2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* We have to subtract any other PARAMs that we might use in our shader programs.
45 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55 * so upload them above that
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
60 /* ARB_program_shader private data */
61 struct shader_arb_priv
{
62 GLuint current_vprogram_id
;
63 GLuint current_fprogram_id
;
64 GLuint depth_blt_vprogram_id
;
65 GLuint depth_blt_fprogram_id
[tex_type_count
];
66 BOOL use_arbfp_fixed_func
;
67 struct hash_table_t
*fragment_shaders
;
70 /********************************************************
71 * ARB_[vertex/fragment]_program helper functions follow
72 ********************************************************/
75 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76 * When constant_list == NULL, it will load all the constants.
78 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
82 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
84 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
85 local_constant
* lconst
;
89 if (TRACE_ON(d3d_shader
)) {
90 for(i
= 0; i
< max_constants
; i
++) {
91 if(!dirty_consts
[i
]) continue;
92 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
93 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
94 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
97 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
98 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& WINED3DSHADER_VERSION_MAJOR(shader_version
) == 1)
101 for(i
= 0; i
< max_constants
; i
++) {
102 if(!dirty_consts
[i
]) continue;
106 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
107 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
108 else lcl_const
[0] = constants
[j
+ 0];
110 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
111 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
112 else lcl_const
[1] = constants
[j
+ 1];
114 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
115 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
116 else lcl_const
[2] = constants
[j
+ 2];
118 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
119 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
120 else lcl_const
[3] = constants
[j
+ 3];
122 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
125 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
126 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
127 * or just reloading *all* constants at once
129 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
131 for(i
= 0; i
< max_constants
; i
++) {
132 if(!dirty_consts
[i
]) continue;
134 /* Find the next block of dirty constants */
137 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
141 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
144 for(i
= 0; i
< max_constants
; i
++) {
145 if(dirty_consts
[i
]) {
147 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
152 checkGLcall("glProgramEnvParameter4fvARB()");
154 /* Load immediate constants */
155 if(This
->baseShader
.load_local_constsF
) {
156 if (TRACE_ON(d3d_shader
)) {
157 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
158 GLfloat
* values
= (GLfloat
*)lconst
->value
;
159 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
160 values
[0], values
[1], values
[2], values
[3]);
163 /* Immediate constants are clamped for 1.X shaders at loading times */
165 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
166 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
167 ret
= max(ret
, lconst
->idx
+ 1);
168 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
170 checkGLcall("glProgramEnvParameter4fvARB()");
171 return ret
; /* The loaded immediate constants need reloading for the next shader */
173 return 0; /* No constants are dirty now */
178 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
180 static void shader_arb_load_np2fixup_constants(
181 IWineD3DDevice
* device
,
183 char useVertexShader
) {
184 /* not implemented */
188 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
190 * We only support float constants in ARB at the moment, so don't
191 * worry about the Integers or Booleans
193 static void shader_arb_load_constants(
194 IWineD3DDevice
* device
,
196 char useVertexShader
) {
198 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
199 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
200 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
203 if (useVertexShader
) {
204 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
206 /* Load DirectX 9 float constants for vertex shader */
207 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
208 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
209 deviceImpl
->highest_dirty_vs_const
,
210 stateBlock
->vertexShaderConstantF
,
211 deviceImpl
->activeContext
->vshader_const_dirty
);
213 /* Upload the position fixup */
214 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
217 if (usePixelShader
) {
219 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
220 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
222 /* Load DirectX 9 float constants for pixel shader */
223 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
224 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
225 deviceImpl
->highest_dirty_ps_const
,
226 stateBlock
->pixelShaderConstantF
,
227 deviceImpl
->activeContext
->pshader_const_dirty
);
229 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++) {
230 /* The state manager takes care that this function is always called if the bump env matrix changes
232 const float *data
= (const float *)&stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
233 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
234 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->bumpenvmatconst
[i
].const_num
] = 1;
236 if (psi
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
238 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
239 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
240 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
241 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
243 const float *scale
= (const float *)&stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
244 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
245 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->luminanceconst
[i
].const_num
] = 1;
251 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
253 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
255 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
256 * context. On a context switch the old context will be fully dirtified */
257 memset(This
->activeContext
->vshader_const_dirty
+ start
, 1,
258 sizeof(*This
->activeContext
->vshader_const_dirty
) * count
);
259 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
+ 1);
262 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
264 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
266 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
267 * context. On a context switch the old context will be fully dirtified */
268 memset(This
->activeContext
->pshader_const_dirty
+ start
, 1,
269 sizeof(*This
->activeContext
->pshader_const_dirty
) * count
);
270 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
+ 1);
273 /* Generate the variable & register declarations for the ARB_vertex_program output target */
274 static void shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
275 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
)
277 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
278 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
280 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
);
281 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
282 (pshader
? GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
:
283 GL_LIMITS(vshader_constantsF
) - ARB_SHADER_RESERVED_VS_CONSTS
));
284 UINT extra_constants_needed
= 0;
285 const local_constant
*lconst
;
287 /* Temporary Output register */
288 shader_addline(buffer
, "TEMP TMP_OUT;\n");
290 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
291 if (reg_maps
->temporary
[i
])
292 shader_addline(buffer
, "TEMP R%u;\n", i
);
295 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
296 if (reg_maps
->address
[i
])
297 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
300 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
301 if (reg_maps
->texcoord
[i
])
302 shader_addline(buffer
,"TEMP T%u;\n", i
);
305 /* Texture coordinate registers must be pre-loaded */
306 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
307 if (reg_maps
->texcoord
[i
])
308 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
311 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
312 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
313 if(!reg_maps
->bumpmat
[i
]) continue;
315 cur
= ps
->numbumpenvmatconsts
;
316 ps
->bumpenvmatconst
[cur
].const_num
= -1;
317 ps
->bumpenvmatconst
[cur
].texunit
= i
;
318 ps
->luminanceconst
[cur
].const_num
= -1;
319 ps
->luminanceconst
[cur
].texunit
= i
;
321 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
322 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
325 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
) {
326 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
327 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
328 i
, ps
->bumpenvmatconst
[cur
].const_num
);
329 extra_constants_needed
++;
331 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
) {
332 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
333 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
334 i
, ps
->luminanceconst
[cur
].const_num
);
335 extra_constants_needed
++;
336 } else if(reg_maps
->luminanceparams
) {
337 FIXME("No free constant to load the luminance parameters\n");
340 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
343 ps
->numbumpenvmatconsts
= cur
+ 1;
346 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
347 shader_addline(buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
348 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
349 shader_addline(buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
350 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
351 shader_addline(buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
352 srgb_pow
, srgb_pow
, srgb_pow
);
353 shader_addline(buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
354 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
355 shader_addline(buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
356 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
359 /* Load local constants using the program-local space,
360 * this avoids reloading them each time the shader is used
362 if(!This
->baseShader
.load_local_constsF
) {
363 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
364 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
369 /* we use the array-based constants array if the local constants are marked for loading,
370 * because then we use indirect addressing, or when the local constant list is empty,
371 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
372 * local constants do not declare the loaded constants as an array because ARB compilers usually
373 * do not optimize unused constants away
375 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
376 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
377 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
378 max_constantsF
, max_constantsF
- 1);
380 for(i
= 0; i
< max_constantsF
; i
++) {
381 if(!shader_constant_is_local(This
, i
)) {
382 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
388 static const char * const shift_tab
[] = {
389 "dummy", /* 0 (none) */
390 "coefmul.x", /* 1 (x2) */
391 "coefmul.y", /* 2 (x4) */
392 "coefmul.z", /* 3 (x8) */
393 "coefmul.w", /* 4 (x16) */
394 "dummy", /* 5 (x32) */
395 "dummy", /* 6 (x64) */
396 "dummy", /* 7 (x128) */
397 "dummy", /* 8 (d256) */
398 "dummy", /* 9 (d128) */
399 "dummy", /* 10 (d64) */
400 "dummy", /* 11 (d32) */
401 "coefdiv.w", /* 12 (d16) */
402 "coefdiv.z", /* 13 (d8) */
403 "coefdiv.y", /* 14 (d4) */
404 "coefdiv.x" /* 15 (d2) */
407 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
408 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
410 char *ptr
= write_mask
;
411 char vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
);
413 if (vshader
&& dst
->register_type
== WINED3DSPR_ADDR
)
418 else if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
421 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
422 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
423 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
424 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
430 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
431 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
432 * but addressed as "rgba". To fix this we need to swap the register's x
433 * and z components. */
434 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
435 char *ptr
= swizzle_str
;
437 /* swizzle bits fields: wwzzyyxx */
438 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
439 DWORD swizzle_x
= swizzle
& 0x03;
440 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
441 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
442 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
444 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
445 * generate a swizzle string. Unless we need to our own swizzling. */
446 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
448 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
449 *ptr
++ = swizzle_chars
[swizzle_x
];
451 *ptr
++ = swizzle_chars
[swizzle_x
];
452 *ptr
++ = swizzle_chars
[swizzle_y
];
453 *ptr
++ = swizzle_chars
[swizzle_z
];
454 *ptr
++ = swizzle_chars
[swizzle_w
];
461 static void shader_arb_get_register_name(IWineD3DBaseShader
*iface
, WINED3DSHADER_PARAM_REGISTER_TYPE register_type
,
462 UINT register_idx
, BOOL rel_addr
, char *register_name
, BOOL
*is_color
)
464 /* oPos, oFog and oPts in D3D */
465 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
466 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
467 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
468 BOOL pshader
= shader_is_pshader_version(shader_version
);
472 switch (register_type
)
474 case WINED3DSPR_TEMP
:
475 sprintf(register_name
, "R%u", register_idx
);
478 case WINED3DSPR_INPUT
:
481 if (register_idx
== 0) strcpy(register_name
, "fragment.color.primary");
482 else strcpy(register_name
, "fragment.color.secondary");
486 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << register_idx
)) *is_color
= TRUE
;
487 sprintf(register_name
, "vertex.attrib[%u]", register_idx
);
491 case WINED3DSPR_CONST
:
492 if (!pshader
&& rel_addr
)
494 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
495 if (register_idx
>= rel_offset
)
496 sprintf(register_name
, "C[A0.x + %u]", register_idx
- rel_offset
);
498 sprintf(register_name
, "C[A0.x - %u]", -register_idx
+ rel_offset
);
502 if (This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
))
503 sprintf(register_name
, "C[%u]", register_idx
);
505 sprintf(register_name
, "C%u", register_idx
);
509 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
510 if (pshader
) sprintf(register_name
, "T%u", register_idx
);
511 else sprintf(register_name
, "A%u", register_idx
);
514 case WINED3DSPR_COLOROUT
:
515 if (register_idx
== 0)
517 strcpy(register_name
, "TMP_COLOR");
521 /* TODO: See GL_ARB_draw_buffers */
522 FIXME("Unsupported write to render target %u\n", register_idx
);
523 sprintf(register_name
, "unsupported_register");
527 case WINED3DSPR_RASTOUT
:
528 sprintf(register_name
, "%s", rastout_reg_names
[register_idx
]);
531 case WINED3DSPR_DEPTHOUT
:
532 strcpy(register_name
, "result.depth");
535 case WINED3DSPR_ATTROUT
:
536 if (pshader
) sprintf(register_name
, "oD[%u]", register_idx
);
537 else if (register_idx
== 0) strcpy(register_name
, "result.color.primary");
538 else strcpy(register_name
, "result.color.secondary");
541 case WINED3DSPR_TEXCRDOUT
:
542 if (pshader
) sprintf(register_name
, "oT[%u]", register_idx
);
543 else sprintf(register_name
, "result.texcoord[%u]", register_idx
);
547 FIXME("Unhandled register type %#x[%u]\n", register_type
, register_idx
);
548 sprintf(register_name
, "unrecognized_register[%u]", register_idx
);
553 static void shader_arb_add_src_param(const struct wined3d_shader_instruction
*ins
,
554 const struct wined3d_shader_src_param
*wined3d_src
, char *str
)
556 char register_name
[255];
560 if (wined3d_src
->modifiers
== WINED3DSPSM_NEG
) strcat(str
, " -");
561 else strcat(str
, " ");
563 shader_arb_get_register_name(ins
->ctx
->shader
, wined3d_src
->register_type
,
564 wined3d_src
->register_idx
, !!wined3d_src
->rel_addr
, register_name
, &is_color
);
565 strcat(str
, register_name
);
567 shader_arb_get_swizzle(wined3d_src
->token
, is_color
, swizzle
);
568 strcat(str
, swizzle
);
571 static void shader_arb_add_dst_param(const struct wined3d_shader_instruction
*ins
,
572 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
574 char register_name
[255];
580 shader_arb_get_register_name(ins
->ctx
->shader
, wined3d_dst
->register_type
,
581 wined3d_dst
->register_idx
, !!wined3d_dst
->rel_addr
, register_name
, &is_color
);
582 strcat(str
, register_name
);
584 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
585 strcat(str
, write_mask
);
588 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
590 switch(channel_source
)
592 case CHANNEL_SOURCE_ZERO
: return "0";
593 case CHANNEL_SOURCE_ONE
: return "1";
594 case CHANNEL_SOURCE_X
: return "x";
595 case CHANNEL_SOURCE_Y
: return "y";
596 case CHANNEL_SOURCE_Z
: return "z";
597 case CHANNEL_SOURCE_W
: return "w";
599 FIXME("Unhandled channel source %#x\n", channel_source
);
604 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
605 const char *one
, const char *two
, struct color_fixup_desc fixup
)
609 if (is_yuv_fixup(fixup
))
611 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
612 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
617 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
618 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
619 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
620 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
625 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
626 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
627 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
631 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
632 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
633 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
634 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
640 char *ptr
= reg_mask
;
642 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
645 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
646 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
647 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
648 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
652 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
656 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
657 const char *dst_str
, const char *coord_reg
, BOOL projected
, BOOL bias
)
659 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
660 DWORD sampler_type
= ins
->ctx
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
661 const char *tex_type
;
662 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
663 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
665 switch(sampler_type
) {
671 if(device
->stateBlock
->textures
[sampler_idx
] &&
672 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
677 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
))
679 const IWineD3DPixelShaderImpl
* const ps
= (const IWineD3DPixelShaderImpl
*)This
;
680 if(ps
->cur_args
->np2_fixup
& (1 << sampler_idx
)) {
681 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
686 case WINED3DSTT_VOLUME
:
690 case WINED3DSTT_CUBE
:
695 ERR("Unexpected texture type %d\n", sampler_type
);
700 /* Shouldn't be possible, but let's check for it */
701 if(projected
) FIXME("Biased and Projected texture sampling\n");
702 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
703 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
704 } else if (projected
) {
705 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
707 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
710 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
))
712 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
713 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
714 "one", "coefmul.x", ps
->cur_args
->color_fixup
[sampler_idx
]);
718 static void pshader_gen_input_modifier_line(IWineD3DBaseShader
*iface
, SHADER_BUFFER
*buffer
,
719 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
721 /* Generate a line that does the input modifier computation and return the input register to use */
722 BOOL is_color
= FALSE
;
727 /* Assume a new line will be added */
730 /* Get register name */
731 shader_arb_get_register_name(iface
, src
->register_type
,
732 src
->register_idx
, !!src
->rel_addr
, regstr
, &is_color
);
733 shader_arb_get_swizzle(src
->token
, is_color
, swzstr
);
735 switch (src
->modifiers
)
737 case WINED3DSPSM_NONE
:
738 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
741 case WINED3DSPSM_NEG
:
742 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
745 case WINED3DSPSM_BIAS
:
746 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
748 case WINED3DSPSM_BIASNEG
:
749 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
751 case WINED3DSPSM_SIGN
:
752 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
754 case WINED3DSPSM_SIGNNEG
:
755 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
757 case WINED3DSPSM_COMP
:
758 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
761 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
763 case WINED3DSPSM_X2NEG
:
764 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
767 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
768 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
771 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
772 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
775 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
779 /* Return modified or original register, with swizzle */
781 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
784 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER
*buffer
, int saturate
, const char *write_mask
,
785 int shift
, const char *regstr
)
787 /* Generate a line that does the output modifier computation */
788 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
789 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
792 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
794 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
795 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
796 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
798 char src_name
[2][50];
800 DWORD sampler_code
= dst
->register_idx
;
801 BOOL has_bumpmat
= FALSE
;
805 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
806 if (This
->bumpenvmatconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
807 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
)
814 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
815 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
816 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
817 strcat(dst_name
, dst_wmask
);
819 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
820 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
823 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
824 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
825 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
826 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
827 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
829 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
831 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
835 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
837 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
838 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
841 char src_name
[3][50];
842 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
843 DWORD shift
= dst
->shift
;
846 /* FIXME: support output modifiers */
848 /* Handle output register */
849 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
850 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
851 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
853 /* Generate input register names (with modifiers) */
854 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
855 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
856 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
858 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
859 if (ins
->ctx
->reg_maps
->shader_version
<= WINED3DPS_VERSION(1, 3) && ins
->coissue
)
861 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
863 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
864 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
865 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
868 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
871 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
873 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
874 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
877 char src_name
[3][50];
878 DWORD shift
= dst
->shift
;
879 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
882 /* FIXME: support output modifiers */
884 /* Handle output register */
885 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
886 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
887 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
889 /* Generate input register names (with modifiers) */
890 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
891 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
892 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
894 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
895 src_name
[0], src_name
[2], src_name
[1]);
898 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
901 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
902 * dst = dot2(src0, src1) + src2 */
903 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
905 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
906 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
909 char src_name
[3][50];
910 DWORD shift
= dst
->shift
;
911 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
914 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
915 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
916 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
918 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
919 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
920 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
922 /* Emulate a DP2 with a DP3 and 0.0 */
923 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
924 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
925 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
926 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
929 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
932 /* Map the opcode 1-to-1 to the GL code */
933 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
935 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
936 const char *instruction
;
940 switch (ins
->handler_idx
)
942 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
943 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
944 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
945 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
946 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
947 case WINED3DSIH_DST
: instruction
= "DST"; break;
948 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
949 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
950 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
951 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
952 case WINED3DSIH_LOG
: instruction
= "LG2"; break;
953 case WINED3DSIH_LOGP
: instruction
= "LOG"; break;
954 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
955 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
956 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
957 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
958 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
959 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
960 case WINED3DSIH_NOP
: instruction
= "NOP"; break;
961 case WINED3DSIH_POW
: instruction
= "POW"; break;
962 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
963 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
964 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
965 default: instruction
= "";
966 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
970 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
))
972 /* Output token related */
973 const struct wined3d_shader_dst_param
*dst
;
974 char output_rname
[256];
975 char output_wmask
[20];
976 char operands
[4][100];
977 BOOL saturate
= FALSE
;
978 BOOL centroid
= FALSE
;
979 BOOL partialprecision
= FALSE
;
980 const char *modifier
;
984 if (!(ins
->dst_count
+ ins
->src_count
))
986 ERR("Opcode \"%#x\" has no parameters\n", ins
->handler_idx
);
991 /* Process modifiers */
994 DWORD mask
= dst
->modifiers
;
996 saturate
= mask
& WINED3DSPDM_SATURATE
;
997 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
998 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
999 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
1001 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
1004 FIXME("Unhandled modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
1007 modifier
= (saturate
&& !shift
) ? "_SAT" : "";
1009 /* Generate input register names (with modifiers) */
1010 for (i
= 0; i
< ins
->src_count
; ++i
)
1012 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[i
], i
, operands
[i
+ 1]);
1015 /* Handle output register */
1016 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1017 dst
->register_idx
, !!dst
->rel_addr
, output_rname
, &is_color
);
1018 strcpy(operands
[0], output_rname
);
1019 shader_arb_get_write_mask(ins
, dst
, output_wmask
);
1020 strcat(operands
[0], output_wmask
);
1022 arguments
[0] = '\0';
1023 strcat(arguments
, operands
[0]);
1024 for (i
= 0; i
< ins
->src_count
; ++i
)
1026 strcat(arguments
, ", ");
1027 strcat(arguments
, operands
[i
+ 1]);
1029 shader_addline(buffer
, "%s%s %s;\n", instruction
, modifier
, arguments
);
1031 /* A shift requires another line. */
1032 if (shift
) pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
1034 /* Note that shader_arb_add_*_param() adds spaces. */
1036 arguments
[0] = '\0';
1039 shader_arb_add_dst_param(ins
, &ins
->dst
[0], arguments
);
1040 for (i
= 0; i
< ins
->src_count
; ++i
)
1042 strcat(arguments
, ",");
1043 shader_arb_add_src_param(ins
, &ins
->src
[i
], arguments
);
1046 shader_addline(buffer
, "%s%s;\n", instruction
, arguments
);
1050 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1052 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1054 if ((WINED3DSHADER_VERSION_MAJOR(ins
->ctx
->reg_maps
->shader_version
) == 1
1055 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
)
1056 && ins
->dst
[0].register_type
== WINED3DSPR_ADDR
)
1057 || ins
->handler_idx
== WINED3DSIH_MOVA
)
1059 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1060 char src0_param
[256];
1062 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1063 FIXME("mova should round\n");
1065 src0_param
[0] = '\0';
1066 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1068 shader_arb_add_src_param(ins
, &ins
->src
[0], src0_param
);
1069 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", src0_param
);
1070 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1074 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1075 * with more than one component. Thus replicate the first source argument over all
1076 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1077 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1078 tmp_src
.swizzle
= ((ins
->src
[0].swizzle
>> WINED3DSP_SWIZZLE_SHIFT
) & 0x3)
1079 * (0x55 << WINED3DSP_SWIZZLE_SHIFT
);
1080 tmp_src
.token
= (tmp_src
.token
& ~WINED3DSP_SWIZZLE_MASK
) | tmp_src
.swizzle
;
1081 shader_arb_add_src_param(ins
, &tmp_src
, src0_param
);
1082 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1087 shader_hw_map2gl(ins
);
1091 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1093 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1094 DWORD shader_version
= ins
->ctx
->reg_maps
->shader_version
;
1095 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1099 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1100 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1102 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1103 dst
->register_idx
, !!dst
->rel_addr
, reg_dest
, &is_color
);
1105 if (shader_version
>= WINED3DPS_VERSION(2,0))
1107 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1108 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1110 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1111 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1113 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1114 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1115 shader_addline(buffer
, "KIL TMP;\n");
1119 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1121 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1122 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1123 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1125 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1126 DWORD shader_version
= ins
->ctx
->reg_maps
->shader_version
;
1127 BOOL projected
= FALSE
, bias
= FALSE
;
1131 DWORD reg_sampler_code
;
1133 /* All versions have a destination register */
1134 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1135 dst
->register_idx
, !!dst
->rel_addr
, reg_dest
, &is_color
);
1137 /* 1.0-1.3: Use destination register as coordinate source.
1138 1.4+: Use provided coordinate source register. */
1139 if (shader_version
< WINED3DPS_VERSION(1,4))
1140 strcpy(reg_coord
, reg_dest
);
1142 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, reg_coord
);
1144 /* 1.0-1.4: Use destination register number as texture code.
1145 2.0+: Use provided sampler number as texure code. */
1146 if (shader_version
< WINED3DPS_VERSION(2,0))
1147 reg_sampler_code
= dst
->register_idx
;
1149 reg_sampler_code
= ins
->src
[1].register_idx
;
1152 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1153 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1154 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1156 if (shader_version
< WINED3DPS_VERSION(1,4))
1159 if(reg_sampler_code
< MAX_TEXTURES
) {
1160 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1162 if (flags
& WINED3DTTFF_PROJECTED
) {
1166 else if (shader_version
< WINED3DPS_VERSION(2,0))
1168 DWORD src_mod
= ins
->src
[0].modifiers
;
1169 if (src_mod
== WINED3DSPSM_DZ
) {
1171 } else if(src_mod
== WINED3DSPSM_DW
) {
1175 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) projected
= TRUE
;
1176 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) bias
= TRUE
;
1178 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1181 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1183 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1184 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1187 shader_arb_get_write_mask(ins
, dst
, tmp
);
1188 if (ins
->ctx
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
1190 DWORD reg
= dst
->register_idx
;
1191 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1195 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, reg_src
);
1196 shader_addline(buffer
, "MOV R%u%s, %s;\n", dst
->register_idx
, tmp
, reg_src
);
1200 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1202 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1203 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1204 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1207 DWORD reg1
= ins
->dst
[0].register_idx
;
1211 sprintf(dst_str
, "T%u", reg1
);
1212 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1213 shader_addline(buffer
, "MOV TMP.x, %s.w;\n", src_str
);
1214 shader_addline(buffer
, "MOV TMP.y, %s.x;\n", src_str
);
1215 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1216 shader_hw_sample(ins
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1219 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1221 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1223 DWORD reg1
= ins
->dst
[0].register_idx
;
1227 sprintf(dst_str
, "T%u", reg1
);
1228 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1229 shader_addline(buffer
, "MOV TMP.x, %s.y;\n", src_str
);
1230 shader_addline(buffer
, "MOV TMP.y, %s.z;\n", src_str
);
1231 shader_hw_sample(ins
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1234 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1236 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1237 DWORD reg1
= ins
->dst
[0].register_idx
;
1241 sprintf(dst_str
, "T%u", reg1
);
1242 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1243 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1246 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1248 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1249 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1250 BOOL has_bumpmat
= FALSE
;
1251 BOOL has_luminance
= FALSE
;
1255 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1258 DWORD reg_dest_code
;
1260 /* All versions have a destination register */
1261 reg_dest_code
= dst
->register_idx
;
1262 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1263 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1264 dst
->register_idx
, !!dst
->rel_addr
, reg_coord
, &is_color
);
1266 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1267 if (This
->bumpenvmatconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
1268 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
)
1274 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1275 if (This
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
1276 && reg_dest_code
== This
->luminanceconst
[i
].texunit
)
1278 has_luminance
= TRUE
;
1284 DWORD src
= ins
->src
[0].register_idx
;
1286 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1288 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1289 shader_addline(buffer
, "DP3 TMP.x, TMP2, T%u;\n", src
);
1290 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1291 shader_addline(buffer
, "DP3 TMP.y, TMP2, T%u;\n", src
);
1293 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1294 * so we can't let the GL handle this.
1296 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1297 & WINED3DTTFF_PROJECTED
) {
1298 shader_addline(buffer
, "RCP TMP2.w, %s.w;\n", reg_coord
);
1299 shader_addline(buffer
, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord
);
1300 shader_addline(buffer
, "ADD TMP.xy, TMP, TMP2;\n");
1302 shader_addline(buffer
, "ADD TMP.xy, TMP, %s;\n", reg_coord
);
1305 shader_hw_sample(ins
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1307 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
&& has_luminance
)
1309 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1310 src
, reg_dest_code
, reg_dest_code
);
1311 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1316 if(reg_dest_code
< MAX_TEXTURES
) {
1317 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1321 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1322 shader_hw_sample(ins
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1326 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1328 DWORD reg
= ins
->dst
[0].register_idx
;
1329 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1332 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1333 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1336 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1338 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1339 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1341 DWORD reg
= ins
->dst
[0].register_idx
;
1342 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1346 sprintf(dst_str
, "T%u", reg
);
1347 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1348 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1349 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1350 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1353 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1355 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1356 DWORD reg
= ins
->dst
[0].register_idx
;
1357 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1358 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1361 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1362 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1363 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1366 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
1368 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1369 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1371 DWORD reg
= ins
->dst
[0].register_idx
;
1372 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1373 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1377 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1378 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1380 /* Sample the texture using the calculated coordinates */
1381 sprintf(dst_str
, "T%u", reg
);
1382 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1383 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1384 current_state
->current_row
= 0;
1387 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
1389 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1390 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1392 DWORD reg
= ins
->dst
[0].register_idx
;
1393 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1394 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1398 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1399 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1401 /* Construct the eye-ray vector from w coordinates */
1402 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1403 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1404 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1406 /* Calculate reflection vector
1408 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1409 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1410 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1411 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1412 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1413 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1414 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1416 /* Sample the texture using the calculated coordinates */
1417 sprintf(dst_str
, "T%u", reg
);
1418 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1419 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1420 current_state
->current_row
= 0;
1423 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
1425 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1426 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1428 DWORD reg
= ins
->dst
[0].register_idx
;
1429 DWORD reg3
= ins
->src
[1].register_idx
;
1430 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1431 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1435 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1436 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1438 /* Calculate reflection vector.
1441 * TMP.xyz = 2 * --------- * N - E
1444 * Which normalizes the normal vector
1446 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1447 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1448 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1449 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1450 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1451 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1453 /* Sample the texture using the calculated coordinates */
1454 sprintf(dst_str
, "T%u", reg
);
1455 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1456 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1457 current_state
->current_row
= 0;
1460 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
1462 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1463 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1467 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1468 * which is essentially an input, is the destination register because it is the first
1469 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1472 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1473 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
1475 /* According to the msdn, the source register(must be r5) is unusable after
1476 * the texdepth instruction, so we're free to modify it
1478 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
1480 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1481 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1482 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1484 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1485 shader_addline(buffer
, "MUL TMP.x, %s.x, %s.y;\n", dst_name
, dst_name
);
1486 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1487 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1490 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1491 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1492 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1493 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
1495 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1496 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
1500 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1501 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1502 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1504 sprintf(dst_str
, "T%u", sampler_idx
);
1505 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1508 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1509 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1510 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
1512 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1516 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1519 /* Handle output register */
1520 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1521 dst
->register_idx
, !!dst
->rel_addr
, dst_str
, &is_color
);
1522 shader_arb_get_write_mask(ins
, dst
, dst_mask
);
1524 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1525 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dst
->register_idx
, src0
);
1527 /* TODO: Handle output modifiers */
1530 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1531 * Perform the 3rd row of a 3x3 matrix multiply */
1532 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
1534 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1535 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1541 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1542 dst
->register_idx
, !!dst
->rel_addr
, dst_str
, &is_color
);
1543 shader_arb_get_write_mask(ins
, dst
, dst_mask
);
1545 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1546 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst
->register_idx
, src0
);
1547 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1549 /* TODO: Handle output modifiers */
1552 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1553 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1554 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1555 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1557 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
1559 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1560 DWORD dst_reg
= ins
->dst
[0].register_idx
;
1563 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1564 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1566 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1567 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1568 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1570 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1571 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1572 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1573 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1576 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1577 Vertex/Pixel shaders to ARB_vertex_program codes */
1578 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
1581 int nComponents
= 0;
1582 struct wined3d_shader_dst_param tmp_dst
= {0};
1583 struct wined3d_shader_src_param tmp_src
[2] = {{0}};
1584 struct wined3d_shader_instruction tmp_ins
;
1586 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
1588 /* Set constants for the temporary argument */
1589 tmp_ins
.ctx
= ins
->ctx
;
1590 tmp_ins
.dst_count
= 1;
1591 tmp_ins
.dst
= &tmp_dst
;
1592 tmp_ins
.src_count
= 2;
1593 tmp_ins
.src
= tmp_src
;
1595 switch(ins
->handler_idx
)
1597 case WINED3DSIH_M4x4
:
1599 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1601 case WINED3DSIH_M4x3
:
1603 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1605 case WINED3DSIH_M3x4
:
1607 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1609 case WINED3DSIH_M3x3
:
1611 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1613 case WINED3DSIH_M3x2
:
1615 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1618 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1622 tmp_dst
= ins
->dst
[0];
1623 tmp_src
[0] = ins
->src
[0];
1624 tmp_src
[1] = ins
->src
[1];
1625 for (i
= 0; i
< nComponents
; i
++) {
1626 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
1627 shader_hw_map2gl(&tmp_ins
);
1628 ++tmp_src
[1].register_idx
;
1633 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction
*ins
)
1635 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1636 const char *instruction
;
1640 switch(ins
->handler_idx
)
1642 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
1643 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
1644 default: instruction
= "";
1645 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1649 strcpy(tmpLine
, instruction
);
1650 shader_arb_add_dst_param(ins
, &ins
->dst
[0], tmpLine
); /* Destination */
1651 strcat(tmpLine
, ",");
1652 shader_arb_add_src_param(ins
, &ins
->src
[0], tmpLine
);
1653 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
1655 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1658 strcat(tmpLine
, ".w");
1661 shader_addline(buffer
, "%s;\n", tmpLine
);
1664 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
1666 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1667 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1671 DWORD shift
= dst
->shift
;
1672 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
1675 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1676 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
1677 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
1679 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
);
1680 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1681 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1682 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1683 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1687 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1690 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
1692 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1693 * must contain fixed constants. So we need a separate function to filter those constants and
1696 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1697 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1701 DWORD shift
= dst
->shift
;
1702 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
1705 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1706 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
1707 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
1709 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
);
1710 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1714 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1718 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
1720 GLuint program_id
= 0;
1721 const char *blt_vprogram
=
1723 "PARAM c[1] = { { 1, 0.5 } };\n"
1724 "MOV result.position, vertex.position;\n"
1725 "MOV result.color, c[0].x;\n"
1726 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1729 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1730 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1731 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1733 if (glGetError() == GL_INVALID_OPERATION
) {
1735 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1736 FIXME("Vertex program error at position %d: %s\n", pos
,
1737 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1743 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
1745 GLuint program_id
= 0;
1746 static const char * const blt_fprograms
[tex_type_count
] =
1753 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1754 "MOV result.depth.z, R0.x;\n"
1761 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1762 "MOV result.depth.z, R0.x;\n"
1767 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1768 "MOV result.depth.z, R0.x;\n"
1772 if (!blt_fprograms
[tex_type
])
1774 FIXME("tex_type %#x not supported\n", tex_type
);
1778 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1779 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1780 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
1782 if (glGetError() == GL_INVALID_OPERATION
) {
1784 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1785 FIXME("Fragment program error at position %d: %s\n", pos
,
1786 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1792 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1793 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1794 struct shader_arb_priv
*priv
= This
->shader_priv
;
1795 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1798 struct vs_compile_args compile_args
;
1800 TRACE("Using vertex shader\n");
1801 find_vs_compile_args((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, This
->stateBlock
, &compile_args
);
1802 priv
->current_vprogram_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, &compile_args
);
1804 /* Bind the vertex program */
1805 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1806 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1808 /* Enable OpenGL vertex programs */
1809 glEnable(GL_VERTEX_PROGRAM_ARB
);
1810 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1811 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1812 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1813 priv
->current_vprogram_id
= 0;
1814 glDisable(GL_VERTEX_PROGRAM_ARB
);
1815 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1819 struct ps_compile_args compile_args
;
1820 TRACE("Using pixel shader\n");
1821 find_ps_compile_args((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
1822 priv
->current_fprogram_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
,
1825 /* Bind the fragment program */
1826 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1827 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1829 if(!priv
->use_arbfp_fixed_func
) {
1830 /* Enable OpenGL fragment programs */
1831 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1832 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1834 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1835 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
1836 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1837 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1838 * replacement shader
1840 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1841 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1842 priv
->current_fprogram_id
= 0;
1846 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
1847 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1848 struct shader_arb_priv
*priv
= This
->shader_priv
;
1849 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
1850 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1852 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1853 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1854 glEnable(GL_VERTEX_PROGRAM_ARB
);
1856 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
1857 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
1858 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1861 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
1862 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1863 struct shader_arb_priv
*priv
= This
->shader_priv
;
1864 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1866 if (priv
->current_vprogram_id
) {
1867 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1868 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1870 glEnable(GL_VERTEX_PROGRAM_ARB
);
1871 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1873 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1875 glDisable(GL_VERTEX_PROGRAM_ARB
);
1876 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1879 if (priv
->current_fprogram_id
) {
1880 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1881 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1883 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1884 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1886 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1888 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1889 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1893 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1894 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
1895 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
)->adapter
->gl_info
;
1897 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
))
1899 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
1903 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1904 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1905 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1908 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1909 This
->gl_shaders
= NULL
;
1910 This
->num_gl_shaders
= 0;
1911 This
->shader_array_size
= 0;
1913 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
1917 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1918 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1919 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1922 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1923 This
->gl_shaders
= NULL
;
1924 This
->num_gl_shaders
= 0;
1925 This
->shader_array_size
= 0;
1929 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1930 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1931 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1935 static void shader_arb_free(IWineD3DDevice
*iface
) {
1936 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1937 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1938 struct shader_arb_priv
*priv
= This
->shader_priv
;
1941 if(priv
->depth_blt_vprogram_id
) {
1942 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1944 for (i
= 0; i
< tex_type_count
; ++i
) {
1945 if (priv
->depth_blt_fprogram_id
[i
]) {
1946 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
1950 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1953 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1957 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1958 const char *tmp2
, const char *tmp3
, const char *tmp4
) {
1959 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1961 /* Calculate the > 0.0031308 case */
1962 shader_addline(buffer
, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1
, fragcolor
);
1963 shader_addline(buffer
, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1
, fragcolor
);
1964 shader_addline(buffer
, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1
, fragcolor
);
1965 shader_addline(buffer
, "MUL %s, %s, srgb_mul_hi;\n", tmp1
, tmp1
);
1966 shader_addline(buffer
, "SUB %s, %s, srgb_sub_hi;\n", tmp1
, tmp1
);
1967 /* Calculate the < case */
1968 shader_addline(buffer
, "MUL %s, srgb_mul_low, %s;\n", tmp2
, fragcolor
);
1969 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1970 shader_addline(buffer
, "SLT %s, srgb_comparison, %s;\n", tmp3
, fragcolor
);
1971 shader_addline(buffer
, "SGE %s, srgb_comparison, %s;\n", tmp4
, fragcolor
);
1972 /* Store the components > 0.0031308 in the destination */
1973 shader_addline(buffer
, "MUL %s, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
1974 /* Add the components that are < 0.0031308 */
1975 shader_addline(buffer
, "MAD result.color.xyz, %s, %s, %s;\n", tmp2
, tmp4
, fragcolor
);
1976 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1979 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
1980 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1981 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1982 CONST DWORD
*function
= This
->baseShader
.function
;
1983 DWORD shader_version
= reg_maps
->shader_version
;
1984 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1985 const local_constant
*lconst
;
1987 const char *fragcolor
;
1989 /* Create the hw ARB shader */
1990 shader_addline(buffer
, "!!ARBfp1.0\n");
1992 if (shader_version
< WINED3DPS_VERSION(3,0)) {
1997 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
2000 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
2003 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
2008 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
2009 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
2010 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
2011 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
2012 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
2013 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2014 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2015 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2017 if (shader_version
< WINED3DPS_VERSION(2,0)) {
2020 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
2021 fragcolor
= "TMP_COLOR";
2024 /* Base Declarations */
2025 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2027 /* Base Shader Body */
2028 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2030 if(args
->srgb_correction
) {
2031 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TMP", "TMP2", "TA", "TB");
2033 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
2034 shader_addline(buffer
, "END\n");
2036 /* TODO: change to resource.glObjectHandle or something like that */
2037 GL_EXTCALL(glGenProgramsARB(1, &retval
));
2039 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
2040 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
2042 TRACE("Created hw pixel shader, prg=%d\n", retval
);
2043 /* Create the program and check for errors */
2044 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2045 buffer
->bsize
, buffer
->buffer
));
2047 if (glGetError() == GL_INVALID_OPERATION
) {
2049 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2050 FIXME("HW PixelShader Error at position %d: %s\n",
2051 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2055 /* Load immediate constants */
2056 if(!This
->baseShader
.load_local_constsF
) {
2057 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2058 const float *value
= (const float *)lconst
->value
;
2059 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst
->idx
, value
));
2060 checkGLcall("glProgramLocalParameter4fvARB");
2067 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
) {
2068 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
2069 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2070 CONST DWORD
*function
= This
->baseShader
.function
;
2071 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2072 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
2073 const local_constant
*lconst
;
2076 /* Create the hw ARB shader */
2077 shader_addline(buffer
, "!!ARBvp1.0\n");
2078 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
2080 /* Mesa supports only 95 constants */
2081 if (GL_VEND(MESA
) || GL_VEND(WINE
))
2082 This
->baseShader
.limits
.constant_float
=
2083 min(95, This
->baseShader
.limits
.constant_float
);
2085 shader_addline(buffer
, "TEMP TMP;\n");
2087 /* Base Declarations */
2088 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2090 /* We need a constant to fixup the final position */
2091 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2093 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2094 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2095 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2096 * a replacement shader depend on the texcoord.w being set properly.
2098 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2099 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2100 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2101 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2102 * this can eat a number of instructions, so skip it unless this cap is set as well
2104 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2105 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2107 if((GLINFO_LOCATION
).set_texcoord_w
&& !device
->frag_pipe
->ffp_proj_control
) {
2109 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2110 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2111 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2112 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2118 /* Base Shader Body */
2119 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2121 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2122 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2123 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2124 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2126 if(args
->fog_src
== VS_FOG_Z
) {
2127 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2128 } else if (!reg_maps
->fog
) {
2129 shader_addline(buffer
, "MOV result.fogcoord, 0.0;\n");
2132 /* Write the final position.
2134 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2135 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2136 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2137 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2139 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2140 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2141 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2143 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2144 * and the glsl equivalent
2146 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2148 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2150 shader_addline(buffer
, "END\n");
2152 /* TODO: change to resource.glObjectHandle or something like that */
2153 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2155 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
2156 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
2158 TRACE("Created hw vertex shader, prg=%d\n", ret
);
2159 /* Create the program and check for errors */
2160 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2161 buffer
->bsize
, buffer
->buffer
));
2163 if (glGetError() == GL_INVALID_OPERATION
) {
2165 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2166 FIXME("HW VertexShader Error at position %d: %s\n",
2167 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2170 /* Load immediate constants */
2171 if(!This
->baseShader
.load_local_constsF
) {
2172 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2173 const float *value
= (const float *)lconst
->value
;
2174 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst
->idx
, value
));
2181 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
2183 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2184 * then overwrite the shader specific ones
2186 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2188 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2189 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2190 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2191 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
) - ARB_SHADER_RESERVED_VS_CONSTS
;
2194 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2195 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2196 pCaps
->PixelShader1xMaxValue
= 8.0;
2197 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2198 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
;
2202 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
2204 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
2206 TRACE("Checking support for color_fixup:\n");
2207 dump_color_fixup_desc(fixup
);
2210 /* We support everything except YUV conversions. */
2211 if (!is_yuv_fixup(fixup
))
2217 TRACE("[FAILED]\n");
2221 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
2223 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
2224 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
2225 /* WINED3DSIH_BEM */ pshader_hw_bem
,
2226 /* WINED3DSIH_BREAK */ NULL
,
2227 /* WINED3DSIH_BREAKC */ NULL
,
2228 /* WINED3DSIH_BREAKP */ NULL
,
2229 /* WINED3DSIH_CALL */ NULL
,
2230 /* WINED3DSIH_CALLNZ */ NULL
,
2231 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
2232 /* WINED3DSIH_CND */ pshader_hw_cnd
,
2233 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
2234 /* WINED3DSIH_DCL */ NULL
,
2235 /* WINED3DSIH_DEF */ NULL
,
2236 /* WINED3DSIH_DEFB */ NULL
,
2237 /* WINED3DSIH_DEFI */ NULL
,
2238 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
2239 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
2240 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
2241 /* WINED3DSIH_DST */ shader_hw_map2gl
,
2242 /* WINED3DSIH_DSX */ NULL
,
2243 /* WINED3DSIH_DSY */ NULL
,
2244 /* WINED3DSIH_ELSE */ NULL
,
2245 /* WINED3DSIH_ENDIF */ NULL
,
2246 /* WINED3DSIH_ENDLOOP */ NULL
,
2247 /* WINED3DSIH_ENDREP */ NULL
,
2248 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
2249 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
2250 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
2251 /* WINED3DSIH_IF */ NULL
,
2252 /* WINED3DSIH_IFC */ NULL
,
2253 /* WINED3DSIH_LABEL */ NULL
,
2254 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
2255 /* WINED3DSIH_LOG */ shader_hw_map2gl
,
2256 /* WINED3DSIH_LOGP */ shader_hw_map2gl
,
2257 /* WINED3DSIH_LOOP */ NULL
,
2258 /* WINED3DSIH_LRP */ shader_hw_map2gl
,
2259 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
2260 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
2261 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
2262 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
2263 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
2264 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
2265 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
2266 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
2267 /* WINED3DSIH_MOV */ shader_hw_mov
,
2268 /* WINED3DSIH_MOVA */ shader_hw_mov
,
2269 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
2270 /* WINED3DSIH_NOP */ shader_hw_map2gl
,
2271 /* WINED3DSIH_NRM */ shader_hw_nrm
,
2272 /* WINED3DSIH_PHASE */ NULL
,
2273 /* WINED3DSIH_POW */ shader_hw_map2gl
,
2274 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp
,
2275 /* WINED3DSIH_REP */ NULL
,
2276 /* WINED3DSIH_RET */ NULL
,
2277 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp
,
2278 /* WINED3DSIH_SETP */ NULL
,
2279 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
2280 /* WINED3DSIH_SGN */ NULL
,
2281 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
2282 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
2283 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
2284 /* WINED3DSIH_TEX */ pshader_hw_tex
,
2285 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
2286 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
2287 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
2288 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
2289 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
2290 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
2291 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
2292 /* WINED3DSIH_TEXLDD */ NULL
,
2293 /* WINED3DSIH_TEXLDL */ NULL
,
2294 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
2295 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
2296 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
2297 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
2298 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
2299 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
2300 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
2301 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
2302 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
2303 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
2304 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
2305 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
2308 const shader_backend_t arb_program_shader_backend
= {
2309 shader_arb_instruction_handler_table
,
2311 shader_arb_select_depth_blt
,
2312 shader_arb_deselect_depth_blt
,
2313 shader_arb_update_float_vertex_constants
,
2314 shader_arb_update_float_pixel_constants
,
2315 shader_arb_load_constants
,
2316 shader_arb_load_np2fixup_constants
,
2320 shader_arb_dirty_const
,
2321 shader_arb_generate_pshader
,
2322 shader_arb_generate_vshader
,
2323 shader_arb_get_caps
,
2324 shader_arb_color_fixup_supported
,
2327 /* ARB_fragment_program fixed function pipeline replacement definitions */
2328 #define ARB_FFP_CONST_TFACTOR 0
2329 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2330 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2331 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2332 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2334 struct arbfp_ffp_desc
2336 struct ffp_frag_desc parent
;
2338 unsigned int num_textures_used
;
2341 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2343 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2344 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2346 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2347 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2351 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2352 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2353 struct shader_arb_priv
*priv
;
2354 /* Share private data between the shader backend and the pipeline replacement, if both
2355 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2356 * if no pixel shader is bound or not
2358 if(This
->shader_backend
== &arb_program_shader_backend
) {
2359 This
->fragment_priv
= This
->shader_priv
;
2361 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2362 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2364 priv
= This
->fragment_priv
;
2365 priv
->fragment_shaders
= hash_table_create(ffp_frag_program_key_hash
, ffp_frag_program_key_compare
);
2366 priv
->use_arbfp_fixed_func
= TRUE
;
2370 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2371 const WineD3D_GL_Info
*gl_info
= gli
;
2372 struct arbfp_ffp_desc
*entry_arb
= value
;
2375 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2376 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2377 HeapFree(GetProcessHeap(), 0, entry_arb
);
2381 static void arbfp_free(IWineD3DDevice
*iface
) {
2382 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2383 struct shader_arb_priv
*priv
= This
->fragment_priv
;
2385 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2386 priv
->use_arbfp_fixed_func
= FALSE
;
2388 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2389 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2393 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
2395 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2396 WINED3DTEXOPCAPS_SELECTARG1
|
2397 WINED3DTEXOPCAPS_SELECTARG2
|
2398 WINED3DTEXOPCAPS_MODULATE4X
|
2399 WINED3DTEXOPCAPS_MODULATE2X
|
2400 WINED3DTEXOPCAPS_MODULATE
|
2401 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2402 WINED3DTEXOPCAPS_ADDSIGNED
|
2403 WINED3DTEXOPCAPS_ADD
|
2404 WINED3DTEXOPCAPS_SUBTRACT
|
2405 WINED3DTEXOPCAPS_ADDSMOOTH
|
2406 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2407 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2408 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2409 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2410 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2411 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2412 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2413 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2414 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2415 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2416 WINED3DTEXOPCAPS_MULTIPLYADD
|
2417 WINED3DTEXOPCAPS_LERP
|
2418 WINED3DTEXOPCAPS_BUMPENVMAP
|
2419 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
2421 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2423 caps
->MaxTextureBlendStages
= 8;
2424 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2426 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2428 #undef GLINFO_LOCATION
2430 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2431 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2433 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2435 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2436 * application provided constants
2438 if(device
->shader_backend
== &arb_program_shader_backend
) {
2439 if (use_ps(stateblock
)) return;
2441 device
= stateblock
->wineD3DDevice
;
2442 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2443 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2446 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2447 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2448 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2452 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2454 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2456 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2457 * application provided constants
2459 if(device
->shader_backend
== &arb_program_shader_backend
) {
2460 if (use_ps(stateblock
)) return;
2462 device
= stateblock
->wineD3DDevice
;
2463 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
2464 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
2467 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
2468 /* The specular color has no alpha */
2469 col
[0] = 1.0; col
[1] = 1.0;
2470 col
[2] = 1.0; col
[3] = 0.0;
2472 col
[0] = 0.0; col
[1] = 0.0;
2473 col
[2] = 0.0; col
[3] = 0.0;
2475 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
2476 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2479 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2480 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2481 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2484 if (use_ps(stateblock
))
2487 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
2488 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2491 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2492 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2496 if(device
->shader_backend
== &arb_program_shader_backend
) {
2497 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2500 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2501 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
2502 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
2505 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
2506 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
2507 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
2508 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
2510 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
2511 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2514 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2515 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2516 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2519 if (use_ps(stateblock
))
2522 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
2523 /* The pixel shader has to know the luminance offset. Do a constants update if it
2524 * isn't scheduled anyway
2526 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2527 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2531 if(device
->shader_backend
== &arb_program_shader_backend
) {
2532 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2535 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2536 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
2537 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
2540 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
2541 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
2545 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
2546 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2549 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
2552 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
2554 switch(arg
& WINED3DTA_SELECTMASK
) {
2555 case WINED3DTA_DIFFUSE
:
2556 ret
= "fragment.color.primary"; break;
2558 case WINED3DTA_CURRENT
:
2559 if(stage
== 0) ret
= "fragment.color.primary";
2563 case WINED3DTA_TEXTURE
:
2565 case 0: ret
= "tex0"; break;
2566 case 1: ret
= "tex1"; break;
2567 case 2: ret
= "tex2"; break;
2568 case 3: ret
= "tex3"; break;
2569 case 4: ret
= "tex4"; break;
2570 case 5: ret
= "tex5"; break;
2571 case 6: ret
= "tex6"; break;
2572 case 7: ret
= "tex7"; break;
2573 default: ret
= "unknown texture";
2577 case WINED3DTA_TFACTOR
:
2578 ret
= "tfactor"; break;
2580 case WINED3DTA_SPECULAR
:
2581 ret
= "fragment.color.secondary"; break;
2583 case WINED3DTA_TEMP
:
2584 ret
= "tempreg"; break;
2586 case WINED3DTA_CONSTANT
:
2587 FIXME("Implement perstage constants\n");
2589 case 0: ret
= "const0"; break;
2590 case 1: ret
= "const1"; break;
2591 case 2: ret
= "const2"; break;
2592 case 3: ret
= "const3"; break;
2593 case 4: ret
= "const4"; break;
2594 case 5: ret
= "const5"; break;
2595 case 6: ret
= "const6"; break;
2596 case 7: ret
= "const7"; break;
2597 default: ret
= "unknown constant";
2605 if(arg
& WINED3DTA_COMPLEMENT
) {
2606 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
2607 if(argnum
== 0) ret
= "arg0";
2608 if(argnum
== 1) ret
= "arg1";
2609 if(argnum
== 2) ret
= "arg2";
2611 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
2612 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
2613 if(argnum
== 0) ret
= "arg0";
2614 if(argnum
== 1) ret
= "arg1";
2615 if(argnum
== 2) ret
= "arg2";
2620 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
2621 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
2622 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
2623 unsigned int mul
= 1;
2624 BOOL mul_final_dest
= FALSE
;
2626 if(color
&& alpha
) dstmask
= "";
2627 else if(color
) dstmask
= ".xyz";
2628 else dstmask
= ".w";
2630 if(dst
== tempreg
) dstreg
= "tempreg";
2631 else dstreg
= "ret";
2633 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
2634 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
2635 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
2638 case WINED3DTOP_DISABLE
:
2639 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2642 case WINED3DTOP_SELECTARG2
:
2644 case WINED3DTOP_SELECTARG1
:
2645 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2648 case WINED3DTOP_MODULATE4X
:
2650 case WINED3DTOP_MODULATE2X
:
2652 if(strcmp(dstreg
, "result.color") == 0) {
2654 mul_final_dest
= TRUE
;
2656 case WINED3DTOP_MODULATE
:
2657 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2660 case WINED3DTOP_ADDSIGNED2X
:
2662 if(strcmp(dstreg
, "result.color") == 0) {
2664 mul_final_dest
= TRUE
;
2666 case WINED3DTOP_ADDSIGNED
:
2667 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2669 case WINED3DTOP_ADD
:
2670 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2673 case WINED3DTOP_SUBTRACT
:
2674 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2677 case WINED3DTOP_ADDSMOOTH
:
2678 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
2679 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2682 case WINED3DTOP_BLENDCURRENTALPHA
:
2683 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
2684 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2686 case WINED3DTOP_BLENDFACTORALPHA
:
2687 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
2688 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2690 case WINED3DTOP_BLENDTEXTUREALPHA
:
2691 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2692 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2694 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2695 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
2696 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2699 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2700 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2701 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
2702 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2705 /* D3DTOP_PREMODULATE ???? */
2707 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2708 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
2709 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2711 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2712 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2714 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2715 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
2716 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
2718 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2719 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2722 case WINED3DTOP_DOTPRODUCT3
:
2724 if(strcmp(dstreg
, "result.color") == 0) {
2726 mul_final_dest
= TRUE
;
2728 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
2729 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2730 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
2733 case WINED3DTOP_MULTIPLYADD
:
2734 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
2737 case WINED3DTOP_LERP
:
2738 /* The msdn is not quite right here */
2739 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2742 case WINED3DTOP_BUMPENVMAP
:
2743 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2744 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2748 FIXME("Unhandled texture op %08x\n", op
);
2752 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2753 } else if(mul
== 4) {
2754 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2758 /* The stateblock is passed for GLINFO_LOCATION */
2759 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
2762 SHADER_BUFFER buffer
;
2763 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2764 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2765 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2766 const char *textype
;
2767 const char *instr
, *sat
;
2768 char colorcor_dst
[8];
2770 DWORD arg0
, arg1
, arg2
;
2771 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
2773 const char *final_combiner_src
= "ret";
2775 /* Find out which textures are read */
2776 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2777 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
2778 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
2779 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
2780 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
2781 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2782 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2783 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2785 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
2786 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
2787 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
2788 bump_used
[stage
] = TRUE
;
2789 tex_read
[stage
] = TRUE
;
2791 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2792 bump_used
[stage
] = TRUE
;
2793 tex_read
[stage
] = TRUE
;
2794 luminance_used
[stage
] = TRUE
;
2795 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
2796 tfactor_used
= TRUE
;
2799 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2800 tfactor_used
= TRUE
;
2803 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
2804 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2805 tempreg_used
= TRUE
;
2808 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
2809 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
2810 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
2811 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
2812 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2813 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2814 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2816 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2817 tempreg_used
= TRUE
;
2819 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2820 tfactor_used
= TRUE
;
2825 shader_buffer_init(&buffer
);
2827 shader_addline(&buffer
, "!!ARBfp1.0\n");
2829 switch(settings
->fog
) {
2830 case FOG_OFF
: break;
2831 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
2832 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
2833 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
2834 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
2837 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
2838 shader_addline(&buffer
, "TEMP TMP;\n");
2839 shader_addline(&buffer
, "TEMP ret;\n");
2840 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
2841 shader_addline(&buffer
, "TEMP arg0;\n");
2842 shader_addline(&buffer
, "TEMP arg1;\n");
2843 shader_addline(&buffer
, "TEMP arg2;\n");
2844 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2845 if(!tex_read
[stage
]) continue;
2846 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
2847 if(!bump_used
[stage
]) continue;
2848 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
2849 if(!luminance_used
[stage
]) continue;
2850 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
2853 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
2855 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
2857 if(settings
->sRGB_write
) {
2858 shader_addline(&buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2859 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
2860 shader_addline(&buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2861 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
2862 shader_addline(&buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2863 srgb_pow
, srgb_pow
, srgb_pow
);
2864 shader_addline(&buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2865 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
2866 shader_addline(&buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2867 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
2870 /* Generate texture sampling instructions) */
2871 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
2872 if(!tex_read
[stage
]) continue;
2874 switch(settings
->op
[stage
].tex_type
) {
2875 case tex_1d
: textype
= "1D"; break;
2876 case tex_2d
: textype
= "2D"; break;
2877 case tex_3d
: textype
= "3D"; break;
2878 case tex_cube
: textype
= "CUBE"; break;
2879 case tex_rect
: textype
= "RECT"; break;
2880 default: textype
= "unexpected_textype"; break;
2883 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
2884 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2890 if(settings
->op
[stage
].projected
== proj_none
) {
2892 } else if(settings
->op
[stage
].projected
== proj_count4
||
2893 settings
->op
[stage
].projected
== proj_count3
) {
2896 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
2901 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
2902 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
2903 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
2904 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
2905 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
2906 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
2908 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2909 * so multiply the displacement with the dividing parameter before passing it to TXP
2911 if (settings
->op
[stage
].projected
!= proj_none
) {
2912 if(settings
->op
[stage
].projected
== proj_count4
) {
2913 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
2914 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
2916 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
2917 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
2920 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
2923 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2924 instr
, sat
, stage
, stage
, textype
);
2925 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2926 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2927 stage
- 1, stage
- 1, stage
- 1);
2928 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
2930 } else if(settings
->op
[stage
].projected
== proj_count3
) {
2931 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
2932 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
2933 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2934 instr
, sat
, stage
, stage
, textype
);
2936 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2937 instr
, sat
, stage
, stage
, stage
, textype
);
2940 sprintf(colorcor_dst
, "tex%u", stage
);
2941 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
2942 settings
->op
[stage
].color_fixup
);
2945 /* Generate the main shader */
2946 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2947 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
2949 final_combiner_src
= "fragment.color.primary";
2954 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2955 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2956 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
2957 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2958 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2959 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
2960 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2961 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2962 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
2963 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2964 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2965 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2967 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
2968 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
2969 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
2970 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2973 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
2974 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2975 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2976 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2978 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
2980 } else if(op_equal
) {
2981 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
2982 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2983 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2985 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2986 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2987 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2988 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
2989 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
2990 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
2994 if(settings
->sRGB_write
) {
2995 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
2996 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg");
2997 shader_addline(&buffer
, "MOV result.color.w, ret.w;\n");
2999 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3003 shader_addline(&buffer
, "END\n");
3005 /* Generate the shader */
3006 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3007 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
3008 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3010 if (glGetError() == GL_INVALID_OPERATION
) {
3012 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3013 FIXME("Fragment program error at position %d: %s\n", pos
,
3014 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3016 shader_buffer_free(&buffer
);
3020 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3021 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
3022 struct shader_arb_priv
*priv
= device
->fragment_priv
;
3023 BOOL use_pshader
= use_ps(stateblock
);
3024 BOOL use_vshader
= use_vs(stateblock
);
3025 struct ffp_frag_settings settings
;
3026 const struct arbfp_ffp_desc
*desc
;
3029 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3031 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
3032 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3033 /* Reload fixed function constants since they collide with the pixel shader constants */
3034 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3035 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3037 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3038 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3039 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3040 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3046 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3047 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
3048 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(priv
->fragment_shaders
, &settings
);
3050 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
3053 ERR("Out of memory\n");
3056 new_desc
->num_textures_used
= 0;
3057 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
3058 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
3059 new_desc
->num_textures_used
= i
;
3062 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
3063 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
3064 add_ffp_frag_shader(priv
->fragment_shaders
, &new_desc
->parent
);
3065 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
3069 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3070 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3073 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
3074 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3075 priv
->current_fprogram_id
= desc
->shader
;
3077 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3078 /* Reload fixed function constants since they collide with the pixel shader constants */
3079 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3080 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3082 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3083 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3085 context
->last_was_pshader
= FALSE
;
3087 context
->last_was_pshader
= TRUE
;
3090 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3091 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3092 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3093 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3094 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3096 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3099 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3100 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3102 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
3103 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3107 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3111 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3112 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3113 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3114 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3115 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3117 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3118 enum fogsource new_source
;
3120 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3122 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3123 fragment_prog_arbfp(state
, stateblock
, context
);
3126 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
3128 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
3129 if(use_vs(stateblock
)) {
3130 new_source
= FOGSOURCE_VS
;
3132 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
3133 new_source
= FOGSOURCE_COORD
;
3135 new_source
= FOGSOURCE_FFP
;
3139 new_source
= FOGSOURCE_FFP
;
3141 if(new_source
!= context
->fog_source
) {
3142 context
->fog_source
= new_source
;
3143 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
3147 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3148 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3149 fragment_prog_arbfp(state
, stateblock
, context
);
3153 #undef GLINFO_LOCATION
3155 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
3156 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
3157 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3158 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3159 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3160 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3161 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3162 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3163 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3164 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3165 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3166 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3167 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3168 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3169 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3170 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3171 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3172 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3173 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3174 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3175 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3176 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3177 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3178 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3179 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3180 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3181 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3182 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3183 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3184 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3185 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3186 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3187 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3188 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3189 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3190 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3191 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3192 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3193 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3194 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3195 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3196 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3197 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3198 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3199 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3200 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3201 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3202 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3203 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3204 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3205 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3206 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3207 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3208 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3209 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3210 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3211 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3212 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3213 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3214 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3215 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3216 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3217 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3218 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3219 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3220 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3221 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3222 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3223 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3224 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3225 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3226 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3227 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3228 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3229 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3230 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3231 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3232 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3233 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3234 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3235 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3236 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3237 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3238 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3239 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3240 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3241 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3242 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3243 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3244 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3245 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3246 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3247 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3248 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3249 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3250 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3251 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3252 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3253 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3254 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3255 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3256 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3257 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3258 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3259 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3260 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3261 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3262 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3263 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3264 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3265 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3266 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3267 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3268 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3269 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3270 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3271 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3272 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3273 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3274 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3275 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3276 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3277 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
3278 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
3279 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
3280 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
3281 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
3282 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
3283 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
3284 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
3285 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3286 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3287 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3288 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3289 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3290 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3291 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3292 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, 0 },
3293 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, 0 },
3294 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3295 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3296 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3297 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3298 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3299 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3300 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3301 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3302 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, 0 },
3303 {0 /* Terminate */, { 0, 0 }, 0 },
3306 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3311 shader_arb_color_fixup_supported
,
3312 arbfp_fragmentstate_template
,
3313 TRUE
/* We can disable projected textures */
3316 #define GLINFO_LOCATION device->adapter->gl_info
3318 struct arbfp_blit_priv
{
3319 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3320 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3321 GLenum yv12_rect_shader
, yv12_2d_shader
;
3324 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3325 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3326 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3327 if(!device
->blit_priv
) {
3328 ERR("Out of memory\n");
3329 return E_OUTOFMEMORY
;
3333 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3334 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3335 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3338 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3339 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3340 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3341 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3342 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
3343 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
3344 checkGLcall("Delete yuv programs\n");
3348 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3351 const char *tex
, *texinstr
;
3353 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3361 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3362 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3364 /* This is more tricky than just replacing the texture type - we have to navigate
3365 * properly in the texture to find the correct chroma values
3367 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3371 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3372 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3373 * filtering when we sample the texture.
3375 * These are the rules for reading the chroma:
3381 * So we have to get the sampling x position in non-normalized coordinates in integers
3383 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3384 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3385 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
3387 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3389 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3390 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3393 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
3394 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3396 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3397 * even and odd pixels respectively
3399 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3400 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
3402 /* Sample Pixel 1 */
3403 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3405 /* Put the value into either of the chroma values */
3406 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3407 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
3408 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3409 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
3411 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3412 * the pixel right to the current one. Otherwise, sample the left pixel.
3413 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3415 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3416 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3417 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3419 /* Put the value into the other chroma */
3420 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3421 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
3422 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3423 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
3425 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3426 * the current one and lerp the two U and V values
3429 /* This gives the correctly filtered luminance value */
3430 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3435 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3440 case GL_TEXTURE_2D
: tex
= "2D"; break;
3441 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3443 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3447 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3448 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3449 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3450 * pitch of the luminance plane, the packing into the gl texture is a bit
3451 * unfortunate. If the whole texture is interpreted as luminance data it looks
3452 * approximately like this:
3454 * +----------------------------------+----
3466 * +----------------+-----------------+----
3468 * | U even rows | U odd rows |
3470 * +----------------+------------------ -
3472 * | V even rows | V odd rows |
3474 * +----------------+-----------------+----
3478 * So it appears as if there are 4 chroma images, but in fact the odd rows
3479 * in the chroma images are in the same row as the even ones. So its is
3480 * kinda tricky to read
3482 * When reading from rectangle textures, keep in mind that the input y coordinates
3483 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3485 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3486 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3488 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3489 /* the chroma planes have only half the width */
3490 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
3492 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3493 * the coordinate. Also read the right side of the image when reading odd lines
3495 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3498 if(textype
== GL_TEXTURE_2D
) {
3500 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
3502 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
3504 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
3505 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3507 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3508 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3509 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3510 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3511 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3513 /* clamp, keep the half pixel origin in mind */
3514 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3515 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3516 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3517 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3519 /* Read from [size - size+size/4] */
3520 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3521 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3523 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3524 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3525 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3526 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3527 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3528 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3530 /* Make sure to read exactly from the pixel center */
3531 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3532 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
3535 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
3536 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
3537 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3538 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
3539 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3541 /* Read the texture, put the result into the output register */
3542 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3543 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
3545 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3546 * No need to clamp because we're just reusing the already clamped value from above
3548 if(textype
== GL_TEXTURE_2D
) {
3549 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3551 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3553 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3554 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
3556 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3557 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3558 * values due to filtering
3560 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3561 if(textype
== GL_TEXTURE_2D
) {
3562 /* Multiply the y coordinate by 2/3 and clamp it */
3563 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3564 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3565 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3566 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3568 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3569 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3572 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
3573 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
3574 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3581 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
3584 SHADER_BUFFER buffer
;
3585 char luminance_component
;
3586 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3589 shader_buffer_init(&buffer
);
3592 GL_EXTCALL(glGenProgramsARB(1, &shader
));
3593 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3594 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3595 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3598 shader_buffer_free(&buffer
);
3602 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3603 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3604 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3605 * each single pixel it contains, and one U and one V value shared between both
3608 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3609 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3610 * take the format into account when generating the read swizzles
3612 * Reading the Y value is straightforward - just sample the texture. The hardware
3613 * takes care of filtering in the horizontal and vertical direction.
3615 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3616 * because that would mix the U and V values of one pixel or two adjacent pixels.
3617 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3618 * regardless of the filtering setting. Vertical filtering works automatically
3619 * though - the U and V values of two rows are mixed nicely.
3621 * Appart of avoiding filtering issues, the code has to know which value it just
3622 * read, and where it can find the other one. To determine this, it checks if
3623 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3625 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3626 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3628 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3629 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3630 * in an unfiltered situation. Finding the luminance on the other hand requires
3631 * finding out if it is an odd or even pixel. The real drawback of this approach
3632 * is filtering. This would have to be emulated completely in the shader, reading
3633 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3634 * vertically. Beyond that it would require adjustments to the texture handling
3635 * code to deal with the width scaling
3637 shader_addline(&buffer
, "!!ARBfp1.0\n");
3638 shader_addline(&buffer
, "TEMP luminance;\n");
3639 shader_addline(&buffer
, "TEMP temp;\n");
3640 shader_addline(&buffer
, "TEMP chroma;\n");
3641 shader_addline(&buffer
, "TEMP texcrd;\n");
3642 shader_addline(&buffer
, "TEMP texcrd2;\n");
3643 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3644 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3645 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
3649 case YUV_FIXUP_UYVY
:
3650 case YUV_FIXUP_YUY2
:
3651 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
3653 shader_buffer_free(&buffer
);
3658 case YUV_FIXUP_YV12
:
3659 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
3661 shader_buffer_free(&buffer
);
3667 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3668 shader_buffer_free(&buffer
);
3672 /* Calculate the final result. Formula is taken from
3673 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3674 * ranges from -0.5 to 0.5
3676 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
3678 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
3679 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
3680 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3681 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
3682 shader_addline(&buffer
, "END\n");
3685 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3687 if (glGetError() == GL_INVALID_OPERATION
) {
3689 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3690 FIXME("Fragment program error at position %d: %s\n", pos
,
3691 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3693 shader_buffer_free(&buffer
);
3698 case YUV_FIXUP_YUY2
:
3699 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
3700 else priv
->yuy2_2d_shader
= shader
;
3703 case YUV_FIXUP_UYVY
:
3704 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
3705 else priv
->uyvy_2d_shader
= shader
;
3708 case YUV_FIXUP_YV12
:
3709 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
3710 else priv
->yv12_2d_shader
= shader
;
3717 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
3718 GLenum textype
, UINT width
, UINT height
)
3721 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3722 float size
[4] = {width
, height
, 1, 1};
3723 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3724 enum yuv_fixup yuv_fixup
;
3726 if (!is_yuv_fixup(format_desc
->color_fixup
))
3729 dump_color_fixup_desc(format_desc
->color_fixup
);
3730 /* Don't bother setting up a shader for unconverted formats */
3733 checkGLcall("glEnable(textype)");
3738 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
3742 case YUV_FIXUP_YUY2
:
3743 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
3746 case YUV_FIXUP_UYVY
:
3747 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
3750 case YUV_FIXUP_YV12
:
3751 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
3755 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
3758 checkGLcall("glEnable(textype)");
3763 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
3766 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
3767 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3768 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3769 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3770 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
3771 checkGLcall("glProgramLocalParameter4fvARB");
3777 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3778 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3781 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
3782 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3783 glDisable(GL_TEXTURE_2D
);
3784 checkGLcall("glDisable(GL_TEXTURE_2D)");
3785 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3786 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3787 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3789 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3790 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3791 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3796 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
3798 enum yuv_fixup yuv_fixup
;
3800 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3802 TRACE("Checking support for fixup:\n");
3803 dump_color_fixup_desc(fixup
);
3806 if (is_identity_fixup(fixup
))
3812 /* We only support YUV conversions. */
3813 if (!is_yuv_fixup(fixup
))
3815 TRACE("[FAILED]\n");
3819 yuv_fixup
= get_yuv_fixup(fixup
);
3822 case YUV_FIXUP_YUY2
:
3823 case YUV_FIXUP_UYVY
:
3824 case YUV_FIXUP_YV12
:
3829 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3830 TRACE("[FAILED]\n");
3835 const struct blit_shader arbfp_blit
= {
3840 arbfp_blit_color_fixup_supported
,
3843 #undef GLINFO_LOCATION