpy(register_name
, "fragment.color.secondary");
503 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << register_idx
)) *is_color
= TRUE
;
504 sprintf(register_name
, "vertex.attrib[%u]", register_idx
);
508 case WINED3DSPR_CONST
:
509 if (!pshader
&& rel_addr
)
511 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
512 if (register_idx
>= rel_offset
)
513 sprintf(register_name
, "C[A0.x + %u]", register_idx
- rel_offset
);
515 sprintf(register_name
, "C[A0.x - %u]", -register_idx
+ rel_offset
);
519 if (This
->baseShader
.reg_maps
.usesrelconstF
)
520 sprintf(register_name
, "C[%u]", register_idx
);
522 sprintf(register_name
, "C%u", register_idx
);
526 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
527 if (pshader
) sprintf(register_name
, "T%u", register_idx
);
528 else sprintf(register_name
, "A%u", register_idx
);
531 case WINED3DSPR_COLOROUT
:
532 if (register_idx
== 0)
534 strcpy(register_name
, "TMP_COLOR");
538 /* TODO: See GL_ARB_draw_buffers */
539 FIXME("Unsupported write to render target %u\n", register_idx
);
540 sprintf(register_name
, "unsupported_register");
544 case WINED3DSPR_RASTOUT
:
545 sprintf(register_name
, "%s", rastout_reg_names
[register_idx
]);
548 case WINED3DSPR_DEPTHOUT
:
549 strcpy(register_name
, "result.depth");
552 case WINED3DSPR_ATTROUT
:
553 if (pshader
) sprintf(register_name
, "oD[%u]", register_idx
);
554 else if (register_idx
== 0) strcpy(register_name
, "result.color.primary");
555 else strcpy(register_name
, "result.color.secondary");
558 case WINED3DSPR_TEXCRDOUT
:
559 if (pshader
) sprintf(register_name
, "oT[%u]", register_idx
);
560 else sprintf(register_name
, "result.texcoord[%u]", register_idx
);
564 FIXME("Unhandled register type %#x[%u]\n", register_type
, register_idx
);
565 sprintf(register_name
, "unrecognized_register[%u]", register_idx
);
570 static void shader_arb_add_src_param(const struct wined3d_shader_instruction
*ins
,
571 const struct wined3d_shader_src_param
*wined3d_src
, char *str
)
573 char register_name
[255];
577 if (wined3d_src
->modifiers
== WINED3DSPSM_NEG
) strcat(str
, " -");
578 else strcat(str
, " ");
580 shader_arb_get_register_name(ins
->ctx
->shader
, wined3d_src
->reg
.type
,
581 wined3d_src
->reg
.idx
, !!wined3d_src
->reg
.rel_addr
, register_name
, &is_color
);
582 strcat(str
, register_name
);
584 shader_arb_get_swizzle(wined3d_src
, is_color
, swizzle
);
585 strcat(str
, swizzle
);
588 static void shader_arb_add_dst_param(const struct wined3d_shader_instruction
*ins
,
589 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
591 char register_name
[255];
597 shader_arb_get_register_name(ins
->ctx
->shader
, wined3d_dst
->reg
.type
,
598 wined3d_dst
->reg
.idx
, !!wined3d_dst
->reg
.rel_addr
, register_name
, &is_color
);
599 strcat(str
, register_name
);
601 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
602 strcat(str
, write_mask
);
605 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
607 switch(channel_source
)
609 case CHANNEL_SOURCE_ZERO
: return "0";
610 case CHANNEL_SOURCE_ONE
: return "1";
611 case CHANNEL_SOURCE_X
: return "x";
612 case CHANNEL_SOURCE_Y
: return "y";
613 case CHANNEL_SOURCE_Z
: return "z";
614 case CHANNEL_SOURCE_W
: return "w";
616 FIXME("Unhandled channel source %#x\n", channel_source
);
621 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
622 const char *one
, const char *two
, struct color_fixup_desc fixup
)
626 if (is_yuv_fixup(fixup
))
628 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
629 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
634 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
635 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
636 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
637 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
642 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
643 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
644 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
648 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
649 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
650 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
651 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
657 char *ptr
= reg_mask
;
659 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
662 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
663 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
664 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
665 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
669 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
673 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
674 const char *dst_str
, const char *coord_reg
, BOOL projected
, BOOL bias
)
676 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
677 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
678 const char *tex_type
;
679 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
680 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
682 switch(sampler_type
) {
688 if(device
->stateBlock
->textures
[sampler_idx
] &&
689 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
694 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
696 const IWineD3DPixelShaderImpl
* const ps
= (const IWineD3DPixelShaderImpl
*)This
;
697 if(ps
->cur_args
->np2_fixup
& (1 << sampler_idx
)) {
698 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
703 case WINED3DSTT_VOLUME
:
707 case WINED3DSTT_CUBE
:
712 ERR("Unexpected texture type %d\n", sampler_type
);
717 /* Shouldn't be possible, but let's check for it */
718 if(projected
) FIXME("Biased and Projected texture sampling\n");
719 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
720 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
721 } else if (projected
) {
722 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
724 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
727 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
729 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
730 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
731 "one", "coefmul.x", ps
->cur_args
->color_fixup
[sampler_idx
]);
735 static void pshader_gen_input_modifier_line(IWineD3DBaseShader
*iface
, SHADER_BUFFER
*buffer
,
736 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
738 /* Generate a line that does the input modifier computation and return the input register to use */
739 BOOL is_color
= FALSE
;
744 /* Assume a new line will be added */
747 /* Get register name */
748 shader_arb_get_register_name(iface
, src
->reg
.type
,
749 src
->reg
.idx
, !!src
->reg
.rel_addr
, regstr
, &is_color
);
750 shader_arb_get_swizzle(src
, is_color
, swzstr
);
752 switch (src
->modifiers
)
754 case WINED3DSPSM_NONE
:
755 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
758 case WINED3DSPSM_NEG
:
759 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
762 case WINED3DSPSM_BIAS
:
763 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
765 case WINED3DSPSM_BIASNEG
:
766 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
768 case WINED3DSPSM_SIGN
:
769 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
771 case WINED3DSPSM_SIGNNEG
:
772 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
774 case WINED3DSPSM_COMP
:
775 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
778 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
780 case WINED3DSPSM_X2NEG
:
781 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
784 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
785 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
788 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
789 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
792 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
796 /* Return modified or original register, with swizzle */
798 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
801 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
803 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
804 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
805 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
807 char src_name
[2][50];
809 DWORD sampler_code
= dst
->reg
.idx
;
810 BOOL has_bumpmat
= FALSE
;
814 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
815 if (This
->bumpenvmatconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
816 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
)
823 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
824 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_name
, &is_color
);
825 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
826 strcat(dst_name
, dst_wmask
);
828 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
829 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
832 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
833 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
834 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
835 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
836 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
838 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
840 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
844 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
846 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
847 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
850 char src_name
[3][50];
851 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
853 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
854 ins
->ctx
->reg_maps
->shader_version
.minor
);
856 /* FIXME: support output modifiers */
858 /* Handle output register */
859 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
860 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_name
, &is_color
);
861 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
863 /* Generate input register names (with modifiers) */
864 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
865 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
866 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
868 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
869 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
871 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
873 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
874 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
875 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
879 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
881 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
882 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
885 char src_name
[3][50];
886 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
889 /* FIXME: support output modifiers */
891 /* Handle output register */
892 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
893 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_name
, &is_color
);
894 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
896 /* Generate input register names (with modifiers) */
897 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
898 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
899 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
901 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
902 src_name
[0], src_name
[2], src_name
[1]);
905 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
906 * dst = dot2(src0, src1) + src2 */
907 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
909 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
910 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
913 char src_name
[3][50];
914 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
917 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
918 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_name
, &is_color
);
919 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
921 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
922 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
923 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
925 /* Emulate a DP2 with a DP3 and 0.0 */
926 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
927 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
928 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
929 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
932 /* Map the opcode 1-to-1 to the GL code */
933 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
935 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
936 const char *instruction
;
940 switch (ins
->handler_idx
)
942 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
943 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
944 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
945 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
946 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
947 case WINED3DSIH_DST
: instruction
= "DST"; break;
948 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
949 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
950 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
951 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
952 case WINED3DSIH_LOG
: instruction
= "LG2"; break;
953 case WINED3DSIH_LOGP
: instruction
= "LOG"; break;
954 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
955 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
956 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
957 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
958 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
959 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
960 case WINED3DSIH_NOP
: instruction
= "NOP"; break;
961 case WINED3DSIH_POW
: instruction
= "POW"; break;
962 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
963 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
964 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
965 default: instruction
= "";
966 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
970 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
972 /* Output token related */
973 const struct wined3d_shader_dst_param
*dst
;
974 char output_rname
[256];
975 char output_wmask
[20];
976 char operands
[4][100];
977 BOOL saturate
= FALSE
;
978 BOOL centroid
= FALSE
;
979 BOOL partialprecision
= FALSE
;
980 const char *modifier
;
984 if (!(ins
->dst_count
+ ins
->src_count
))
986 ERR("Opcode \"%#x\" has no parameters\n", ins
->handler_idx
);
991 /* Process modifiers */
994 DWORD mask
= dst
->modifiers
;
996 saturate
= mask
& WINED3DSPDM_SATURATE
;
997 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
998 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
999 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
1001 FIXME("Unrecognized modifier(%#x)\n", mask
);
1004 FIXME("Unhandled modifier(%#x)\n", mask
);
1007 modifier
= (saturate
&& !shift
) ? "_SAT" : "";
1009 /* Generate input register names (with modifiers) */
1010 for (i
= 0; i
< ins
->src_count
; ++i
)
1012 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[i
], i
, operands
[i
+ 1]);
1015 /* Handle output register */
1016 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1017 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, output_rname
, &is_color
);
1018 strcpy(operands
[0], output_rname
);
1019 shader_arb_get_write_mask(ins
, dst
, output_wmask
);
1020 strcat(operands
[0], output_wmask
);
1022 arguments
[0] = '\0';
1023 strcat(arguments
, operands
[0]);
1024 for (i
= 0; i
< ins
->src_count
; ++i
)
1026 strcat(arguments
, ", ");
1027 strcat(arguments
, operands
[i
+ 1]);
1029 shader_addline(buffer
, "%s%s %s;\n", instruction
, modifier
, arguments
);
1031 /* Note that shader_arb_add_*_param() adds spaces. */
1033 arguments
[0] = '\0';
1036 shader_arb_add_dst_param(ins
, &ins
->dst
[0], arguments
);
1037 for (i
= 0; i
< ins
->src_count
; ++i
)
1039 strcat(arguments
, ",");
1040 shader_arb_add_src_param(ins
, &ins
->src
[i
], arguments
);
1043 shader_addline(buffer
, "%s%s;\n", instruction
, arguments
);
1047 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1049 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1051 if ((ins
->ctx
->reg_maps
->shader_version
.major
== 1
1052 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1053 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1054 || ins
->handler_idx
== WINED3DSIH_MOVA
)
1056 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1057 char src0_param
[256];
1059 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1060 FIXME("mova should round\n");
1062 src0_param
[0] = '\0';
1063 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1065 shader_arb_add_src_param(ins
, &ins
->src
[0], src0_param
);
1066 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", src0_param
);
1067 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1071 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1072 * with more than one component. Thus replicate the first source argument over all
1073 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1074 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1075 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1076 shader_arb_add_src_param(ins
, &tmp_src
, src0_param
);
1077 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1082 shader_hw_map2gl(ins
);
1086 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1088 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1089 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1093 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1094 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1096 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1097 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, reg_dest
, &is_color
);
1099 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1101 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1102 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1104 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1105 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1107 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1108 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1109 shader_addline(buffer
, "KIL TMP;\n");
1113 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1115 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1116 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1117 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1119 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1120 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1121 ins
->ctx
->reg_maps
->shader_version
.minor
);
1122 BOOL projected
= FALSE
, bias
= FALSE
;
1126 DWORD reg_sampler_code
;
1128 /* All versions have a destination register */
1129 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1130 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, reg_dest
, &is_color
);
1132 /* 1.0-1.3: Use destination register as coordinate source.
1133 1.4+: Use provided coordinate source register. */
1134 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1135 strcpy(reg_coord
, reg_dest
);
1137 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, reg_coord
);
1139 /* 1.0-1.4: Use destination register number as texture code.
1140 2.0+: Use provided sampler number as texure code. */
1141 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1142 reg_sampler_code
= dst
->reg
.idx
;
1144 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1147 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1148 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1149 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1151 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1154 if(reg_sampler_code
< MAX_TEXTURES
) {
1155 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1157 if (flags
& WINED3DTTFF_PROJECTED
) {
1161 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1163 DWORD src_mod
= ins
->src
[0].modifiers
;
1164 if (src_mod
== WINED3DSPSM_DZ
) {
1166 } else if(src_mod
== WINED3DSPSM_DW
) {
1170 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) projected
= TRUE
;
1171 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) bias
= TRUE
;
1173 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1176 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1178 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1179 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1180 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1181 ins
->ctx
->reg_maps
->shader_version
.minor
);
1184 shader_arb_get_write_mask(ins
, dst
, tmp
);
1185 if (shader_version
!= WINED3D_SHADER_VERSION(1,4))
1187 DWORD reg
= dst
->reg
.idx
;
1188 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1192 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, reg_src
);
1193 shader_addline(buffer
, "MOV R%u%s, %s;\n", dst
->reg
.idx
, tmp
, reg_src
);
1197 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1199 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1200 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1201 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1204 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1208 sprintf(dst_str
, "T%u", reg1
);
1209 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1210 shader_addline(buffer
, "MOV TMP.x, %s.w;\n", src_str
);
1211 shader_addline(buffer
, "MOV TMP.y, %s.x;\n", src_str
);
1212 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1213 shader_hw_sample(ins
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1216 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1218 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1220 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1224 sprintf(dst_str
, "T%u", reg1
);
1225 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1226 shader_addline(buffer
, "MOV TMP.x, %s.y;\n", src_str
);
1227 shader_addline(buffer
, "MOV TMP.y, %s.z;\n", src_str
);
1228 shader_hw_sample(ins
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1231 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1233 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1234 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1238 sprintf(dst_str
, "T%u", reg1
);
1239 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1240 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1243 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1245 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1246 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1247 BOOL has_bumpmat
= FALSE
;
1248 BOOL has_luminance
= FALSE
;
1252 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1255 DWORD reg_dest_code
;
1257 /* All versions have a destination register */
1258 reg_dest_code
= dst
->reg
.idx
;
1259 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1260 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1261 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, reg_coord
, &is_color
);
1263 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1264 if (This
->bumpenvmatconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
1265 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
)
1271 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1272 if (This
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
1273 && reg_dest_code
== This
->luminanceconst
[i
].texunit
)
1275 has_luminance
= TRUE
;
1281 DWORD src
= ins
->src
[0].reg
.idx
;
1283 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1285 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1286 shader_addline(buffer
, "DP3 TMP.x, TMP2, T%u;\n", src
);
1287 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1288 shader_addline(buffer
, "DP3 TMP.y, TMP2, T%u;\n", src
);
1290 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1291 * so we can't let the GL handle this.
1293 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1294 & WINED3DTTFF_PROJECTED
) {
1295 shader_addline(buffer
, "RCP TMP2.w, %s.w;\n", reg_coord
);
1296 shader_addline(buffer
, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord
);
1297 shader_addline(buffer
, "ADD TMP.xy, TMP, TMP2;\n");
1299 shader_addline(buffer
, "ADD TMP.xy, TMP, %s;\n", reg_coord
);
1302 shader_hw_sample(ins
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1304 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
&& has_luminance
)
1306 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1307 src
, reg_dest_code
, reg_dest_code
);
1308 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1313 if(reg_dest_code
< MAX_TEXTURES
) {
1314 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1318 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1319 shader_hw_sample(ins
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1323 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1325 DWORD reg
= ins
->dst
[0].reg
.idx
;
1326 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1329 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1330 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1333 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1335 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1336 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1338 DWORD reg
= ins
->dst
[0].reg
.idx
;
1339 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1343 sprintf(dst_str
, "T%u", reg
);
1344 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1345 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1346 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1347 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1350 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1352 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1353 DWORD reg
= ins
->dst
[0].reg
.idx
;
1354 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1355 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1358 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1359 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1360 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1363 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
1365 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1366 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1368 DWORD reg
= ins
->dst
[0].reg
.idx
;
1369 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1370 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1374 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1375 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1377 /* Sample the texture using the calculated coordinates */
1378 sprintf(dst_str
, "T%u", reg
);
1379 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1380 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1381 current_state
->current_row
= 0;
1384 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
1386 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1387 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1389 DWORD reg
= ins
->dst
[0].reg
.idx
;
1390 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1391 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1395 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1396 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1398 /* Construct the eye-ray vector from w coordinates */
1399 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1400 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1401 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1403 /* Calculate reflection vector
1405 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1406 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1407 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1408 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1409 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1410 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1411 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1413 /* Sample the texture using the calculated coordinates */
1414 sprintf(dst_str
, "T%u", reg
);
1415 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1416 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1417 current_state
->current_row
= 0;
1420 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
1422 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1423 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1425 DWORD reg
= ins
->dst
[0].reg
.idx
;
1426 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1427 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1432 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1433 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src1_name
);
1434 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1436 /* Calculate reflection vector.
1439 * TMP.xyz = 2 * --------- * N - E
1442 * Which normalizes the normal vector
1444 shader_addline(buffer
, "DP3 TMP.w, TMP, %s;\n", src1_name
);
1445 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1446 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1447 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1448 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1449 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -%s;\n", src1_name
);
1451 /* Sample the texture using the calculated coordinates */
1452 sprintf(dst_str
, "T%u", reg
);
1453 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1454 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1455 current_state
->current_row
= 0;
1458 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
1460 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1461 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1465 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1466 * which is essentially an input, is the destination register because it is the first
1467 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1470 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1471 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_name
, &is_color
);
1473 /* According to the msdn, the source register(must be r5) is unusable after
1474 * the texdepth instruction, so we're free to modify it
1476 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
1478 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1479 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1480 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1482 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1483 shader_addline(buffer
, "MUL TMP.x, %s.x, %s.y;\n", dst_name
, dst_name
);
1484 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1485 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1488 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1489 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1490 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1491 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
1493 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1494 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
1498 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1499 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1500 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1502 sprintf(dst_str
, "T%u", sampler_idx
);
1503 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1506 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1507 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1508 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
1510 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1514 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1517 /* Handle output register */
1518 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1519 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_str
, &is_color
);
1520 shader_arb_get_write_mask(ins
, dst
, dst_mask
);
1522 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1523 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dst
->reg
.idx
, src0
);
1525 /* TODO: Handle output modifiers */
1528 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1529 * Perform the 3rd row of a 3x3 matrix multiply */
1530 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
1532 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1533 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1539 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1540 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_str
, &is_color
);
1541 shader_arb_get_write_mask(ins
, dst
, dst_mask
);
1543 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1544 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst
->reg
.idx
, src0
);
1545 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1547 /* TODO: Handle output modifiers */
1550 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1551 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1552 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1553 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1555 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
1557 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1558 DWORD dst_reg
= ins
->dst
[0].reg
.idx
;
1561 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1562 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1564 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1565 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1566 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1568 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1569 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1570 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1571 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1574 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1575 Vertex/Pixel shaders to ARB_vertex_program codes */
1576 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
1579 int nComponents
= 0;
1580 struct wined3d_shader_dst_param tmp_dst
= {{0}};
1581 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
1582 struct wined3d_shader_instruction tmp_ins
;
1584 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
1586 /* Set constants for the temporary argument */
1587 tmp_ins
.ctx
= ins
->ctx
;
1588 tmp_ins
.dst_count
= 1;
1589 tmp_ins
.dst
= &tmp_dst
;
1590 tmp_ins
.src_count
= 2;
1591 tmp_ins
.src
= tmp_src
;
1593 switch(ins
->handler_idx
)
1595 case WINED3DSIH_M4x4
:
1597 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1599 case WINED3DSIH_M4x3
:
1601 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1603 case WINED3DSIH_M3x4
:
1605 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1607 case WINED3DSIH_M3x3
:
1609 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1611 case WINED3DSIH_M3x2
:
1613 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1616 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1620 tmp_dst
= ins
->dst
[0];
1621 tmp_src
[0] = ins
->src
[0];
1622 tmp_src
[1] = ins
->src
[1];
1623 for (i
= 0; i
< nComponents
; i
++) {
1624 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
1625 shader_hw_map2gl(&tmp_ins
);
1626 ++tmp_src
[1].reg
.idx
;
1630 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction
*ins
)
1632 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1633 const char *instruction
;
1637 switch(ins
->handler_idx
)
1639 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
1640 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
1641 default: instruction
= "";
1642 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1646 strcpy(tmpLine
, instruction
);
1647 shader_arb_add_dst_param(ins
, &ins
->dst
[0], tmpLine
); /* Destination */
1648 strcat(tmpLine
, ",");
1649 shader_arb_add_src_param(ins
, &ins
->src
[0], tmpLine
);
1650 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
1652 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1655 strcat(tmpLine
, ".w");
1658 shader_addline(buffer
, "%s;\n", tmpLine
);
1661 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
1663 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1664 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1668 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
1671 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1672 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_name
, &is_color
);
1673 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
1675 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
);
1676 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1677 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1678 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1679 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1683 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
1685 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1686 * must contain fixed constants. So we need a separate function to filter those constants and
1689 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1690 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1694 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
1697 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
1698 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, dst_name
, &is_color
);
1699 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
1701 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
);
1702 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1706 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
1708 GLuint program_id
= 0;
1709 const char *blt_vprogram
=
1711 "PARAM c[1] = { { 1, 0.5 } };\n"
1712 "MOV result.position, vertex.position;\n"
1713 "MOV result.color, c[0].x;\n"
1714 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1717 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1718 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1719 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1721 if (glGetError() == GL_INVALID_OPERATION
) {
1723 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1724 FIXME("Vertex program error at position %d: %s\n", pos
,
1725 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1731 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
1733 GLuint program_id
= 0;
1734 static const char * const blt_fprograms
[tex_type_count
] =
1741 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1742 "MOV result.depth.z, R0.x;\n"
1749 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1750 "MOV result.depth.z, R0.x;\n"
1755 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1756 "MOV result.depth.z, R0.x;\n"
1760 if (!blt_fprograms
[tex_type
])
1762 FIXME("tex_type %#x not supported\n", tex_type
);
1766 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1767 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1768 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
1770 if (glGetError() == GL_INVALID_OPERATION
) {
1772 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1773 FIXME("Fragment program error at position %d: %s\n", pos
,
1774 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1780 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1781 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1782 struct shader_arb_priv
*priv
= This
->shader_priv
;
1783 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1786 struct vs_compile_args compile_args
;
1788 TRACE("Using vertex shader\n");
1789 find_vs_compile_args((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, This
->stateBlock
, &compile_args
);
1790 priv
->current_vprogram_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, &compile_args
);
1792 /* Bind the vertex program */
1793 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1794 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1796 /* Enable OpenGL vertex programs */
1797 glEnable(GL_VERTEX_PROGRAM_ARB
);
1798 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1799 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1800 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1801 priv
->current_vprogram_id
= 0;
1802 glDisable(GL_VERTEX_PROGRAM_ARB
);
1803 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1807 struct ps_compile_args compile_args
;
1808 TRACE("Using pixel shader\n");
1809 find_ps_compile_args((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
1810 priv
->current_fprogram_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
,
1813 /* Bind the fragment program */
1814 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1815 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1817 if(!priv
->use_arbfp_fixed_func
) {
1818 /* Enable OpenGL fragment programs */
1819 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1820 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1822 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1823 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
1824 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1825 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1826 * replacement shader
1828 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1829 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1830 priv
->current_fprogram_id
= 0;
1834 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
1835 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1836 struct shader_arb_priv
*priv
= This
->shader_priv
;
1837 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
1838 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1840 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1841 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1842 glEnable(GL_VERTEX_PROGRAM_ARB
);
1844 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
1845 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
1846 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1849 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
1850 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1851 struct shader_arb_priv
*priv
= This
->shader_priv
;
1852 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1854 if (priv
->current_vprogram_id
) {
1855 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1856 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1858 glEnable(GL_VERTEX_PROGRAM_ARB
);
1859 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1861 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1863 glDisable(GL_VERTEX_PROGRAM_ARB
);
1864 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1867 if (priv
->current_fprogram_id
) {
1868 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1869 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1871 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1872 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1874 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1876 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1877 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1881 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1882 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
1883 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
)->adapter
->gl_info
;
1885 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
1887 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
1891 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1892 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1893 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1896 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1897 This
->gl_shaders
= NULL
;
1898 This
->num_gl_shaders
= 0;
1899 This
->shader_array_size
= 0;
1901 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
1905 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1906 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1907 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1910 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1911 This
->gl_shaders
= NULL
;
1912 This
->num_gl_shaders
= 0;
1913 This
->shader_array_size
= 0;
1917 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1918 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1919 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1923 static void shader_arb_free(IWineD3DDevice
*iface
) {
1924 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1925 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1926 struct shader_arb_priv
*priv
= This
->shader_priv
;
1929 if(priv
->depth_blt_vprogram_id
) {
1930 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1932 for (i
= 0; i
< tex_type_count
; ++i
) {
1933 if (priv
->depth_blt_fprogram_id
[i
]) {
1934 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
1938 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1941 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1945 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1946 const char *tmp2
, const char *tmp3
, const char *tmp4
) {
1947 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1949 /* Calculate the > 0.0031308 case */
1950 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
1951 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
1952 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
1953 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
1954 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
1955 /* Calculate the < case */
1956 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
1957 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1958 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
1959 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
1960 /* Store the components > 0.0031308 in the destination */
1961 shader_addline(buffer
, "MUL %s, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
1962 /* Add the components that are < 0.0031308 */
1963 shader_addline(buffer
, "MAD result.color.xyz, %s, %s, %s;\n", tmp2
, tmp4
, fragcolor
);
1964 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1967 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShader
*iface
,
1968 SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
)
1970 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1971 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1972 CONST DWORD
*function
= This
->baseShader
.function
;
1973 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1974 const local_constant
*lconst
;
1976 const char *fragcolor
;
1977 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
1979 /* Create the hw ARB shader */
1980 shader_addline(buffer
, "!!ARBfp1.0\n");
1982 if (reg_maps
->shader_version
.major
< 3)
1988 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
1991 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
1994 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
1999 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
2000 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
2001 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
2002 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
2003 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
2004 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2005 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2006 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2008 if (reg_maps
->shader_version
.major
< 2)
2012 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
2013 fragcolor
= "TMP_COLOR";
2016 /* Base Declarations */
2017 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, lconst_map
);
2019 /* Base Shader Body */
2020 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
);
2022 if(args
->srgb_correction
) {
2023 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TMP", "TMP2", "TA", "TB");
2025 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
2026 shader_addline(buffer
, "END\n");
2028 /* TODO: change to resource.glObjectHandle or something like that */
2029 GL_EXTCALL(glGenProgramsARB(1, &retval
));
2031 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
2032 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
2034 TRACE("Created hw pixel shader, prg=%d\n", retval
);
2035 /* Create the program and check for errors */
2036 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2037 buffer
->bsize
, buffer
->buffer
));
2039 if (glGetError() == GL_INVALID_OPERATION
) {
2041 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2042 FIXME("HW PixelShader Error at position %d: %s\n",
2043 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2047 /* Load immediate constants */
2049 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2050 const float *value
= (const float *)lconst
->value
;
2051 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
2052 checkGLcall("glProgramLocalParameter4fvARB");
2054 HeapFree(GetProcessHeap(), 0, lconst_map
);
2060 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShader
*iface
,
2061 SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
)
2063 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
2064 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2065 CONST DWORD
*function
= This
->baseShader
.function
;
2066 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2067 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
2068 const local_constant
*lconst
;
2070 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
2072 /* Create the hw ARB shader */
2073 shader_addline(buffer
, "!!ARBvp1.0\n");
2074 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
2076 /* Mesa supports only 95 constants */
2077 if (GL_VEND(MESA
) || GL_VEND(WINE
))
2078 This
->baseShader
.limits
.constant_float
=
2079 min(95, This
->baseShader
.limits
.constant_float
);
2081 shader_addline(buffer
, "TEMP TMP;\n");
2083 /* Base Declarations */
2084 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, lconst_map
);
2086 /* We need a constant to fixup the final position */
2087 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2089 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2090 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2091 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2092 * a replacement shader depend on the texcoord.w being set properly.
2094 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2095 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2096 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2097 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2098 * this can eat a number of instructions, so skip it unless this cap is set as well
2100 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2101 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2103 if((GLINFO_LOCATION
).set_texcoord_w
&& !device
->frag_pipe
->ffp_proj_control
) {
2105 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2106 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2107 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2108 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2114 /* Base Shader Body */
2115 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
);
2117 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2118 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2119 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2120 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2122 if(args
->fog_src
== VS_FOG_Z
) {
2123 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2124 } else if (!reg_maps
->fog
) {
2125 shader_addline(buffer
, "MOV result.fogcoord, helper_const.w;\n");
2128 /* Write the final position.
2130 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2131 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2132 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2133 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2135 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2136 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2137 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2139 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2140 * and the glsl equivalent
2142 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2144 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2146 shader_addline(buffer
, "END\n");
2148 /* TODO: change to resource.glObjectHandle or something like that */
2149 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2151 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
2152 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
2154 TRACE("Created hw vertex shader, prg=%d\n", ret
);
2155 /* Create the program and check for errors */
2156 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2157 buffer
->bsize
, buffer
->buffer
));
2159 if (glGetError() == GL_INVALID_OPERATION
) {
2161 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2162 FIXME("HW VertexShader Error at position %d: %s\n",
2163 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2166 /* Load immediate constants */
2168 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2169 const float *value
= (const float *)lconst
->value
;
2170 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
2174 HeapFree(GetProcessHeap(), 0, lconst_map
);
2179 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
2181 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2182 * then overwrite the shader specific ones
2184 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2186 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2187 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2188 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2189 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
) - ARB_SHADER_RESERVED_VS_CONSTS
;
2192 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2193 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2194 pCaps
->PixelShader1xMaxValue
= 8.0;
2195 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2196 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
;
2200 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
2202 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
2204 TRACE("Checking support for color_fixup:\n");
2205 dump_color_fixup_desc(fixup
);
2208 /* We support everything except YUV conversions. */
2209 if (!is_yuv_fixup(fixup
))
2215 TRACE("[FAILED]\n");
2219 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
2222 char write_mask
[20], regstr
[50];
2223 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2224 BOOL is_color
= FALSE
;
2225 const struct wined3d_shader_dst_param
*dst
;
2227 if (!ins
->dst_count
) return;
2231 if(shift
== 0) return; /* Saturate alone is handled by the instructions */
2232 saturate
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
2234 shader_arb_get_write_mask(ins
, dst
, write_mask
);
2235 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->reg
.type
,
2236 dst
->reg
.idx
, !!dst
->reg
.rel_addr
, regstr
, &is_color
);
2238 /* Generate a line that does the output modifier computation */
2239 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
2240 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
2243 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
2245 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
2246 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
2247 /* WINED3DSIH_BEM */ pshader_hw_bem
,
2248 /* WINED3DSIH_BREAK */ NULL
,
2249 /* WINED3DSIH_BREAKC */ NULL
,
2250 /* WINED3DSIH_BREAKP */ NULL
,
2251 /* WINED3DSIH_CALL */ NULL
,
2252 /* WINED3DSIH_CALLNZ */ NULL
,
2253 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
2254 /* WINED3DSIH_CND */ pshader_hw_cnd
,
2255 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
2256 /* WINED3DSIH_DCL */ NULL
,
2257 /* WINED3DSIH_DEF */ NULL
,
2258 /* WINED3DSIH_DEFB */ NULL
,
2259 /* WINED3DSIH_DEFI */ NULL
,
2260 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
2261 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
2262 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
2263 /* WINED3DSIH_DST */ shader_hw_map2gl
,
2264 /* WINED3DSIH_DSX */ NULL
,
2265 /* WINED3DSIH_DSY */ NULL
,
2266 /* WINED3DSIH_ELSE */ NULL
,
2267 /* WINED3DSIH_ENDIF */ NULL
,
2268 /* WINED3DSIH_ENDLOOP */ NULL
,
2269 /* WINED3DSIH_ENDREP */ NULL
,
2270 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
2271 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
2272 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
2273 /* WINED3DSIH_IF */ NULL
,
2274 /* WINED3DSIH_IFC */ NULL
,
2275 /* WINED3DSIH_LABEL */ NULL
,
2276 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
2277 /* WINED3DSIH_LOG */ shader_hw_map2gl
,
2278 /* WINED3DSIH_LOGP */ shader_hw_map2gl
,
2279 /* WINED3DSIH_LOOP */ NULL
,
2280 /* WINED3DSIH_LRP */ shader_hw_map2gl
,
2281 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
2282 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
2283 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
2284 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
2285 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
2286 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
2287 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
2288 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
2289 /* WINED3DSIH_MOV */ shader_hw_mov
,
2290 /* WINED3DSIH_MOVA */ shader_hw_mov
,
2291 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
2292 /* WINED3DSIH_NOP */ shader_hw_map2gl
,
2293 /* WINED3DSIH_NRM */ shader_hw_nrm
,
2294 /* WINED3DSIH_PHASE */ NULL
,
2295 /* WINED3DSIH_POW */ shader_hw_map2gl
,
2296 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp
,
2297 /* WINED3DSIH_REP */ NULL
,
2298 /* WINED3DSIH_RET */ NULL
,
2299 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp
,
2300 /* WINED3DSIH_SETP */ NULL
,
2301 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
2302 /* WINED3DSIH_SGN */ NULL
,
2303 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
2304 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
2305 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
2306 /* WINED3DSIH_TEX */ pshader_hw_tex
,
2307 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
2308 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
2309 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
2310 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
2311 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
2312 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
2313 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
2314 /* WINED3DSIH_TEXLDD */ NULL
,
2315 /* WINED3DSIH_TEXLDL */ NULL
,
2316 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
2317 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
2318 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
2319 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
2320 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
2321 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
2322 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
2323 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
2324 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
2325 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
2326 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
2327 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
2330 const shader_backend_t arb_program_shader_backend
= {
2331 shader_arb_instruction_handler_table
,
2333 shader_arb_select_depth_blt
,
2334 shader_arb_deselect_depth_blt
,
2335 shader_arb_update_float_vertex_constants
,
2336 shader_arb_update_float_pixel_constants
,
2337 shader_arb_load_constants
,
2338 shader_arb_load_np2fixup_constants
,
2342 shader_arb_dirty_const
,
2343 shader_arb_generate_pshader
,
2344 shader_arb_generate_vshader
,
2345 shader_arb_get_caps
,
2346 shader_arb_color_fixup_supported
,
2347 shader_arb_add_instruction_modifiers
,
2350 /* ARB_fragment_program fixed function pipeline replacement definitions */
2351 #define ARB_FFP_CONST_TFACTOR 0
2352 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2353 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2354 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2355 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2357 struct arbfp_ffp_desc
2359 struct ffp_frag_desc parent
;
2361 unsigned int num_textures_used
;
2364 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2366 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2367 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2369 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2370 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2374 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2375 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2376 struct shader_arb_priv
*priv
;
2377 /* Share private data between the shader backend and the pipeline replacement, if both
2378 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2379 * if no pixel shader is bound or not
2381 if(This
->shader_backend
== &arb_program_shader_backend
) {
2382 This
->fragment_priv
= This
->shader_priv
;
2384 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2385 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2387 priv
= This
->fragment_priv
;
2388 priv
->fragment_shaders
= hash_table_create(ffp_frag_program_key_hash
, ffp_frag_program_key_compare
);
2389 priv
->use_arbfp_fixed_func
= TRUE
;
2393 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2394 const WineD3D_GL_Info
*gl_info
= gli
;
2395 struct arbfp_ffp_desc
*entry_arb
= value
;
2398 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2399 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2400 HeapFree(GetProcessHeap(), 0, entry_arb
);
2404 static void arbfp_free(IWineD3DDevice
*iface
) {
2405 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2406 struct shader_arb_priv
*priv
= This
->fragment_priv
;
2408 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2409 priv
->use_arbfp_fixed_func
= FALSE
;
2411 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2412 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2416 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
2418 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2419 WINED3DTEXOPCAPS_SELECTARG1
|
2420 WINED3DTEXOPCAPS_SELECTARG2
|
2421 WINED3DTEXOPCAPS_MODULATE4X
|
2422 WINED3DTEXOPCAPS_MODULATE2X
|
2423 WINED3DTEXOPCAPS_MODULATE
|
2424 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2425 WINED3DTEXOPCAPS_ADDSIGNED
|
2426 WINED3DTEXOPCAPS_ADD
|
2427 WINED3DTEXOPCAPS_SUBTRACT
|
2428 WINED3DTEXOPCAPS_ADDSMOOTH
|
2429 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2430 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2431 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2432 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2433 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2434 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2435 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2436 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2437 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2438 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2439 WINED3DTEXOPCAPS_MULTIPLYADD
|
2440 WINED3DTEXOPCAPS_LERP
|
2441 WINED3DTEXOPCAPS_BUMPENVMAP
|
2442 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
2444 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2446 caps
->MaxTextureBlendStages
= 8;
2447 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2449 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2451 #undef GLINFO_LOCATION
2453 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2454 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2456 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2458 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2459 * application provided constants
2461 if(device
->shader_backend
== &arb_program_shader_backend
) {
2462 if (use_ps(stateblock
)) return;
2464 device
= stateblock
->wineD3DDevice
;
2465 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2466 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2469 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2470 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2471 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2475 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2477 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2479 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2480 * application provided constants
2482 if(device
->shader_backend
== &arb_program_shader_backend
) {
2483 if (use_ps(stateblock
)) return;
2485 device
= stateblock
->wineD3DDevice
;
2486 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
2487 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
2490 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
2491 /* The specular color has no alpha */
2492 col
[0] = 1.0; col
[1] = 1.0;
2493 col
[2] = 1.0; col
[3] = 0.0;
2495 col
[0] = 0.0; col
[1] = 0.0;
2496 col
[2] = 0.0; col
[3] = 0.0;
2498 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
2499 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2502 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2503 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2504 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2507 if (use_ps(stateblock
))
2510 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
2511 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2514 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2515 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2519 if(device
->shader_backend
== &arb_program_shader_backend
) {
2520 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2523 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2524 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
2525 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
2528 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
2529 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
2530 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
2531 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
2533 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
2534 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2537 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2538 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2539 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2542 if (use_ps(stateblock
))
2545 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
2546 /* The pixel shader has to know the luminance offset. Do a constants update if it
2547 * isn't scheduled anyway
2549 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2550 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2554 if(device
->shader_backend
== &arb_program_shader_backend
) {
2555 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2558 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2559 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
2560 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
2563 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
2564 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
2568 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
2569 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2572 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
2575 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
2577 switch(arg
& WINED3DTA_SELECTMASK
) {
2578 case WINED3DTA_DIFFUSE
:
2579 ret
= "fragment.color.primary"; break;
2581 case WINED3DTA_CURRENT
:
2582 if(stage
== 0) ret
= "fragment.color.primary";
2586 case WINED3DTA_TEXTURE
:
2588 case 0: ret
= "tex0"; break;
2589 case 1: ret
= "tex1"; break;
2590 case 2: ret
= "tex2"; break;
2591 case 3: ret
= "tex3"; break;
2592 case 4: ret
= "tex4"; break;
2593 case 5: ret
= "tex5"; break;
2594 case 6: ret
= "tex6"; break;
2595 case 7: ret
= "tex7"; break;
2596 default: ret
= "unknown texture";
2600 case WINED3DTA_TFACTOR
:
2601 ret
= "tfactor"; break;
2603 case WINED3DTA_SPECULAR
:
2604 ret
= "fragment.color.secondary"; break;
2606 case WINED3DTA_TEMP
:
2607 ret
= "tempreg"; break;
2609 case WINED3DTA_CONSTANT
:
2610 FIXME("Implement perstage constants\n");
2612 case 0: ret
= "const0"; break;
2613 case 1: ret
= "const1"; break;
2614 case 2: ret
= "const2"; break;
2615 case 3: ret
= "const3"; break;
2616 case 4: ret
= "const4"; break;
2617 case 5: ret
= "const5"; break;
2618 case 6: ret
= "const6"; break;
2619 case 7: ret
= "const7"; break;
2620 default: ret
= "unknown constant";
2628 if(arg
& WINED3DTA_COMPLEMENT
) {
2629 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
2630 if(argnum
== 0) ret
= "arg0";
2631 if(argnum
== 1) ret
= "arg1";
2632 if(argnum
== 2) ret
= "arg2";
2634 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
2635 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
2636 if(argnum
== 0) ret
= "arg0";
2637 if(argnum
== 1) ret
= "arg1";
2638 if(argnum
== 2) ret
= "arg2";
2643 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
2644 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
2645 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
2646 unsigned int mul
= 1;
2647 BOOL mul_final_dest
= FALSE
;
2649 if(color
&& alpha
) dstmask
= "";
2650 else if(color
) dstmask
= ".xyz";
2651 else dstmask
= ".w";
2653 if(dst
== tempreg
) dstreg
= "tempreg";
2654 else dstreg
= "ret";
2656 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
2657 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
2658 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
2661 case WINED3DTOP_DISABLE
:
2662 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2665 case WINED3DTOP_SELECTARG2
:
2667 case WINED3DTOP_SELECTARG1
:
2668 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2671 case WINED3DTOP_MODULATE4X
:
2673 case WINED3DTOP_MODULATE2X
:
2675 if(strcmp(dstreg
, "result.color") == 0) {
2677 mul_final_dest
= TRUE
;
2679 case WINED3DTOP_MODULATE
:
2680 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2683 case WINED3DTOP_ADDSIGNED2X
:
2685 if(strcmp(dstreg
, "result.color") == 0) {
2687 mul_final_dest
= TRUE
;
2689 case WINED3DTOP_ADDSIGNED
:
2690 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2692 case WINED3DTOP_ADD
:
2693 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2696 case WINED3DTOP_SUBTRACT
:
2697 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2700 case WINED3DTOP_ADDSMOOTH
:
2701 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
2702 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2705 case WINED3DTOP_BLENDCURRENTALPHA
:
2706 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
2707 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2709 case WINED3DTOP_BLENDFACTORALPHA
:
2710 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
2711 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2713 case WINED3DTOP_BLENDTEXTUREALPHA
:
2714 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2715 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2717 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2718 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
2719 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2722 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2723 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2724 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
2725 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2728 /* D3DTOP_PREMODULATE ???? */
2730 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2731 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
2732 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2734 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2735 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2737 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2738 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
2739 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
2741 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2742 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2745 case WINED3DTOP_DOTPRODUCT3
:
2747 if(strcmp(dstreg
, "result.color") == 0) {
2749 mul_final_dest
= TRUE
;
2751 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
2752 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2753 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
2756 case WINED3DTOP_MULTIPLYADD
:
2757 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
2760 case WINED3DTOP_LERP
:
2761 /* The msdn is not quite right here */
2762 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2765 case WINED3DTOP_BUMPENVMAP
:
2766 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2767 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2771 FIXME("Unhandled texture op %08x\n", op
);
2775 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2776 } else if(mul
== 4) {
2777 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2781 /* The stateblock is passed for GLINFO_LOCATION */
2782 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
2785 SHADER_BUFFER buffer
;
2786 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2787 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2788 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2789 const char *textype
;
2790 const char *instr
, *sat
;
2791 char colorcor_dst
[8];
2793 DWORD arg0
, arg1
, arg2
;
2794 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
2796 const char *final_combiner_src
= "ret";
2798 /* Find out which textures are read */
2799 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2800 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
2801 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
2802 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
2803 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
2804 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2805 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2806 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2808 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
2809 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
2810 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
2811 bump_used
[stage
] = TRUE
;
2812 tex_read
[stage
] = TRUE
;
2814 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2815 bump_used
[stage
] = TRUE
;
2816 tex_read
[stage
] = TRUE
;
2817 luminance_used
[stage
] = TRUE
;
2818 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
2819 tfactor_used
= TRUE
;
2822 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2823 tfactor_used
= TRUE
;
2826 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
2827 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2828 tempreg_used
= TRUE
;
2831 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
2832 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
2833 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
2834 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
2835 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2836 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2837 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2839 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2840 tempreg_used
= TRUE
;
2842 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2843 tfactor_used
= TRUE
;
2848 shader_buffer_init(&buffer
);
2850 shader_addline(&buffer
, "!!ARBfp1.0\n");
2852 switch(settings
->fog
) {
2853 case FOG_OFF
: break;
2854 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
2855 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
2856 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
2857 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
2860 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
2861 shader_addline(&buffer
, "TEMP TMP;\n");
2862 shader_addline(&buffer
, "TEMP ret;\n");
2863 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
2864 shader_addline(&buffer
, "TEMP arg0;\n");
2865 shader_addline(&buffer
, "TEMP arg1;\n");
2866 shader_addline(&buffer
, "TEMP arg2;\n");
2867 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2868 if(!tex_read
[stage
]) continue;
2869 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
2870 if(!bump_used
[stage
]) continue;
2871 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
2872 if(!luminance_used
[stage
]) continue;
2873 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
2876 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
2878 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
2880 if(settings
->sRGB_write
) {
2881 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2882 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
2883 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2884 srgb_sub_high
, 0.0, 0.0, 0.0);
2887 /* Generate texture sampling instructions) */
2888 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
2889 if(!tex_read
[stage
]) continue;
2891 switch(settings
->op
[stage
].tex_type
) {
2892 case tex_1d
: textype
= "1D"; break;
2893 case tex_2d
: textype
= "2D"; break;
2894 case tex_3d
: textype
= "3D"; break;
2895 case tex_cube
: textype
= "CUBE"; break;
2896 case tex_rect
: textype
= "RECT"; break;
2897 default: textype
= "unexpected_textype"; break;
2900 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
2901 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2907 if(settings
->op
[stage
].projected
== proj_none
) {
2909 } else if(settings
->op
[stage
].projected
== proj_count4
||
2910 settings
->op
[stage
].projected
== proj_count3
) {
2913 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
2918 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
2919 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
2920 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
2921 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
2922 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
2923 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
2925 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2926 * so multiply the displacement with the dividing parameter before passing it to TXP
2928 if (settings
->op
[stage
].projected
!= proj_none
) {
2929 if(settings
->op
[stage
].projected
== proj_count4
) {
2930 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
2931 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
2933 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
2934 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
2937 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
2940 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2941 instr
, sat
, stage
, stage
, textype
);
2942 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2943 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2944 stage
- 1, stage
- 1, stage
- 1);
2945 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
2947 } else if(settings
->op
[stage
].projected
== proj_count3
) {
2948 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
2949 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
2950 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2951 instr
, sat
, stage
, stage
, textype
);
2953 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2954 instr
, sat
, stage
, stage
, stage
, textype
);
2957 sprintf(colorcor_dst
, "tex%u", stage
);
2958 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
2959 settings
->op
[stage
].color_fixup
);
2962 /* Generate the main shader */
2963 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2964 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
2966 final_combiner_src
= "fragment.color.primary";
2971 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2972 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2973 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
2974 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2975 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2976 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
2977 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2978 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2979 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
2980 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2981 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2982 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2984 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
2985 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
2986 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
2987 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2990 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
2991 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2992 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2993 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2995 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
2997 } else if(op_equal
) {
2998 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
2999 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
3000 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
3002 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
3003 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
3004 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
3005 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
3006 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
3007 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
3011 if(settings
->sRGB_write
) {
3012 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3013 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg");
3014 shader_addline(&buffer
, "MOV result.color.w, ret.w;\n");
3016 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3020 shader_addline(&buffer
, "END\n");
3022 /* Generate the shader */
3023 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3024 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
3025 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3027 if (glGetError() == GL_INVALID_OPERATION
) {
3029 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3030 FIXME("Fragment program error at position %d: %s\n", pos
,
3031 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3033 shader_buffer_free(&buffer
);
3037 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3038 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
3039 struct shader_arb_priv
*priv
= device
->fragment_priv
;
3040 BOOL use_pshader
= use_ps(stateblock
);
3041 BOOL use_vshader
= use_vs(stateblock
);
3042 struct ffp_frag_settings settings
;
3043 const struct arbfp_ffp_desc
*desc
;
3046 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3048 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
3049 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3050 /* Reload fixed function constants since they collide with the pixel shader constants */
3051 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3052 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3054 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3055 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3056 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3057 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3063 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3064 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
3065 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(priv
->fragment_shaders
, &settings
);
3067 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
3070 ERR("Out of memory\n");
3073 new_desc
->num_textures_used
= 0;
3074 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
3075 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
3076 new_desc
->num_textures_used
= i
;
3079 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
3080 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
3081 add_ffp_frag_shader(priv
->fragment_shaders
, &new_desc
->parent
);
3082 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
3086 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3087 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3090 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
3091 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3092 priv
->current_fprogram_id
= desc
->shader
;
3094 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3095 /* Reload fixed function constants since they collide with the pixel shader constants */
3096 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3097 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3099 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3100 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3102 context
->last_was_pshader
= FALSE
;
3104 context
->last_was_pshader
= TRUE
;
3107 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3108 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3109 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3110 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3111 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3113 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3116 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3117 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3119 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
3120 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3124 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3128 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3129 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3130 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3131 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3132 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3134 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3135 enum fogsource new_source
;
3137 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3139 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3140 fragment_prog_arbfp(state
, stateblock
, context
);
3143 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
3145 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
3146 if(use_vs(stateblock
)) {
3147 new_source
= FOGSOURCE_VS
;
3149 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
3150 new_source
= FOGSOURCE_COORD
;
3152 new_source
= FOGSOURCE_FFP
;
3156 new_source
= FOGSOURCE_FFP
;
3158 if(new_source
!= context
->fog_source
) {
3159 context
->fog_source
= new_source
;
3160 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
3164 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3165 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3166 fragment_prog_arbfp(state
, stateblock
, context
);
3170 #undef GLINFO_LOCATION
3172 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
3173 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
3174 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3175 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3176 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3177 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3178 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3179 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3180 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3181 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3182 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3183 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3184 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3185 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3186 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3187 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3188 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3189 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3190 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3191 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3192 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3193 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3194 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3195 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3196 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3197 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3198 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3199 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3200 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3201 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3202 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3203 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3204 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3205 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3206 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3207 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3208 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3209 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3210 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3211 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3212 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3213 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3214 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3215 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3216 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3217 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3218 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3219 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3220 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3221 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3222 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3223 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3224 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3225 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3226 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3227 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3228 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3229 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3230 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3231 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3232 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3233 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3234 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3235 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3236 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3237 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3238 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3239 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3240 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3241 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3242 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3243 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3244 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3245 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3246 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3247 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3248 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3249 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3250 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3251 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3252 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3253 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3254 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3255 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3256 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3257 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3258 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3259 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3260 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3261 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3262 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3263 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3264 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3265 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3266 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3267 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3268 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3269 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3270 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3271 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3272 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3273 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3274 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3275 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3276 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3277 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3278 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3279 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3280 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3281 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3282 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3283 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3284 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3285 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3286 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3287 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3288 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3289 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3290 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3291 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3292 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3293 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3294 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
3295 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
3296 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
3297 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
3298 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
3299 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
3300 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
3301 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
3302 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3303 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3304 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3305 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3306 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3307 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3308 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3309 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, 0 },
3310 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, 0 },
3311 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3312 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3313 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3314 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3315 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3316 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3317 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3318 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3319 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, 0 },
3320 {0 /* Terminate */, { 0, 0 }, 0 },
3323 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3328 shader_arb_color_fixup_supported
,
3329 arbfp_fragmentstate_template
,
3330 TRUE
/* We can disable projected textures */
3333 #define GLINFO_LOCATION device->adapter->gl_info
3335 struct arbfp_blit_priv
{
3336 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3337 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3338 GLenum yv12_rect_shader
, yv12_2d_shader
;
3341 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3342 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3343 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3344 if(!device
->blit_priv
) {
3345 ERR("Out of memory\n");
3346 return E_OUTOFMEMORY
;
3350 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3351 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3352 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3355 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3356 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3357 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3358 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3359 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
3360 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
3361 checkGLcall("Delete yuv programs\n");
3365 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3368 const char *tex
, *texinstr
;
3370 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3378 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3379 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3381 /* This is more tricky than just replacing the texture type - we have to navigate
3382 * properly in the texture to find the correct chroma values
3384 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3388 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3389 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3390 * filtering when we sample the texture.
3392 * These are the rules for reading the chroma:
3398 * So we have to get the sampling x position in non-normalized coordinates in integers
3400 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3401 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3402 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
3404 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3406 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3407 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3410 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
3411 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3413 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3414 * even and odd pixels respectively
3416 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3417 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
3419 /* Sample Pixel 1 */
3420 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3422 /* Put the value into either of the chroma values */
3423 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3424 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
3425 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3426 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
3428 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3429 * the pixel right to the current one. Otherwise, sample the left pixel.
3430 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3432 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3433 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3434 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3436 /* Put the value into the other chroma */
3437 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3438 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
3439 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3440 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
3442 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3443 * the current one and lerp the two U and V values
3446 /* This gives the correctly filtered luminance value */
3447 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3452 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3457 case GL_TEXTURE_2D
: tex
= "2D"; break;
3458 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3460 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3464 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3465 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3466 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3467 * pitch of the luminance plane, the packing into the gl texture is a bit
3468 * unfortunate. If the whole texture is interpreted as luminance data it looks
3469 * approximately like this:
3471 * +----------------------------------+----
3483 * +----------------+-----------------+----
3485 * | U even rows | U odd rows |
3487 * +----------------+------------------ -
3489 * | V even rows | V odd rows |
3491 * +----------------+-----------------+----
3495 * So it appears as if there are 4 chroma images, but in fact the odd rows
3496 * in the chroma images are in the same row as the even ones. So its is
3497 * kinda tricky to read
3499 * When reading from rectangle textures, keep in mind that the input y coordinates
3500 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3502 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3503 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3505 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3506 /* the chroma planes have only half the width */
3507 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
3509 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3510 * the coordinate. Also read the right side of the image when reading odd lines
3512 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3515 if(textype
== GL_TEXTURE_2D
) {
3517 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
3519 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
3521 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
3522 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3524 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3525 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3526 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3527 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3528 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3530 /* clamp, keep the half pixel origin in mind */
3531 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3532 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3533 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3534 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3536 /* Read from [size - size+size/4] */
3537 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3538 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3540 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3541 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3542 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3543 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3544 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3545 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3547 /* Make sure to read exactly from the pixel center */
3548 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3549 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
3552 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
3553 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
3554 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3555 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
3556 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3558 /* Read the texture, put the result into the output register */
3559 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3560 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
3562 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3563 * No need to clamp because we're just reusing the already clamped value from above
3565 if(textype
== GL_TEXTURE_2D
) {
3566 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3568 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3570 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3571 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
3573 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3574 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3575 * values due to filtering
3577 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3578 if(textype
== GL_TEXTURE_2D
) {
3579 /* Multiply the y coordinate by 2/3 and clamp it */
3580 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3581 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3582 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3583 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3585 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3586 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3589 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
3590 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
3591 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3598 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
3601 SHADER_BUFFER buffer
;
3602 char luminance_component
;
3603 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3606 shader_buffer_init(&buffer
);
3609 GL_EXTCALL(glGenProgramsARB(1, &shader
));
3610 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3611 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3612 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3615 shader_buffer_free(&buffer
);
3619 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3620 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3621 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3622 * each single pixel it contains, and one U and one V value shared between both
3625 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3626 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3627 * take the format into account when generating the read swizzles
3629 * Reading the Y value is straightforward - just sample the texture. The hardware
3630 * takes care of filtering in the horizontal and vertical direction.
3632 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3633 * because that would mix the U and V values of one pixel or two adjacent pixels.
3634 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3635 * regardless of the filtering setting. Vertical filtering works automatically
3636 * though - the U and V values of two rows are mixed nicely.
3638 * Appart of avoiding filtering issues, the code has to know which value it just
3639 * read, and where it can find the other one. To determine this, it checks if
3640 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3642 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3643 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3645 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3646 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3647 * in an unfiltered situation. Finding the luminance on the other hand requires
3648 * finding out if it is an odd or even pixel. The real drawback of this approach
3649 * is filtering. This would have to be emulated completely in the shader, reading
3650 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3651 * vertically. Beyond that it would require adjustments to the texture handling
3652 * code to deal with the width scaling
3654 shader_addline(&buffer
, "!!ARBfp1.0\n");
3655 shader_addline(&buffer
, "TEMP luminance;\n");
3656 shader_addline(&buffer
, "TEMP temp;\n");
3657 shader_addline(&buffer
, "TEMP chroma;\n");
3658 shader_addline(&buffer
, "TEMP texcrd;\n");
3659 shader_addline(&buffer
, "TEMP texcrd2;\n");
3660 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3661 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3662 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
3666 case YUV_FIXUP_UYVY
:
3667 case YUV_FIXUP_YUY2
:
3668 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
3670 shader_buffer_free(&buffer
);
3675 case YUV_FIXUP_YV12
:
3676 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
3678 shader_buffer_free(&buffer
);
3684 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3685 shader_buffer_free(&buffer
);
3689 /* Calculate the final result. Formula is taken from
3690 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3691 * ranges from -0.5 to 0.5
3693 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
3695 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
3696 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
3697 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3698 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
3699 shader_addline(&buffer
, "END\n");
3702 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3704 if (glGetError() == GL_INVALID_OPERATION
) {
3706 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3707 FIXME("Fragment program error at position %d: %s\n", pos
,
3708 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3710 shader_buffer_free(&buffer
);
3715 case YUV_FIXUP_YUY2
:
3716 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
3717 else priv
->yuy2_2d_shader
= shader
;
3720 case YUV_FIXUP_UYVY
:
3721 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
3722 else priv
->uyvy_2d_shader
= shader
;
3725 case YUV_FIXUP_YV12
:
3726 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
3727 else priv
->yv12_2d_shader
= shader
;
3734 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
3735 GLenum textype
, UINT width
, UINT height
)
3738 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3739 float size
[4] = {width
, height
, 1, 1};
3740 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3741 enum yuv_fixup yuv_fixup
;
3743 if (!is_yuv_fixup(format_desc
->color_fixup
))
3746 dump_color_fixup_desc(format_desc
->color_fixup
);
3747 /* Don't bother setting up a shader for unconverted formats */
3750 checkGLcall("glEnable(textype)");
3755 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
3759 case YUV_FIXUP_YUY2
:
3760 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
3763 case YUV_FIXUP_UYVY
:
3764 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
3767 case YUV_FIXUP_YV12
:
3768 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
3772 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
3775 checkGLcall("glEnable(textype)");
3780 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
3783 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
3784 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3785 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3786 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3787 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
3788 checkGLcall("glProgramLocalParameter4fvARB");
3794 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3795 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3798 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
3799 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3800 glDisable(GL_TEXTURE_2D
);
3801 checkGLcall("glDisable(GL_TEXTURE_2D)");
3802 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3803 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3804 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3806 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3807 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3808 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3813 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
3815 enum yuv_fixup yuv_fixup
;
3817 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3819 TRACE("Checking support for fixup:\n");
3820 dump_color_fixup_desc(fixup
);
3823 if (is_identity_fixup(fixup
))
3829 /* We only support YUV conversions. */
3830 if (!is_yuv_fixup(fixup
))
3832 TRACE("[FAILED]\n");
3836 yuv_fixup
= get_yuv_fixup(fixup
);
3839 case YUV_FIXUP_YUY2
:
3840 case YUV_FIXUP_UYVY
:
3841 case YUV_FIXUP_YV12
:
3846 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3847 TRACE("[FAILED]\n");
3852 const struct blit_shader arbfp_blit
= {
3857 arbfp_blit_color_fixup_supported
,
3860 #undef GLINFO_LOCATION