2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 #define GLINFO_LOCATION (*gl_info)
43 /* We have to subtract any other PARAMs that we might use in our shader programs.
44 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
45 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
46 #define ARB_SHADER_RESERVED_VS_CONSTS 3
48 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
49 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
51 #define ARB_SHADER_RESERVED_PS_CONSTS 2
53 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
54 * so upload them above that
56 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
57 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
59 /* ARB_program_shader private data */
60 struct shader_arb_priv
{
61 GLuint current_vprogram_id
;
62 GLuint current_fprogram_id
;
63 GLuint depth_blt_vprogram_id
;
64 GLuint depth_blt_fprogram_id
[tex_type_count
];
65 BOOL use_arbfp_fixed_func
;
66 struct hash_table_t
*fragment_shaders
;
69 /********************************************************
70 * ARB_[vertex/fragment]_program helper functions follow
71 ********************************************************/
74 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
75 * When constant_list == NULL, it will load all the constants.
77 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
78 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
80 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
81 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
83 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
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
&& WINED3DSHADER_VERSION_MAJOR(shader_version
) == 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 /* Generate the variable & register declarations for the ARB_vertex_program output target */
273 static void shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
274 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
)
276 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
277 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
279 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
);
280 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
281 (pshader
? GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
:
282 GL_LIMITS(vshader_constantsF
) - ARB_SHADER_RESERVED_VS_CONSTS
));
283 UINT extra_constants_needed
= 0;
284 const local_constant
*lconst
;
286 /* Temporary Output register */
287 shader_addline(buffer
, "TEMP TMP_OUT;\n");
289 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
290 if (reg_maps
->temporary
[i
])
291 shader_addline(buffer
, "TEMP R%u;\n", i
);
294 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
295 if (reg_maps
->address
[i
])
296 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
299 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
300 if (reg_maps
->texcoord
[i
])
301 shader_addline(buffer
,"TEMP T%u;\n", i
);
304 /* Texture coordinate registers must be pre-loaded */
305 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
306 if (reg_maps
->texcoord
[i
])
307 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
310 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
311 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
312 if(!reg_maps
->bumpmat
[i
]) continue;
314 cur
= ps
->numbumpenvmatconsts
;
315 ps
->bumpenvmatconst
[cur
].const_num
= -1;
316 ps
->bumpenvmatconst
[cur
].texunit
= i
;
317 ps
->luminanceconst
[cur
].const_num
= -1;
318 ps
->luminanceconst
[cur
].texunit
= i
;
320 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
321 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
324 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
) {
325 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
326 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
327 i
, ps
->bumpenvmatconst
[cur
].const_num
);
328 extra_constants_needed
++;
330 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
) {
331 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
332 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
333 i
, ps
->luminanceconst
[cur
].const_num
);
334 extra_constants_needed
++;
335 } else if(reg_maps
->luminanceparams
) {
336 FIXME("No free constant to load the luminance parameters\n");
339 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
342 ps
->numbumpenvmatconsts
= cur
+ 1;
345 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
346 shader_addline(buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
347 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
348 shader_addline(buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
349 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
350 shader_addline(buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
351 srgb_pow
, srgb_pow
, srgb_pow
);
352 shader_addline(buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
353 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
354 shader_addline(buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
355 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
358 /* Load local constants using the program-local space,
359 * this avoids reloading them each time the shader is used
361 if(!This
->baseShader
.load_local_constsF
) {
362 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
363 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
368 /* we use the array-based constants array if the local constants are marked for loading,
369 * because then we use indirect addressing, or when the local constant list is empty,
370 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
371 * local constants do not declare the loaded constants as an array because ARB compilers usually
372 * do not optimize unused constants away
374 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
375 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
376 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
377 max_constantsF
, max_constantsF
- 1);
379 for(i
= 0; i
< max_constantsF
; i
++) {
380 if(!shader_constant_is_local(This
, i
)) {
381 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
387 static const char * const shift_tab
[] = {
388 "dummy", /* 0 (none) */
389 "coefmul.x", /* 1 (x2) */
390 "coefmul.y", /* 2 (x4) */
391 "coefmul.z", /* 3 (x8) */
392 "coefmul.w", /* 4 (x16) */
393 "dummy", /* 5 (x32) */
394 "dummy", /* 6 (x64) */
395 "dummy", /* 7 (x128) */
396 "dummy", /* 8 (d256) */
397 "dummy", /* 9 (d128) */
398 "dummy", /* 10 (d64) */
399 "dummy", /* 11 (d32) */
400 "coefdiv.w", /* 12 (d16) */
401 "coefdiv.z", /* 13 (d8) */
402 "coefdiv.y", /* 14 (d4) */
403 "coefdiv.x" /* 15 (d2) */
406 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
407 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
409 char *ptr
= write_mask
;
410 char vshader
= shader_is_vshader_version(ins
->reg_maps
->shader_version
);
412 if (vshader
&& dst
->register_type
== WINED3DSPR_ADDR
)
417 else if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
420 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
421 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
422 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
423 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
429 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
430 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
431 * but addressed as "rgba". To fix this we need to swap the register's x
432 * and z components. */
433 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
434 char *ptr
= swizzle_str
;
436 /* swizzle bits fields: wwzzyyxx */
437 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
438 DWORD swizzle_x
= swizzle
& 0x03;
439 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
440 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
441 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
443 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
444 * generate a swizzle string. Unless we need to our own swizzling. */
445 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
447 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
448 *ptr
++ = swizzle_chars
[swizzle_x
];
450 *ptr
++ = swizzle_chars
[swizzle_x
];
451 *ptr
++ = swizzle_chars
[swizzle_y
];
452 *ptr
++ = swizzle_chars
[swizzle_z
];
453 *ptr
++ = swizzle_chars
[swizzle_w
];
460 static void shader_arb_get_register_name(IWineD3DBaseShader
*iface
, WINED3DSHADER_PARAM_REGISTER_TYPE register_type
,
461 UINT register_idx
, BOOL rel_addr
, char *register_name
, BOOL
*is_color
)
463 /* oPos, oFog and oPts in D3D */
464 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
465 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
466 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
467 BOOL pshader
= shader_is_pshader_version(shader_version
);
471 switch (register_type
)
473 case WINED3DSPR_TEMP
:
474 sprintf(register_name
, "R%u", register_idx
);
477 case WINED3DSPR_INPUT
:
480 if (register_idx
== 0) strcpy(register_name
, "fragment.color.primary");
481 else strcpy(register_name
, "fragment.color.secondary");
485 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << register_idx
)) *is_color
= TRUE
;
486 sprintf(register_name
, "vertex.attrib[%u]", register_idx
);
490 case WINED3DSPR_CONST
:
491 if (!pshader
&& rel_addr
)
493 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
494 if (register_idx
>= rel_offset
)
495 sprintf(register_name
, "C[A0.x + %u]", register_idx
- rel_offset
);
497 sprintf(register_name
, "C[A0.x - %u]", -register_idx
+ rel_offset
);
501 if (This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
))
502 sprintf(register_name
, "C[%u]", register_idx
);
504 sprintf(register_name
, "C%u", register_idx
);
508 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
509 if (pshader
) sprintf(register_name
, "T%u", register_idx
);
510 else sprintf(register_name
, "A%u", register_idx
);
513 case WINED3DSPR_COLOROUT
:
514 if (register_idx
== 0)
516 strcpy(register_name
, "TMP_COLOR");
520 /* TODO: See GL_ARB_draw_buffers */
521 FIXME("Unsupported write to render target %u\n", register_idx
);
522 sprintf(register_name
, "unsupported_register");
526 case WINED3DSPR_RASTOUT
:
527 sprintf(register_name
, "%s", rastout_reg_names
[register_idx
]);
530 case WINED3DSPR_DEPTHOUT
:
531 strcpy(register_name
, "result.depth");
534 case WINED3DSPR_ATTROUT
:
535 if (pshader
) sprintf(register_name
, "oD[%u]", register_idx
);
536 else if (register_idx
== 0) strcpy(register_name
, "result.color.primary");
537 else strcpy(register_name
, "result.color.secondary");
540 case WINED3DSPR_TEXCRDOUT
:
541 if (pshader
) sprintf(register_name
, "oT[%u]", register_idx
);
542 else sprintf(register_name
, "result.texcoord[%u]", register_idx
);
546 FIXME("Unhandled register type %#x[%u]\n", register_type
, register_idx
);
547 sprintf(register_name
, "unrecognized_register[%u]", register_idx
);
552 static void shader_arb_add_src_param(const struct wined3d_shader_instruction
*ins
,
553 DWORD param
, char *str
)
555 char register_name
[255];
559 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) strcat(str
, " -");
560 else strcat(str
, " ");
562 shader_arb_get_register_name(ins
->shader
, shader_get_regtype(param
), param
& WINED3DSP_REGNUM_MASK
,
563 param
& WINED3DSHADER_ADDRMODE_RELATIVE
, register_name
, &is_color
);
564 strcat(str
, register_name
);
566 shader_arb_get_swizzle(param
, is_color
, swizzle
);
567 strcat(str
, swizzle
);
570 static void shader_arb_add_dst_param(const struct wined3d_shader_instruction
*ins
,
571 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
573 char register_name
[255];
579 shader_arb_get_register_name(ins
->shader
, wined3d_dst
->register_type
,
580 wined3d_dst
->register_idx
, wined3d_dst
->has_rel_addr
, register_name
, &is_color
);
581 strcat(str
, register_name
);
583 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
584 strcat(str
, write_mask
);
587 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
589 switch(channel_source
)
591 case CHANNEL_SOURCE_ZERO
: return "0";
592 case CHANNEL_SOURCE_ONE
: return "1";
593 case CHANNEL_SOURCE_X
: return "x";
594 case CHANNEL_SOURCE_Y
: return "y";
595 case CHANNEL_SOURCE_Z
: return "z";
596 case CHANNEL_SOURCE_W
: return "w";
598 FIXME("Unhandled channel source %#x\n", channel_source
);
603 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
604 const char *one
, const char *two
, struct color_fixup_desc fixup
)
608 if (is_yuv_fixup(fixup
))
610 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
611 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
616 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
617 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
618 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
619 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
624 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
625 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
626 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
630 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
631 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
632 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
633 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
639 char *ptr
= reg_mask
;
641 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
644 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
645 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
646 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
647 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
651 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
655 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
656 const char *dst_str
, const char *coord_reg
, BOOL projected
, BOOL bias
)
658 SHADER_BUFFER
*buffer
= ins
->buffer
;
659 DWORD sampler_type
= ins
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
660 const char *tex_type
;
661 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->shader
;
662 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
664 switch(sampler_type
) {
670 if(device
->stateBlock
->textures
[sampler_idx
] &&
671 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
676 if(shader_is_pshader_version(ins
->reg_maps
->shader_version
)) {
677 const IWineD3DPixelShaderImpl
* const ps
= (const IWineD3DPixelShaderImpl
*)This
;
678 if(ps
->cur_args
->np2_fixup
& (1 << sampler_idx
)) {
679 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
684 case WINED3DSTT_VOLUME
:
688 case WINED3DSTT_CUBE
:
693 ERR("Unexpected texture type %d\n", sampler_type
);
698 /* Shouldn't be possible, but let's check for it */
699 if(projected
) FIXME("Biased and Projected texture sampling\n");
700 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
701 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
702 } else if (projected
) {
703 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
705 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
708 if (shader_is_pshader_version(ins
->reg_maps
->shader_version
))
710 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
711 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
712 "one", "coefmul.x", ps
->cur_args
->color_fixup
[sampler_idx
]);
716 static void pshader_gen_input_modifier_line (
717 IWineD3DBaseShader
*iface
,
718 SHADER_BUFFER
* buffer
,
723 /* Generate a line that does the input modifier computation and return the input register to use */
724 BOOL is_color
= FALSE
;
729 /* Assume a new line will be added */
732 /* Get register name */
733 shader_arb_get_register_name(iface
, shader_get_regtype(instr
), instr
& WINED3DSP_REGNUM_MASK
,
734 instr
& WINED3DSHADER_ADDRMODE_RELATIVE
, regstr
, &is_color
);
735 shader_arb_get_swizzle(instr
, is_color
, swzstr
);
737 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
738 case WINED3DSPSM_NONE
:
739 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
742 case WINED3DSPSM_NEG
:
743 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
746 case WINED3DSPSM_BIAS
:
747 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
749 case WINED3DSPSM_BIASNEG
:
750 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
752 case WINED3DSPSM_SIGN
:
753 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
755 case WINED3DSPSM_SIGNNEG
:
756 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
758 case WINED3DSPSM_COMP
:
759 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
762 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
764 case WINED3DSPSM_X2NEG
:
765 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
768 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
769 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
772 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
773 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
776 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
780 /* Return modified or original register, with swizzle */
782 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
785 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER
*buffer
, int saturate
, const char *write_mask
,
786 int shift
, const char *regstr
)
788 /* Generate a line that does the output modifier computation */
789 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
790 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
793 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
795 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
796 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
797 SHADER_BUFFER
*buffer
= ins
->buffer
;
799 char src_name
[2][50];
801 DWORD sampler_code
= dst
->register_idx
;
802 BOOL has_bumpmat
= FALSE
;
806 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
807 if (This
->bumpenvmatconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
808 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
)
815 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
816 dst
->register_idx
, dst
->has_rel_addr
, dst_name
, &is_color
);
817 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
818 strcat(dst_name
, dst_wmask
);
820 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_name
[0]);
821 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[1], 1, src_name
[1]);
824 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
825 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
826 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
827 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
828 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
830 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
832 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
836 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
838 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
839 SHADER_BUFFER
*buffer
= ins
->buffer
;
842 char src_name
[3][50];
843 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
844 DWORD shift
= dst
->shift
;
847 /* FIXME: support output modifiers */
849 /* Handle output register */
850 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
851 dst
->register_idx
, dst
->has_rel_addr
, dst_name
, &is_color
);
852 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
854 /* Generate input register names (with modifiers) */
855 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_name
[0]);
856 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[1], 1, src_name
[1]);
857 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[2], 2, src_name
[2]);
859 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
860 if (ins
->reg_maps
->shader_version
<= WINED3DPS_VERSION(1, 3) && ins
->coissue
)
862 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
864 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
865 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
866 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
869 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
872 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
874 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
875 SHADER_BUFFER
*buffer
= ins
->buffer
;
878 char src_name
[3][50];
879 DWORD shift
= dst
->shift
;
880 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
883 /* FIXME: support output modifiers */
885 /* Handle output register */
886 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
887 dst
->register_idx
, dst
->has_rel_addr
, dst_name
, &is_color
);
888 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
890 /* Generate input register names (with modifiers) */
891 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_name
[0]);
892 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[1], 1, src_name
[1]);
893 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[2], 2, src_name
[2]);
895 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
896 src_name
[0], src_name
[2], src_name
[1]);
899 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
902 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
903 * dst = dot2(src0, src1) + src2 */
904 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
906 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
907 SHADER_BUFFER
*buffer
= ins
->buffer
;
910 char src_name
[3][50];
911 DWORD shift
= dst
->shift
;
912 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
915 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
916 dst
->register_idx
, dst
->has_rel_addr
, dst_name
, &is_color
);
917 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
919 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_name
[0]);
920 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[1], 1, src_name
[1]);
921 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[2], 2, src_name
[2]);
923 /* Emulate a DP2 with a DP3 and 0.0 */
924 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
925 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
926 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
927 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
930 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
933 /* Map the opcode 1-to-1 to the GL code */
934 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
936 SHADER_BUFFER
*buffer
= ins
->buffer
;
937 const DWORD
*src
= ins
->src
;
938 const char *instruction
;
942 switch (ins
->handler_idx
)
944 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
945 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
946 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
947 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
948 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
949 case WINED3DSIH_DST
: instruction
= "DST"; break;
950 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
951 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
952 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
953 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
954 case WINED3DSIH_LOG
: instruction
= "LG2"; break;
955 case WINED3DSIH_LOGP
: instruction
= "LOG"; break;
956 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
957 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
958 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
959 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
960 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
961 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
962 case WINED3DSIH_NOP
: instruction
= "NOP"; break;
963 case WINED3DSIH_POW
: instruction
= "POW"; break;
964 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
965 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
966 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
967 default: instruction
= "";
968 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
972 if (shader_is_pshader_version(ins
->reg_maps
->shader_version
))
974 /* Output token related */
975 const struct wined3d_shader_dst_param
*dst
;
976 char output_rname
[256];
977 char output_wmask
[20];
978 char operands
[4][100];
979 BOOL saturate
= FALSE
;
980 BOOL centroid
= FALSE
;
981 BOOL partialprecision
= FALSE
;
982 const char *modifier
;
986 if (!(ins
->dst_count
+ ins
->src_count
))
988 ERR("Opcode \"%#x\" has no parameters\n", ins
->handler_idx
);
993 /* Process modifiers */
996 DWORD mask
= dst
->modifiers
;
998 saturate
= mask
& WINED3DSPDM_SATURATE
;
999 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
1000 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
1001 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
1003 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
1006 FIXME("Unhandled modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
1009 modifier
= (saturate
&& !shift
) ? "_SAT" : "";
1011 /* Generate input register names (with modifiers) */
1012 for (i
= 0; i
< ins
->src_count
; ++i
)
1014 pshader_gen_input_modifier_line(ins
->shader
, buffer
, src
[i
], i
, operands
[i
+ 1]);
1017 /* Handle output register */
1018 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1019 dst
->register_idx
, dst
->has_rel_addr
, output_rname
, &is_color
);
1020 strcpy(operands
[0], output_rname
);
1021 shader_arb_get_write_mask(ins
, dst
, output_wmask
);
1022 strcat(operands
[0], output_wmask
);
1024 arguments
[0] = '\0';
1025 strcat(arguments
, operands
[0]);
1026 for (i
= 0; i
< ins
->src_count
; ++i
)
1028 strcat(arguments
, ", ");
1029 strcat(arguments
, operands
[i
+ 1]);
1031 shader_addline(buffer
, "%s%s %s;\n", instruction
, modifier
, arguments
);
1033 /* A shift requires another line. */
1034 if (shift
) pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
1036 /* Note that shader_arb_add_*_param() adds spaces. */
1038 arguments
[0] = '\0';
1041 shader_arb_add_dst_param(ins
, &ins
->dst
[0], arguments
);
1042 for (i
= 0; i
< ins
->src_count
; ++i
)
1044 strcat(arguments
, ",");
1045 shader_arb_add_src_param(ins
, src
[i
], arguments
);
1048 shader_addline(buffer
, "%s%s;\n", instruction
, arguments
);
1052 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1054 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->shader
;
1056 if ((WINED3DSHADER_VERSION_MAJOR(ins
->reg_maps
->shader_version
) == 1
1057 && !shader_is_pshader_version(ins
->reg_maps
->shader_version
)
1058 && ins
->dst
[0].register_type
== WINED3DSPR_ADDR
)
1059 || ins
->handler_idx
== WINED3DSIH_MOVA
)
1061 SHADER_BUFFER
*buffer
= ins
->buffer
;
1062 char src0_param
[256];
1064 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1065 FIXME("mova should round\n");
1067 src0_param
[0] = '\0';
1068 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1070 shader_arb_add_src_param(ins
, ins
->src
[0], src0_param
);
1071 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", src0_param
);
1072 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1076 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1077 * with more than one component. Thus replicate the first source argument over all
1078 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1080 DWORD parm
= ins
->src
[0] & ~(WINED3DVS_SWIZZLE_MASK
);
1081 if((ins
->src
[0] & WINED3DVS_X_W
) == WINED3DVS_X_W
)
1082 parm
|= WINED3DVS_X_W
| WINED3DVS_Y_W
| WINED3DVS_Z_W
| WINED3DVS_W_W
;
1083 else if((ins
->src
[0] & WINED3DVS_X_Z
) == WINED3DVS_X_Z
)
1084 parm
|= WINED3DVS_X_Z
| WINED3DVS_Y_Z
| WINED3DVS_Z_Z
| WINED3DVS_W_Z
;
1085 else if((ins
->src
[0] & WINED3DVS_X_Y
) == WINED3DVS_X_Y
)
1086 parm
|= WINED3DVS_X_Y
| WINED3DVS_Y_Y
| WINED3DVS_Z_Y
| WINED3DVS_W_Y
;
1087 else if((ins
->src
[0] & WINED3DVS_X_X
) == WINED3DVS_X_X
)
1088 parm
|= WINED3DVS_X_X
| WINED3DVS_Y_X
| WINED3DVS_Z_X
| WINED3DVS_W_X
;
1089 shader_arb_add_src_param(ins
, parm
, src0_param
);
1090 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1095 shader_hw_map2gl(ins
);
1099 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1101 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1102 DWORD shader_version
= ins
->reg_maps
->shader_version
;
1103 SHADER_BUFFER
*buffer
= ins
->buffer
;
1107 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1108 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1110 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1111 dst
->register_idx
, dst
->has_rel_addr
, reg_dest
, &is_color
);
1113 if (shader_version
>= WINED3DPS_VERSION(2,0))
1115 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1116 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1118 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1119 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1121 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1122 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1123 shader_addline(buffer
, "KIL TMP;\n");
1127 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1129 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1130 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1131 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1134 const DWORD
*src
= ins
->src
;
1135 SHADER_BUFFER
* buffer
= ins
->buffer
;
1136 DWORD shader_version
= ins
->reg_maps
->shader_version
;
1137 BOOL projected
= FALSE
, bias
= FALSE
;
1141 DWORD reg_sampler_code
;
1143 /* All versions have a destination register */
1144 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1145 dst
->register_idx
, dst
->has_rel_addr
, reg_dest
, &is_color
);
1147 /* 1.0-1.3: Use destination register as coordinate source.
1148 1.4+: Use provided coordinate source register. */
1149 if (shader_version
< WINED3DPS_VERSION(1,4))
1150 strcpy(reg_coord
, reg_dest
);
1152 pshader_gen_input_modifier_line(ins
->shader
, buffer
, src
[0], 0, reg_coord
);
1154 /* 1.0-1.4: Use destination register number as texture code.
1155 2.0+: Use provided sampler number as texure code. */
1156 if (shader_version
< WINED3DPS_VERSION(2,0))
1157 reg_sampler_code
= dst
->register_idx
;
1159 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
1162 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1163 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1164 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1166 if (shader_version
< WINED3DPS_VERSION(1,4))
1169 if(reg_sampler_code
< MAX_TEXTURES
) {
1170 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1172 if (flags
& WINED3DTTFF_PROJECTED
) {
1176 else if (shader_version
< WINED3DPS_VERSION(2,0))
1178 DWORD src_mod
= ins
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1179 if (src_mod
== WINED3DSPSM_DZ
) {
1181 } else if(src_mod
== WINED3DSPSM_DW
) {
1185 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) projected
= TRUE
;
1186 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) bias
= TRUE
;
1188 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1191 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1193 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1194 SHADER_BUFFER
*buffer
= ins
->buffer
;
1197 shader_arb_get_write_mask(ins
, dst
, tmp
);
1198 if (ins
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
1200 DWORD reg
= dst
->register_idx
;
1201 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1205 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, reg_src
);
1206 shader_addline(buffer
, "MOV R%u%s, %s;\n", dst
->register_idx
, tmp
, reg_src
);
1210 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1212 SHADER_BUFFER
*buffer
= ins
->buffer
;
1213 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1214 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1217 DWORD reg1
= ins
->dst
[0].register_idx
;
1221 sprintf(dst_str
, "T%u", reg1
);
1222 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_str
);
1223 shader_addline(buffer
, "MOV TMP.x, %s.w;\n", src_str
);
1224 shader_addline(buffer
, "MOV TMP.y, %s.x;\n", src_str
);
1225 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1226 shader_hw_sample(ins
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1229 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1231 SHADER_BUFFER
*buffer
= ins
->buffer
;
1233 DWORD reg1
= ins
->dst
[0].register_idx
;
1237 sprintf(dst_str
, "T%u", reg1
);
1238 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_str
);
1239 shader_addline(buffer
, "MOV TMP.x, %s.y;\n", src_str
);
1240 shader_addline(buffer
, "MOV TMP.y, %s.z;\n", src_str
);
1241 shader_hw_sample(ins
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1244 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1246 SHADER_BUFFER
*buffer
= ins
->buffer
;
1247 DWORD reg1
= ins
->dst
[0].register_idx
;
1251 sprintf(dst_str
, "T%u", reg1
);
1252 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_str
);
1253 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1256 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1258 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1259 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1260 BOOL has_bumpmat
= FALSE
;
1261 BOOL has_luminance
= FALSE
;
1265 DWORD src
= ins
->src
[0] & WINED3DSP_REGNUM_MASK
;
1266 SHADER_BUFFER
* buffer
= ins
->buffer
;
1269 DWORD reg_dest_code
;
1271 /* All versions have a destination register */
1272 reg_dest_code
= dst
->register_idx
;
1273 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1274 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1275 dst
->register_idx
, dst
->has_rel_addr
, reg_coord
, &is_color
);
1277 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1278 if (This
->bumpenvmatconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
1279 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
)
1285 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1286 if (This
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
1287 && reg_dest_code
== This
->luminanceconst
[i
].texunit
)
1289 has_luminance
= TRUE
;
1295 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1297 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1298 shader_addline(buffer
, "DP3 TMP.x, TMP2, T%u;\n", src
);
1299 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1300 shader_addline(buffer
, "DP3 TMP.y, TMP2, T%u;\n", src
);
1302 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1303 * so we can't let the GL handle this.
1305 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1306 & WINED3DTTFF_PROJECTED
) {
1307 shader_addline(buffer
, "RCP TMP2.w, %s.w;\n", reg_coord
);
1308 shader_addline(buffer
, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord
);
1309 shader_addline(buffer
, "ADD TMP.xy, TMP, TMP2;\n");
1311 shader_addline(buffer
, "ADD TMP.xy, TMP, %s;\n", reg_coord
);
1314 shader_hw_sample(ins
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1316 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
&& has_luminance
)
1318 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1319 src
, reg_dest_code
, reg_dest_code
);
1320 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1325 if(reg_dest_code
< MAX_TEXTURES
) {
1326 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1330 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1331 shader_hw_sample(ins
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1335 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1337 DWORD reg
= ins
->dst
[0].register_idx
;
1338 SHADER_BUFFER
*buffer
= ins
->buffer
;
1341 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0_name
);
1342 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1345 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1347 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1348 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1350 DWORD reg
= ins
->dst
[0].register_idx
;
1351 SHADER_BUFFER
*buffer
= ins
->buffer
;
1355 sprintf(dst_str
, "T%u", reg
);
1356 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0_name
);
1357 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1358 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1359 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1362 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1364 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1365 DWORD reg
= ins
->dst
[0].register_idx
;
1366 SHADER_BUFFER
*buffer
= ins
->buffer
;
1367 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1370 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0_name
);
1371 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1372 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1375 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
1377 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1378 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1380 DWORD reg
= ins
->dst
[0].register_idx
;
1381 SHADER_BUFFER
*buffer
= ins
->buffer
;
1382 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1386 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0_name
);
1387 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1389 /* Sample the texture using the calculated coordinates */
1390 sprintf(dst_str
, "T%u", reg
);
1391 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1392 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1393 current_state
->current_row
= 0;
1396 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
1398 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1399 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1401 DWORD reg
= ins
->dst
[0].register_idx
;
1402 SHADER_BUFFER
*buffer
= ins
->buffer
;
1403 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1407 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0_name
);
1408 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1410 /* Construct the eye-ray vector from w coordinates */
1411 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1412 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1413 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1415 /* Calculate reflection vector
1417 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1418 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1419 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1420 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1421 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1422 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1423 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1425 /* Sample the texture using the calculated coordinates */
1426 sprintf(dst_str
, "T%u", reg
);
1427 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1428 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1429 current_state
->current_row
= 0;
1432 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
1434 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1435 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1437 DWORD reg
= ins
->dst
[0].register_idx
;
1438 DWORD reg3
= ins
->src
[1] & WINED3DSP_REGNUM_MASK
;
1439 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1440 SHADER_BUFFER
*buffer
= ins
->buffer
;
1444 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0_name
);
1445 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1447 /* Calculate reflection vector.
1450 * TMP.xyz = 2 * --------- * N - E
1453 * Which normalizes the normal vector
1455 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1456 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1457 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1458 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1459 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1460 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1462 /* Sample the texture using the calculated coordinates */
1463 sprintf(dst_str
, "T%u", reg
);
1464 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1465 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1466 current_state
->current_row
= 0;
1469 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
1471 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1472 SHADER_BUFFER
*buffer
= ins
->buffer
;
1476 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1477 * which is essentially an input, is the destination register because it is the first
1478 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1481 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1482 dst
->register_idx
, dst
->has_rel_addr
, dst_name
, &is_color
);
1484 /* According to the msdn, the source register(must be r5) is unusable after
1485 * the texdepth instruction, so we're free to modify it
1487 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
1489 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1490 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1491 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1493 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1494 shader_addline(buffer
, "MUL TMP.x, %s.x, %s.y;\n", dst_name
, dst_name
);
1495 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1496 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1499 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1500 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1501 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1502 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
1504 SHADER_BUFFER
*buffer
= ins
->buffer
;
1505 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
1509 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0
);
1510 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1511 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1513 sprintf(dst_str
, "T%u", sampler_idx
);
1514 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1517 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1518 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1519 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
1521 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1525 SHADER_BUFFER
*buffer
= ins
->buffer
;
1528 /* Handle output register */
1529 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1530 dst
->register_idx
, dst
->has_rel_addr
, dst_str
, &is_color
);
1531 shader_arb_get_write_mask(ins
, dst
, dst_mask
);
1533 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0
);
1534 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dst
->register_idx
, src0
);
1536 /* TODO: Handle output modifiers */
1539 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1540 * Perform the 3rd row of a 3x3 matrix multiply */
1541 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
1543 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1544 SHADER_BUFFER
*buffer
= ins
->buffer
;
1550 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1551 dst
->register_idx
, dst
->has_rel_addr
, dst_str
, &is_color
);
1552 shader_arb_get_write_mask(ins
, dst
, dst_mask
);
1554 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0
);
1555 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst
->register_idx
, src0
);
1556 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1558 /* TODO: Handle output modifiers */
1561 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1562 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1563 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1564 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1566 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
1568 SHADER_BUFFER
*buffer
= ins
->buffer
;
1569 DWORD dst_reg
= ins
->dst
[0].register_idx
;
1572 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src0
);
1573 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1575 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1576 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1577 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1579 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1580 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1581 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1582 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1585 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1586 Vertex/Pixel shaders to ARB_vertex_program codes */
1587 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
1590 int nComponents
= 0;
1591 struct wined3d_shader_dst_param tmp_dst
= {0};
1592 struct wined3d_shader_instruction tmp_ins
;
1594 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
1596 /* Set constants for the temporary argument */
1597 tmp_ins
.shader
= ins
->shader
;
1598 tmp_ins
.buffer
= ins
->buffer
;
1599 tmp_ins
.src
[0] = ins
->src
[0];
1600 tmp_ins
.src_addr
[0] = ins
->src_addr
[0];
1601 tmp_ins
.src_addr
[1] = ins
->src_addr
[1];
1602 tmp_ins
.reg_maps
= ins
->reg_maps
;
1603 tmp_ins
.dst_count
= 1;
1604 tmp_ins
.dst
= &tmp_dst
;
1605 tmp_ins
.src_count
= 2;
1607 switch(ins
->handler_idx
)
1609 case WINED3DSIH_M4x4
:
1611 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1613 case WINED3DSIH_M4x3
:
1615 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1617 case WINED3DSIH_M3x4
:
1619 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1621 case WINED3DSIH_M3x3
:
1623 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1625 case WINED3DSIH_M3x2
:
1627 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1630 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1634 tmp_dst
= ins
->dst
[0];
1635 for (i
= 0; i
< nComponents
; i
++) {
1636 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
1637 tmp_ins
.src
[1] = ins
->src
[1]+i
;
1638 shader_hw_map2gl(&tmp_ins
);
1642 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction
*ins
)
1644 SHADER_BUFFER
*buffer
= ins
->buffer
;
1645 DWORD src
= ins
->src
[0];
1646 DWORD swizzle
= (src
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1647 const char *instruction
;
1651 switch(ins
->handler_idx
)
1653 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
1654 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
1655 default: instruction
= "";
1656 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1660 strcpy(tmpLine
, instruction
);
1661 shader_arb_add_dst_param(ins
, &ins
->dst
[0], tmpLine
); /* Destination */
1662 strcat(tmpLine
, ",");
1663 shader_arb_add_src_param(ins
, src
, tmpLine
);
1664 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) == swizzle
) {
1665 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1668 strcat(tmpLine
, ".w");
1671 shader_addline(buffer
, "%s;\n", tmpLine
);
1674 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
1676 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1677 SHADER_BUFFER
*buffer
= ins
->buffer
;
1681 DWORD shift
= dst
->shift
;
1682 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
1685 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1686 dst
->register_idx
, dst
->has_rel_addr
, dst_name
, &is_color
);
1687 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
1689 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_name
);
1690 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1691 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1692 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1693 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1697 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1700 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
1702 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1703 * must contain fixed constants. So we need a separate function to filter those constants and
1706 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1707 SHADER_BUFFER
*buffer
= ins
->buffer
;
1711 DWORD shift
= dst
->shift
;
1712 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
1715 shader_arb_get_register_name(ins
->shader
, dst
->register_type
,
1716 dst
->register_idx
, dst
->has_rel_addr
, dst_name
, &is_color
);
1717 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
1719 pshader_gen_input_modifier_line(ins
->shader
, buffer
, ins
->src
[0], 0, src_name
);
1720 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1724 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1728 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
1730 GLuint program_id
= 0;
1731 const char *blt_vprogram
=
1733 "PARAM c[1] = { { 1, 0.5 } };\n"
1734 "MOV result.position, vertex.position;\n"
1735 "MOV result.color, c[0].x;\n"
1736 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1739 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1740 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1741 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1743 if (glGetError() == GL_INVALID_OPERATION
) {
1745 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1746 FIXME("Vertex program error at position %d: %s\n", pos
,
1747 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1753 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
1755 GLuint program_id
= 0;
1756 static const char * const blt_fprograms
[tex_type_count
] =
1763 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1764 "MOV result.depth.z, R0.x;\n"
1771 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1772 "MOV result.depth.z, R0.x;\n"
1777 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1778 "MOV result.depth.z, R0.x;\n"
1782 if (!blt_fprograms
[tex_type
])
1784 FIXME("tex_type %#x not supported\n", tex_type
);
1788 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1789 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1790 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
1792 if (glGetError() == GL_INVALID_OPERATION
) {
1794 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1795 FIXME("Fragment program error at position %d: %s\n", pos
,
1796 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1802 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1803 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1804 struct shader_arb_priv
*priv
= This
->shader_priv
;
1805 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1808 struct vs_compile_args compile_args
;
1810 TRACE("Using vertex shader\n");
1811 find_vs_compile_args((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, This
->stateBlock
, &compile_args
);
1812 priv
->current_vprogram_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, &compile_args
);
1814 /* Bind the vertex program */
1815 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1816 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1818 /* Enable OpenGL vertex programs */
1819 glEnable(GL_VERTEX_PROGRAM_ARB
);
1820 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1821 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1822 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1823 priv
->current_vprogram_id
= 0;
1824 glDisable(GL_VERTEX_PROGRAM_ARB
);
1825 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1829 struct ps_compile_args compile_args
;
1830 TRACE("Using pixel shader\n");
1831 find_ps_compile_args((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
1832 priv
->current_fprogram_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
,
1835 /* Bind the fragment program */
1836 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1837 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1839 if(!priv
->use_arbfp_fixed_func
) {
1840 /* Enable OpenGL fragment programs */
1841 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1842 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1844 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1845 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
1846 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1847 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1848 * replacement shader
1850 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1851 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1852 priv
->current_fprogram_id
= 0;
1856 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
1857 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1858 struct shader_arb_priv
*priv
= This
->shader_priv
;
1859 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
1860 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1862 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1863 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1864 glEnable(GL_VERTEX_PROGRAM_ARB
);
1866 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
1867 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
1868 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1871 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
1872 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1873 struct shader_arb_priv
*priv
= This
->shader_priv
;
1874 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1876 if (priv
->current_vprogram_id
) {
1877 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1878 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1880 glEnable(GL_VERTEX_PROGRAM_ARB
);
1881 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1883 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1885 glDisable(GL_VERTEX_PROGRAM_ARB
);
1886 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1889 if (priv
->current_fprogram_id
) {
1890 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1891 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1893 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1894 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1896 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1898 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1899 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1903 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1904 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
1905 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
)->adapter
->gl_info
;
1907 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
))
1909 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
1913 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1914 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1915 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1918 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1919 This
->gl_shaders
= NULL
;
1920 This
->num_gl_shaders
= 0;
1921 This
->shader_array_size
= 0;
1923 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
1927 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1928 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1929 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1932 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1933 This
->gl_shaders
= NULL
;
1934 This
->num_gl_shaders
= 0;
1935 This
->shader_array_size
= 0;
1939 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1940 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1941 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1945 static void shader_arb_free(IWineD3DDevice
*iface
) {
1946 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1947 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1948 struct shader_arb_priv
*priv
= This
->shader_priv
;
1951 if(priv
->depth_blt_vprogram_id
) {
1952 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1954 for (i
= 0; i
< tex_type_count
; ++i
) {
1955 if (priv
->depth_blt_fprogram_id
[i
]) {
1956 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
1960 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1963 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1967 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1968 const char *tmp2
, const char *tmp3
, const char *tmp4
) {
1969 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1971 /* Calculate the > 0.0031308 case */
1972 shader_addline(buffer
, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1
, fragcolor
);
1973 shader_addline(buffer
, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1
, fragcolor
);
1974 shader_addline(buffer
, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1
, fragcolor
);
1975 shader_addline(buffer
, "MUL %s, %s, srgb_mul_hi;\n", tmp1
, tmp1
);
1976 shader_addline(buffer
, "SUB %s, %s, srgb_sub_hi;\n", tmp1
, tmp1
);
1977 /* Calculate the < case */
1978 shader_addline(buffer
, "MUL %s, srgb_mul_low, %s;\n", tmp2
, fragcolor
);
1979 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1980 shader_addline(buffer
, "SLT %s, srgb_comparison, %s;\n", tmp3
, fragcolor
);
1981 shader_addline(buffer
, "SGE %s, srgb_comparison, %s;\n", tmp4
, fragcolor
);
1982 /* Store the components > 0.0031308 in the destination */
1983 shader_addline(buffer
, "MUL %s, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
1984 /* Add the components that are < 0.0031308 */
1985 shader_addline(buffer
, "MAD result.color.xyz, %s, %s, %s;\n", tmp2
, tmp4
, fragcolor
);
1986 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1989 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
1990 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1991 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1992 CONST DWORD
*function
= This
->baseShader
.function
;
1993 DWORD shader_version
= reg_maps
->shader_version
;
1994 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1995 const local_constant
*lconst
;
1997 const char *fragcolor
;
1999 /* Create the hw ARB shader */
2000 shader_addline(buffer
, "!!ARBfp1.0\n");
2002 if (shader_version
< WINED3DPS_VERSION(3,0)) {
2007 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
2010 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
2013 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
2018 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
2019 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
2020 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
2021 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
2022 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
2023 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2024 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2025 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2027 if (shader_version
< WINED3DPS_VERSION(2,0)) {
2030 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
2031 fragcolor
= "TMP_COLOR";
2034 /* Base Declarations */
2035 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2037 /* Base Shader Body */
2038 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2040 if(args
->srgb_correction
) {
2041 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TMP", "TMP2", "TA", "TB");
2043 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
2044 shader_addline(buffer
, "END\n");
2046 /* TODO: change to resource.glObjectHandle or something like that */
2047 GL_EXTCALL(glGenProgramsARB(1, &retval
));
2049 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
2050 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
2052 TRACE("Created hw pixel shader, prg=%d\n", retval
);
2053 /* Create the program and check for errors */
2054 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2055 buffer
->bsize
, buffer
->buffer
));
2057 if (glGetError() == GL_INVALID_OPERATION
) {
2059 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2060 FIXME("HW PixelShader Error at position %d: %s\n",
2061 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2065 /* Load immediate constants */
2066 if(!This
->baseShader
.load_local_constsF
) {
2067 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2068 const float *value
= (const float *)lconst
->value
;
2069 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst
->idx
, value
));
2070 checkGLcall("glProgramLocalParameter4fvARB");
2077 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
) {
2078 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
2079 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2080 CONST DWORD
*function
= This
->baseShader
.function
;
2081 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2082 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
2083 const local_constant
*lconst
;
2086 /* Create the hw ARB shader */
2087 shader_addline(buffer
, "!!ARBvp1.0\n");
2088 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
2090 /* Mesa supports only 95 constants */
2091 if (GL_VEND(MESA
) || GL_VEND(WINE
))
2092 This
->baseShader
.limits
.constant_float
=
2093 min(95, This
->baseShader
.limits
.constant_float
);
2095 shader_addline(buffer
, "TEMP TMP;\n");
2097 /* Base Declarations */
2098 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2100 /* We need a constant to fixup the final position */
2101 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2103 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2104 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2105 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2106 * a replacement shader depend on the texcoord.w being set properly.
2108 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2109 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2110 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2111 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2112 * this can eat a number of instructions, so skip it unless this cap is set as well
2114 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2115 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2117 if((GLINFO_LOCATION
).set_texcoord_w
&& !device
->frag_pipe
->ffp_proj_control
) {
2119 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2120 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2121 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2122 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2128 /* Base Shader Body */
2129 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2131 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2132 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2133 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2134 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2136 if(args
->fog_src
== VS_FOG_Z
) {
2137 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2138 } else if (!reg_maps
->fog
) {
2139 shader_addline(buffer
, "MOV result.fogcoord, 0.0;\n");
2142 /* Write the final position.
2144 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2145 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2146 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2147 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2149 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2150 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2151 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2153 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2154 * and the glsl equivalent
2156 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2158 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2160 shader_addline(buffer
, "END\n");
2162 /* TODO: change to resource.glObjectHandle or something like that */
2163 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2165 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
2166 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
2168 TRACE("Created hw vertex shader, prg=%d\n", ret
);
2169 /* Create the program and check for errors */
2170 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2171 buffer
->bsize
, buffer
->buffer
));
2173 if (glGetError() == GL_INVALID_OPERATION
) {
2175 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2176 FIXME("HW VertexShader Error at position %d: %s\n",
2177 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2180 /* Load immediate constants */
2181 if(!This
->baseShader
.load_local_constsF
) {
2182 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2183 const float *value
= (const float *)lconst
->value
;
2184 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst
->idx
, value
));
2191 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
2193 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2194 * then overwrite the shader specific ones
2196 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2198 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2199 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2200 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2201 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
) - ARB_SHADER_RESERVED_VS_CONSTS
;
2204 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2205 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2206 pCaps
->PixelShader1xMaxValue
= 8.0;
2207 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2208 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
;
2212 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
2214 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
2216 TRACE("Checking support for color_fixup:\n");
2217 dump_color_fixup_desc(fixup
);
2220 /* We support everything except YUV conversions. */
2221 if (!is_yuv_fixup(fixup
))
2227 TRACE("[FAILED]\n");
2231 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
2233 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
2234 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
2235 /* WINED3DSIH_BEM */ pshader_hw_bem
,
2236 /* WINED3DSIH_BREAK */ NULL
,
2237 /* WINED3DSIH_BREAKC */ NULL
,
2238 /* WINED3DSIH_BREAKP */ NULL
,
2239 /* WINED3DSIH_CALL */ NULL
,
2240 /* WINED3DSIH_CALLNZ */ NULL
,
2241 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
2242 /* WINED3DSIH_CND */ pshader_hw_cnd
,
2243 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
2244 /* WINED3DSIH_DCL */ NULL
,
2245 /* WINED3DSIH_DEF */ NULL
,
2246 /* WINED3DSIH_DEFB */ NULL
,
2247 /* WINED3DSIH_DEFI */ NULL
,
2248 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
2249 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
2250 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
2251 /* WINED3DSIH_DST */ shader_hw_map2gl
,
2252 /* WINED3DSIH_DSX */ NULL
,
2253 /* WINED3DSIH_DSY */ NULL
,
2254 /* WINED3DSIH_ELSE */ NULL
,
2255 /* WINED3DSIH_ENDIF */ NULL
,
2256 /* WINED3DSIH_ENDLOOP */ NULL
,
2257 /* WINED3DSIH_ENDREP */ NULL
,
2258 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
2259 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
2260 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
2261 /* WINED3DSIH_IF */ NULL
,
2262 /* WINED3DSIH_IFC */ NULL
,
2263 /* WINED3DSIH_LABEL */ NULL
,
2264 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
2265 /* WINED3DSIH_LOG */ shader_hw_map2gl
,
2266 /* WINED3DSIH_LOGP */ shader_hw_map2gl
,
2267 /* WINED3DSIH_LOOP */ NULL
,
2268 /* WINED3DSIH_LRP */ shader_hw_map2gl
,
2269 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
2270 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
2271 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
2272 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
2273 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
2274 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
2275 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
2276 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
2277 /* WINED3DSIH_MOV */ shader_hw_mov
,
2278 /* WINED3DSIH_MOVA */ shader_hw_mov
,
2279 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
2280 /* WINED3DSIH_NOP */ shader_hw_map2gl
,
2281 /* WINED3DSIH_NRM */ shader_hw_nrm
,
2282 /* WINED3DSIH_PHASE */ NULL
,
2283 /* WINED3DSIH_POW */ shader_hw_map2gl
,
2284 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp
,
2285 /* WINED3DSIH_REP */ NULL
,
2286 /* WINED3DSIH_RET */ NULL
,
2287 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp
,
2288 /* WINED3DSIH_SETP */ NULL
,
2289 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
2290 /* WINED3DSIH_SGN */ NULL
,
2291 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
2292 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
2293 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
2294 /* WINED3DSIH_TEX */ pshader_hw_tex
,
2295 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
2296 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
2297 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
2298 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
2299 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
2300 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
2301 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
2302 /* WINED3DSIH_TEXLDD */ NULL
,
2303 /* WINED3DSIH_TEXLDL */ NULL
,
2304 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
2305 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
2306 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
2307 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
2308 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
2309 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
2310 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
2311 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
2312 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
2313 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
2314 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
2315 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
2318 const shader_backend_t arb_program_shader_backend
= {
2319 shader_arb_instruction_handler_table
,
2321 shader_arb_select_depth_blt
,
2322 shader_arb_deselect_depth_blt
,
2323 shader_arb_update_float_vertex_constants
,
2324 shader_arb_update_float_pixel_constants
,
2325 shader_arb_load_constants
,
2326 shader_arb_load_np2fixup_constants
,
2330 shader_arb_dirty_const
,
2331 shader_arb_generate_pshader
,
2332 shader_arb_generate_vshader
,
2333 shader_arb_get_caps
,
2334 shader_arb_color_fixup_supported
,
2337 /* ARB_fragment_program fixed function pipeline replacement definitions */
2338 #define ARB_FFP_CONST_TFACTOR 0
2339 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2340 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2341 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2342 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2344 struct arbfp_ffp_desc
2346 struct ffp_frag_desc parent
;
2348 unsigned int num_textures_used
;
2351 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2353 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2354 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2356 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2357 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2361 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2362 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2363 struct shader_arb_priv
*priv
;
2364 /* Share private data between the shader backend and the pipeline replacement, if both
2365 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2366 * if no pixel shader is bound or not
2368 if(This
->shader_backend
== &arb_program_shader_backend
) {
2369 This
->fragment_priv
= This
->shader_priv
;
2371 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2372 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2374 priv
= This
->fragment_priv
;
2375 priv
->fragment_shaders
= hash_table_create(ffp_frag_program_key_hash
, ffp_frag_program_key_compare
);
2376 priv
->use_arbfp_fixed_func
= TRUE
;
2380 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2381 const WineD3D_GL_Info
*gl_info
= gli
;
2382 struct arbfp_ffp_desc
*entry_arb
= value
;
2385 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2386 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2387 HeapFree(GetProcessHeap(), 0, entry_arb
);
2391 static void arbfp_free(IWineD3DDevice
*iface
) {
2392 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2393 struct shader_arb_priv
*priv
= This
->fragment_priv
;
2395 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2396 priv
->use_arbfp_fixed_func
= FALSE
;
2398 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2399 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2403 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
2405 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2406 WINED3DTEXOPCAPS_SELECTARG1
|
2407 WINED3DTEXOPCAPS_SELECTARG2
|
2408 WINED3DTEXOPCAPS_MODULATE4X
|
2409 WINED3DTEXOPCAPS_MODULATE2X
|
2410 WINED3DTEXOPCAPS_MODULATE
|
2411 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2412 WINED3DTEXOPCAPS_ADDSIGNED
|
2413 WINED3DTEXOPCAPS_ADD
|
2414 WINED3DTEXOPCAPS_SUBTRACT
|
2415 WINED3DTEXOPCAPS_ADDSMOOTH
|
2416 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2417 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2418 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2419 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2420 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2421 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2422 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2423 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2424 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2425 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2426 WINED3DTEXOPCAPS_MULTIPLYADD
|
2427 WINED3DTEXOPCAPS_LERP
|
2428 WINED3DTEXOPCAPS_BUMPENVMAP
|
2429 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
2431 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2433 caps
->MaxTextureBlendStages
= 8;
2434 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2436 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2438 #undef GLINFO_LOCATION
2440 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2441 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2443 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2445 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2446 * application provided constants
2448 if(device
->shader_backend
== &arb_program_shader_backend
) {
2449 if (use_ps(stateblock
)) return;
2451 device
= stateblock
->wineD3DDevice
;
2452 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2453 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2456 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2457 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2458 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2462 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2464 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2466 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2467 * application provided constants
2469 if(device
->shader_backend
== &arb_program_shader_backend
) {
2470 if (use_ps(stateblock
)) return;
2472 device
= stateblock
->wineD3DDevice
;
2473 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
2474 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
2477 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
2478 /* The specular color has no alpha */
2479 col
[0] = 1.0; col
[1] = 1.0;
2480 col
[2] = 1.0; col
[3] = 0.0;
2482 col
[0] = 0.0; col
[1] = 0.0;
2483 col
[2] = 0.0; col
[3] = 0.0;
2485 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
2486 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2489 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2490 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2491 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2494 if (use_ps(stateblock
))
2497 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
2498 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2501 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2502 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2506 if(device
->shader_backend
== &arb_program_shader_backend
) {
2507 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2510 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2511 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
2512 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
2515 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
2516 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
2517 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
2518 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
2520 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
2521 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2524 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2525 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2526 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2529 if (use_ps(stateblock
))
2532 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
2533 /* The pixel shader has to know the luminance offset. Do a constants update if it
2534 * isn't scheduled anyway
2536 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2537 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2541 if(device
->shader_backend
== &arb_program_shader_backend
) {
2542 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2545 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2546 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
2547 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
2550 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
2551 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
2555 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
2556 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2559 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
2562 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
2564 switch(arg
& WINED3DTA_SELECTMASK
) {
2565 case WINED3DTA_DIFFUSE
:
2566 ret
= "fragment.color.primary"; break;
2568 case WINED3DTA_CURRENT
:
2569 if(stage
== 0) ret
= "fragment.color.primary";
2573 case WINED3DTA_TEXTURE
:
2575 case 0: ret
= "tex0"; break;
2576 case 1: ret
= "tex1"; break;
2577 case 2: ret
= "tex2"; break;
2578 case 3: ret
= "tex3"; break;
2579 case 4: ret
= "tex4"; break;
2580 case 5: ret
= "tex5"; break;
2581 case 6: ret
= "tex6"; break;
2582 case 7: ret
= "tex7"; break;
2583 default: ret
= "unknown texture";
2587 case WINED3DTA_TFACTOR
:
2588 ret
= "tfactor"; break;
2590 case WINED3DTA_SPECULAR
:
2591 ret
= "fragment.color.secondary"; break;
2593 case WINED3DTA_TEMP
:
2594 ret
= "tempreg"; break;
2596 case WINED3DTA_CONSTANT
:
2597 FIXME("Implement perstage constants\n");
2599 case 0: ret
= "const0"; break;
2600 case 1: ret
= "const1"; break;
2601 case 2: ret
= "const2"; break;
2602 case 3: ret
= "const3"; break;
2603 case 4: ret
= "const4"; break;
2604 case 5: ret
= "const5"; break;
2605 case 6: ret
= "const6"; break;
2606 case 7: ret
= "const7"; break;
2607 default: ret
= "unknown constant";
2615 if(arg
& WINED3DTA_COMPLEMENT
) {
2616 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
2617 if(argnum
== 0) ret
= "arg0";
2618 if(argnum
== 1) ret
= "arg1";
2619 if(argnum
== 2) ret
= "arg2";
2621 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
2622 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
2623 if(argnum
== 0) ret
= "arg0";
2624 if(argnum
== 1) ret
= "arg1";
2625 if(argnum
== 2) ret
= "arg2";
2630 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
2631 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
2632 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
2633 unsigned int mul
= 1;
2634 BOOL mul_final_dest
= FALSE
;
2636 if(color
&& alpha
) dstmask
= "";
2637 else if(color
) dstmask
= ".xyz";
2638 else dstmask
= ".w";
2640 if(dst
== tempreg
) dstreg
= "tempreg";
2641 else dstreg
= "ret";
2643 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
2644 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
2645 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
2648 case WINED3DTOP_DISABLE
:
2649 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2652 case WINED3DTOP_SELECTARG2
:
2654 case WINED3DTOP_SELECTARG1
:
2655 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2658 case WINED3DTOP_MODULATE4X
:
2660 case WINED3DTOP_MODULATE2X
:
2662 if(strcmp(dstreg
, "result.color") == 0) {
2664 mul_final_dest
= TRUE
;
2666 case WINED3DTOP_MODULATE
:
2667 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2670 case WINED3DTOP_ADDSIGNED2X
:
2672 if(strcmp(dstreg
, "result.color") == 0) {
2674 mul_final_dest
= TRUE
;
2676 case WINED3DTOP_ADDSIGNED
:
2677 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2679 case WINED3DTOP_ADD
:
2680 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2683 case WINED3DTOP_SUBTRACT
:
2684 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2687 case WINED3DTOP_ADDSMOOTH
:
2688 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
2689 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2692 case WINED3DTOP_BLENDCURRENTALPHA
:
2693 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
2694 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2696 case WINED3DTOP_BLENDFACTORALPHA
:
2697 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
2698 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2700 case WINED3DTOP_BLENDTEXTUREALPHA
:
2701 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2702 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2704 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2705 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
2706 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2709 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2710 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2711 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
2712 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2715 /* D3DTOP_PREMODULATE ???? */
2717 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2718 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
2719 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2721 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2722 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2724 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2725 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
2726 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
2728 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2729 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2732 case WINED3DTOP_DOTPRODUCT3
:
2734 if(strcmp(dstreg
, "result.color") == 0) {
2736 mul_final_dest
= TRUE
;
2738 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
2739 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2740 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
2743 case WINED3DTOP_MULTIPLYADD
:
2744 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
2747 case WINED3DTOP_LERP
:
2748 /* The msdn is not quite right here */
2749 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2752 case WINED3DTOP_BUMPENVMAP
:
2753 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2754 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2758 FIXME("Unhandled texture op %08x\n", op
);
2762 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2763 } else if(mul
== 4) {
2764 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2768 /* The stateblock is passed for GLINFO_LOCATION */
2769 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
2772 SHADER_BUFFER buffer
;
2773 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2774 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2775 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2776 const char *textype
;
2777 const char *instr
, *sat
;
2778 char colorcor_dst
[8];
2780 DWORD arg0
, arg1
, arg2
;
2781 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
2783 const char *final_combiner_src
= "ret";
2785 /* Find out which textures are read */
2786 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2787 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
2788 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
2789 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
2790 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
2791 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2792 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2793 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2795 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
2796 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
2797 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
2798 bump_used
[stage
] = TRUE
;
2799 tex_read
[stage
] = TRUE
;
2801 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2802 bump_used
[stage
] = TRUE
;
2803 tex_read
[stage
] = TRUE
;
2804 luminance_used
[stage
] = TRUE
;
2805 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
2806 tfactor_used
= TRUE
;
2809 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2810 tfactor_used
= TRUE
;
2813 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
2814 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2815 tempreg_used
= TRUE
;
2818 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
2819 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
2820 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
2821 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
2822 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2823 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2824 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2826 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2827 tempreg_used
= TRUE
;
2829 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2830 tfactor_used
= TRUE
;
2835 shader_buffer_init(&buffer
);
2837 shader_addline(&buffer
, "!!ARBfp1.0\n");
2839 switch(settings
->fog
) {
2840 case FOG_OFF
: break;
2841 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
2842 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
2843 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
2844 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
2847 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
2848 shader_addline(&buffer
, "TEMP TMP;\n");
2849 shader_addline(&buffer
, "TEMP ret;\n");
2850 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
2851 shader_addline(&buffer
, "TEMP arg0;\n");
2852 shader_addline(&buffer
, "TEMP arg1;\n");
2853 shader_addline(&buffer
, "TEMP arg2;\n");
2854 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2855 if(!tex_read
[stage
]) continue;
2856 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
2857 if(!bump_used
[stage
]) continue;
2858 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
2859 if(!luminance_used
[stage
]) continue;
2860 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
2863 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
2865 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
2867 if(settings
->sRGB_write
) {
2868 shader_addline(&buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2869 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
2870 shader_addline(&buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2871 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
2872 shader_addline(&buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2873 srgb_pow
, srgb_pow
, srgb_pow
);
2874 shader_addline(&buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2875 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
2876 shader_addline(&buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2877 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
2880 /* Generate texture sampling instructions) */
2881 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
2882 if(!tex_read
[stage
]) continue;
2884 switch(settings
->op
[stage
].tex_type
) {
2885 case tex_1d
: textype
= "1D"; break;
2886 case tex_2d
: textype
= "2D"; break;
2887 case tex_3d
: textype
= "3D"; break;
2888 case tex_cube
: textype
= "CUBE"; break;
2889 case tex_rect
: textype
= "RECT"; break;
2890 default: textype
= "unexpected_textype"; break;
2893 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
2894 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2900 if(settings
->op
[stage
].projected
== proj_none
) {
2902 } else if(settings
->op
[stage
].projected
== proj_count4
||
2903 settings
->op
[stage
].projected
== proj_count3
) {
2906 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
2911 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
2912 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
2913 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
2914 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
2915 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
2916 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
2918 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2919 * so multiply the displacement with the dividing parameter before passing it to TXP
2921 if (settings
->op
[stage
].projected
!= proj_none
) {
2922 if(settings
->op
[stage
].projected
== proj_count4
) {
2923 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
2924 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
2926 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
2927 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
2930 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
2933 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2934 instr
, sat
, stage
, stage
, textype
);
2935 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2936 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2937 stage
- 1, stage
- 1, stage
- 1);
2938 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
2940 } else if(settings
->op
[stage
].projected
== proj_count3
) {
2941 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
2942 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
2943 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2944 instr
, sat
, stage
, stage
, textype
);
2946 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2947 instr
, sat
, stage
, stage
, stage
, textype
);
2950 sprintf(colorcor_dst
, "tex%u", stage
);
2951 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
2952 settings
->op
[stage
].color_fixup
);
2955 /* Generate the main shader */
2956 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2957 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
2959 final_combiner_src
= "fragment.color.primary";
2964 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2965 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2966 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
2967 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2968 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2969 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
2970 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2971 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2972 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
2973 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2974 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2975 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2977 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
2978 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
2979 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
2980 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2983 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
2984 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2985 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2986 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2988 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
2990 } else if(op_equal
) {
2991 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
2992 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2993 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2995 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2996 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2997 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2998 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
2999 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
3000 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
3004 if(settings
->sRGB_write
) {
3005 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3006 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg");
3007 shader_addline(&buffer
, "MOV result.color.w, ret.w;\n");
3009 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3013 shader_addline(&buffer
, "END\n");
3015 /* Generate the shader */
3016 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3017 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
3018 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3020 if (glGetError() == GL_INVALID_OPERATION
) {
3022 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3023 FIXME("Fragment program error at position %d: %s\n", pos
,
3024 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3026 shader_buffer_free(&buffer
);
3030 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3031 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
3032 struct shader_arb_priv
*priv
= device
->fragment_priv
;
3033 BOOL use_pshader
= use_ps(stateblock
);
3034 BOOL use_vshader
= use_vs(stateblock
);
3035 struct ffp_frag_settings settings
;
3036 const struct arbfp_ffp_desc
*desc
;
3039 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3041 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
3042 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3043 /* Reload fixed function constants since they collide with the pixel shader constants */
3044 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3045 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3047 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3048 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3049 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3050 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3056 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3057 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
3058 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(priv
->fragment_shaders
, &settings
);
3060 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
3063 ERR("Out of memory\n");
3066 new_desc
->num_textures_used
= 0;
3067 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
3068 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
3069 new_desc
->num_textures_used
= i
;
3072 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
3073 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
3074 add_ffp_frag_shader(priv
->fragment_shaders
, &new_desc
->parent
);
3075 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
3079 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3080 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3083 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
3084 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3085 priv
->current_fprogram_id
= desc
->shader
;
3087 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3088 /* Reload fixed function constants since they collide with the pixel shader constants */
3089 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3090 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3092 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3093 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3095 context
->last_was_pshader
= FALSE
;
3097 context
->last_was_pshader
= TRUE
;
3100 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3101 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3102 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3103 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3104 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3106 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3109 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3110 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3112 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
3113 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3117 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3121 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3122 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3123 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3124 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3125 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3127 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3128 enum fogsource new_source
;
3130 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3132 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3133 fragment_prog_arbfp(state
, stateblock
, context
);
3136 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
3138 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
3139 if(use_vs(stateblock
)) {
3140 new_source
= FOGSOURCE_VS
;
3142 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
3143 new_source
= FOGSOURCE_COORD
;
3145 new_source
= FOGSOURCE_FFP
;
3149 new_source
= FOGSOURCE_FFP
;
3151 if(new_source
!= context
->fog_source
) {
3152 context
->fog_source
= new_source
;
3153 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
3157 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3158 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3159 fragment_prog_arbfp(state
, stateblock
, context
);
3163 #undef GLINFO_LOCATION
3165 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
3166 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
3167 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3168 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3169 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3170 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3171 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3172 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3173 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3174 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3175 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3176 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3177 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3178 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3179 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3180 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3181 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3182 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3183 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3184 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3185 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3186 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3187 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3188 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3189 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3190 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3191 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3192 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3193 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3194 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3195 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3196 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3197 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3198 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3199 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3200 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3201 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3202 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3203 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3204 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3205 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3206 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3207 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3208 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3209 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3210 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3211 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3212 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3213 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3214 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3215 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3216 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3217 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3218 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3219 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3220 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3221 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3222 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3223 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3224 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3225 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3226 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3227 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3228 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3229 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3230 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3231 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3232 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3233 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3234 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3235 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3236 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3237 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3238 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3239 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3240 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3241 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3242 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3243 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3244 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3245 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3246 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3247 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3248 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3249 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3250 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3251 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3252 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3253 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3254 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3255 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3256 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3257 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3258 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3259 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3260 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3261 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3262 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3263 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3264 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3265 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3266 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3267 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3268 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3269 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3270 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3271 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3272 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3273 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3274 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3275 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3276 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3277 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3278 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3279 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3280 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3281 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3282 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3283 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3284 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3285 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3286 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3287 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
3288 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
3289 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
3290 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
3291 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
3292 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
3293 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
3294 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
3295 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3296 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3297 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3298 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3299 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3300 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3301 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3302 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, 0 },
3303 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, 0 },
3304 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3305 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3306 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3307 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3308 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3309 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3310 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3311 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3312 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, 0 },
3313 {0 /* Terminate */, { 0, 0 }, 0 },
3316 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3321 shader_arb_color_fixup_supported
,
3322 arbfp_fragmentstate_template
,
3323 TRUE
/* We can disable projected textures */
3326 #define GLINFO_LOCATION device->adapter->gl_info
3328 struct arbfp_blit_priv
{
3329 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3330 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3331 GLenum yv12_rect_shader
, yv12_2d_shader
;
3334 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3335 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3336 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3337 if(!device
->blit_priv
) {
3338 ERR("Out of memory\n");
3339 return E_OUTOFMEMORY
;
3343 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3344 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3345 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3348 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3349 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3350 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3351 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3352 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
3353 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
3354 checkGLcall("Delete yuv programs\n");
3358 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3361 const char *tex
, *texinstr
;
3363 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3371 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3372 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3374 /* This is more tricky than just replacing the texture type - we have to navigate
3375 * properly in the texture to find the correct chroma values
3377 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3381 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3382 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3383 * filtering when we sample the texture.
3385 * These are the rules for reading the chroma:
3391 * So we have to get the sampling x position in non-normalized coordinates in integers
3393 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3394 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3395 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
3397 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3399 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3400 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3403 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
3404 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3406 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3407 * even and odd pixels respectively
3409 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3410 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
3412 /* Sample Pixel 1 */
3413 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3415 /* Put the value into either of the chroma values */
3416 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3417 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
3418 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3419 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
3421 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3422 * the pixel right to the current one. Otherwise, sample the left pixel.
3423 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3425 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3426 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3427 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3429 /* Put the value into the other chroma */
3430 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3431 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
3432 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3433 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
3435 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3436 * the current one and lerp the two U and V values
3439 /* This gives the correctly filtered luminance value */
3440 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3445 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3450 case GL_TEXTURE_2D
: tex
= "2D"; break;
3451 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3453 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3457 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3458 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3459 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3460 * pitch of the luminance plane, the packing into the gl texture is a bit
3461 * unfortunate. If the whole texture is interpreted as luminance data it looks
3462 * approximately like this:
3464 * +----------------------------------+----
3476 * +----------------+-----------------+----
3478 * | U even rows | U odd rows |
3480 * +----------------+------------------ -
3482 * | V even rows | V odd rows |
3484 * +----------------+-----------------+----
3488 * So it appears as if there are 4 chroma images, but in fact the odd rows
3489 * in the chroma images are in the same row as the even ones. So its is
3490 * kinda tricky to read
3492 * When reading from rectangle textures, keep in mind that the input y coordinates
3493 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3495 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3496 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3498 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3499 /* the chroma planes have only half the width */
3500 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
3502 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3503 * the coordinate. Also read the right side of the image when reading odd lines
3505 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3508 if(textype
== GL_TEXTURE_2D
) {
3510 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
3512 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
3514 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
3515 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3517 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3518 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3519 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3520 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3521 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3523 /* clamp, keep the half pixel origin in mind */
3524 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3525 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3526 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3527 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3529 /* Read from [size - size+size/4] */
3530 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3531 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3533 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3534 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3535 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3536 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3537 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3538 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3540 /* Make sure to read exactly from the pixel center */
3541 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3542 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
3545 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
3546 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
3547 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3548 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
3549 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3551 /* Read the texture, put the result into the output register */
3552 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3553 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
3555 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3556 * No need to clamp because we're just reusing the already clamped value from above
3558 if(textype
== GL_TEXTURE_2D
) {
3559 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3561 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3563 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3564 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
3566 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3567 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3568 * values due to filtering
3570 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3571 if(textype
== GL_TEXTURE_2D
) {
3572 /* Multiply the y coordinate by 2/3 and clamp it */
3573 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3574 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3575 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3576 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3578 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3579 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3582 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
3583 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
3584 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3591 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
3594 SHADER_BUFFER buffer
;
3595 char luminance_component
;
3596 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3599 shader_buffer_init(&buffer
);
3602 GL_EXTCALL(glGenProgramsARB(1, &shader
));
3603 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3604 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3605 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3608 shader_buffer_free(&buffer
);
3612 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3613 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3614 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3615 * each single pixel it contains, and one U and one V value shared between both
3618 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3619 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3620 * take the format into account when generating the read swizzles
3622 * Reading the Y value is straightforward - just sample the texture. The hardware
3623 * takes care of filtering in the horizontal and vertical direction.
3625 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3626 * because that would mix the U and V values of one pixel or two adjacent pixels.
3627 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3628 * regardless of the filtering setting. Vertical filtering works automatically
3629 * though - the U and V values of two rows are mixed nicely.
3631 * Appart of avoiding filtering issues, the code has to know which value it just
3632 * read, and where it can find the other one. To determine this, it checks if
3633 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3635 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3636 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3638 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3639 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3640 * in an unfiltered situation. Finding the luminance on the other hand requires
3641 * finding out if it is an odd or even pixel. The real drawback of this approach
3642 * is filtering. This would have to be emulated completely in the shader, reading
3643 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3644 * vertically. Beyond that it would require adjustments to the texture handling
3645 * code to deal with the width scaling
3647 shader_addline(&buffer
, "!!ARBfp1.0\n");
3648 shader_addline(&buffer
, "TEMP luminance;\n");
3649 shader_addline(&buffer
, "TEMP temp;\n");
3650 shader_addline(&buffer
, "TEMP chroma;\n");
3651 shader_addline(&buffer
, "TEMP texcrd;\n");
3652 shader_addline(&buffer
, "TEMP texcrd2;\n");
3653 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3654 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3655 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
3659 case YUV_FIXUP_UYVY
:
3660 case YUV_FIXUP_YUY2
:
3661 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
3663 shader_buffer_free(&buffer
);
3668 case YUV_FIXUP_YV12
:
3669 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
3671 shader_buffer_free(&buffer
);
3677 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3678 shader_buffer_free(&buffer
);
3682 /* Calculate the final result. Formula is taken from
3683 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3684 * ranges from -0.5 to 0.5
3686 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
3688 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
3689 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
3690 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3691 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
3692 shader_addline(&buffer
, "END\n");
3695 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3697 if (glGetError() == GL_INVALID_OPERATION
) {
3699 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3700 FIXME("Fragment program error at position %d: %s\n", pos
,
3701 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3703 shader_buffer_free(&buffer
);
3708 case YUV_FIXUP_YUY2
:
3709 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
3710 else priv
->yuy2_2d_shader
= shader
;
3713 case YUV_FIXUP_UYVY
:
3714 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
3715 else priv
->uyvy_2d_shader
= shader
;
3718 case YUV_FIXUP_YV12
:
3719 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
3720 else priv
->yv12_2d_shader
= shader
;
3727 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
3728 GLenum textype
, UINT width
, UINT height
)
3731 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3732 float size
[4] = {width
, height
, 1, 1};
3733 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3734 enum yuv_fixup yuv_fixup
;
3736 if (!is_yuv_fixup(format_desc
->color_fixup
))
3739 dump_color_fixup_desc(format_desc
->color_fixup
);
3740 /* Don't bother setting up a shader for unconverted formats */
3743 checkGLcall("glEnable(textype)");
3748 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
3752 case YUV_FIXUP_YUY2
:
3753 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
3756 case YUV_FIXUP_UYVY
:
3757 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
3760 case YUV_FIXUP_YV12
:
3761 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
3765 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
3768 checkGLcall("glEnable(textype)");
3773 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
3776 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
3777 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3778 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3779 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3780 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
3781 checkGLcall("glProgramLocalParameter4fvARB");
3787 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3788 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3791 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
3792 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3793 glDisable(GL_TEXTURE_2D
);
3794 checkGLcall("glDisable(GL_TEXTURE_2D)");
3795 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3796 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3797 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3799 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3800 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3801 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3806 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
3808 enum yuv_fixup yuv_fixup
;
3810 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3812 TRACE("Checking support for fixup:\n");
3813 dump_color_fixup_desc(fixup
);
3816 if (is_identity_fixup(fixup
))
3822 /* We only support YUV conversions. */
3823 if (!is_yuv_fixup(fixup
))
3825 TRACE("[FAILED]\n");
3829 yuv_fixup
= get_yuv_fixup(fixup
);
3832 case YUV_FIXUP_YUY2
:
3833 case YUV_FIXUP_UYVY
:
3834 case YUV_FIXUP_YV12
:
3839 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3840 TRACE("[FAILED]\n");
3845 const struct blit_shader arbfp_blit
= {
3850 arbfp_blit_color_fixup_supported
,
3853 #undef GLINFO_LOCATION