wined3d: Store the source swizzle in struct wined3d_shader_src_param.
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob6648c6170913a3bdf8f1a247959d6c621982f24b
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* 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 ********************************************************/
74 /**
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;
86 DWORD i, j;
87 unsigned int ret;
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)
100 float lcl_const[4];
101 for(i = 0; i < max_constants; i++) {
102 if(!dirty_consts[i]) continue;
103 dirty_consts[i] = 0;
105 j = 4 * i;
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));
124 } else {
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 */
135 dirty_consts[i] = 0;
136 j = i;
137 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
138 dirty_consts[i] = 0;
141 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
143 } else {
144 for(i = 0; i < max_constants; i++) {
145 if(dirty_consts[i]) {
146 dirty_consts[i] = 0;
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 */
164 ret = 0;
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 */
172 } else {
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,
182 char usePixelShader,
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,
195 char usePixelShader,
196 char useVertexShader) {
198 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
199 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
200 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
201 unsigned char i;
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;
279 DWORD i, cur;
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
323 * bump mapping.
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");
339 } else {
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,
365 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);
379 } else {
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)
415 *ptr++ = '.';
416 *ptr++ = 'x';
418 else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
420 *ptr++ = '.';
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';
427 *ptr = '\0';
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) {
447 *ptr++ = '.';
448 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
449 *ptr++ = swizzle_chars[swizzle_x];
450 } else {
451 *ptr++ = swizzle_chars[swizzle_x];
452 *ptr++ = swizzle_chars[swizzle_y];
453 *ptr++ = swizzle_chars[swizzle_z];
454 *ptr++ = swizzle_chars[swizzle_w];
458 *ptr = '\0';
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);
470 *is_color = FALSE;
472 switch (register_type)
474 case WINED3DSPR_TEMP:
475 sprintf(register_name, "R%u", register_idx);
476 break;
478 case WINED3DSPR_INPUT:
479 if (pshader)
481 if (register_idx == 0) strcpy(register_name, "fragment.color.primary");
482 else strcpy(register_name, "fragment.color.secondary");
484 else
486 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
487 sprintf(register_name, "vertex.attrib[%u]", register_idx);
489 break;
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);
497 else
498 sprintf(register_name, "C[A0.x - %u]", -register_idx + rel_offset);
500 else
502 if (This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF))
503 sprintf(register_name, "C[%u]", register_idx);
504 else
505 sprintf(register_name, "C%u", register_idx);
507 break;
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);
512 break;
514 case WINED3DSPR_COLOROUT:
515 if (register_idx == 0)
517 strcpy(register_name, "TMP_COLOR");
519 else
521 /* TODO: See GL_ARB_draw_buffers */
522 FIXME("Unsupported write to render target %u\n", register_idx);
523 sprintf(register_name, "unsupported_register");
525 break;
527 case WINED3DSPR_RASTOUT:
528 sprintf(register_name, "%s", rastout_reg_names[register_idx]);
529 break;
531 case WINED3DSPR_DEPTHOUT:
532 strcpy(register_name, "result.depth");
533 break;
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");
539 break;
541 case WINED3DSPR_TEXCRDOUT:
542 if (pshader) sprintf(register_name, "oT[%u]", register_idx);
543 else sprintf(register_name, "result.texcoord[%u]", register_idx);
544 break;
546 default:
547 FIXME("Unhandled register type %#x[%u]\n", register_type, register_idx);
548 sprintf(register_name, "unrecognized_register[%u]", register_idx);
549 break;
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];
557 char swizzle[6];
558 BOOL is_color;
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];
575 char write_mask[6];
576 BOOL is_color;
578 strcat(str, " ");
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";
598 default:
599 FIXME("Unhandled channel source %#x\n", channel_source);
600 return "undefined";
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)
607 DWORD mask;
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);
613 return;
616 mask = 0;
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;
621 mask &= dst_mask;
623 if (mask)
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));
630 mask = 0;
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;
635 mask &= dst_mask;
637 if (mask)
639 char reg_mask[6];
640 char *ptr = reg_mask;
642 if (mask != WINED3DSP_WRITEMASK_ALL)
644 *ptr++ = '.';
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';
650 *ptr = '\0';
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) {
666 case WINED3DSTT_1D:
667 tex_type = "1D";
668 break;
670 case WINED3DSTT_2D:
671 if(device->stateBlock->textures[sampler_idx] &&
672 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
673 tex_type = "RECT";
674 } else {
675 tex_type = "2D";
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");
684 break;
686 case WINED3DSTT_VOLUME:
687 tex_type = "3D";
688 break;
690 case WINED3DSTT_CUBE:
691 tex_type = "CUBE";
692 break;
694 default:
695 ERR("Unexpected texture type %d\n", sampler_type);
696 tex_type = "";
699 if (bias) {
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);
706 } else {
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;
723 char regstr[256];
724 char swzstr[20];
725 int insert_line;
727 /* Assume a new line will be added */
728 insert_line = 1;
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);
739 insert_line = 0;
740 break;
741 case WINED3DSPSM_NEG:
742 sprintf(outregstr, "-%s%s", regstr, swzstr);
743 insert_line = 0;
744 break;
745 case WINED3DSPSM_BIAS:
746 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
747 break;
748 case WINED3DSPSM_BIASNEG:
749 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
750 break;
751 case WINED3DSPSM_SIGN:
752 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
753 break;
754 case WINED3DSPSM_SIGNNEG:
755 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
756 break;
757 case WINED3DSPSM_COMP:
758 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
759 break;
760 case WINED3DSPSM_X2:
761 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
762 break;
763 case WINED3DSPSM_X2NEG:
764 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
765 break;
766 case WINED3DSPSM_DZ:
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);
769 break;
770 case WINED3DSPSM_DW:
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);
773 break;
774 default:
775 sprintf(outregstr, "%s%s", regstr, swzstr);
776 insert_line = 0;
779 /* Return modified or original register, with swizzle */
780 if (insert_line)
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;
797 char dst_name[50];
798 char src_name[2][50];
799 char dst_wmask[20];
800 DWORD sampler_code = dst->register_idx;
801 BOOL has_bumpmat = FALSE;
802 BOOL is_color;
803 int i;
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)
809 has_bumpmat = TRUE;
810 break;
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]);
822 if(has_bumpmat) {
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]);
830 } else {
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;
839 char dst_wmask[20];
840 char dst_name[50];
841 char src_name[3][50];
842 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
843 DWORD shift = dst->shift;
844 BOOL is_color;
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]);
862 } else {
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]);
867 if (shift != 0)
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;
875 char dst_wmask[20];
876 char dst_name[50];
877 char src_name[3][50];
878 DWORD shift = dst->shift;
879 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
880 BOOL is_color;
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]);
897 if (shift != 0)
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;
907 char dst_wmask[20];
908 char dst_name[50];
909 char src_name[3][50];
910 DWORD shift = dst->shift;
911 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
912 BOOL is_color;
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]);
928 if (shift != 0)
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;
937 char arguments[256];
938 unsigned int i;
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);
967 break;
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;
981 BOOL is_color;
982 DWORD shift;
984 if (!(ins->dst_count + ins->src_count))
986 ERR("Opcode \"%#x\" has no parameters\n", ins->handler_idx);
987 return;
989 dst = &ins->dst[0];
991 /* Process modifiers */
992 if (dst->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);
1000 if (mask)
1001 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1003 if (centroid)
1004 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1006 shift = dst->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);
1033 } else {
1034 /* Note that shader_arb_add_*_param() adds spaces. */
1036 arguments[0] = '\0';
1037 if (ins->dst_count)
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");
1072 else
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);
1085 else
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;
1096 char reg_dest[40];
1097 BOOL is_color;
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);
1109 } else {
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];
1124 BOOL is_color;
1125 SHADER_BUFFER *buffer = ins->ctx->buffer;
1126 DWORD shader_version = ins->ctx->reg_maps->shader_version;
1127 BOOL projected = FALSE, bias = FALSE;
1129 char reg_dest[40];
1130 char reg_coord[40];
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);
1141 else
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;
1148 else
1149 reg_sampler_code = ins->src[1].register_idx;
1151 /* projection flag:
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))
1158 DWORD flags = 0;
1159 if(reg_sampler_code < MAX_TEXTURES) {
1160 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1162 if (flags & WINED3DTTFF_PROJECTED) {
1163 projected = TRUE;
1166 else if (shader_version < WINED3DPS_VERSION(2,0))
1168 DWORD src_mod = ins->src[0].modifiers;
1169 if (src_mod == WINED3DSPSM_DZ) {
1170 projected = TRUE;
1171 } else if(src_mod == WINED3DSPSM_DW) {
1172 projected = TRUE;
1174 } else {
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;
1186 char tmp[20];
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);
1192 } else {
1193 char reg_src[40];
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;
1205 DWORD flags;
1207 DWORD reg1 = ins->dst[0].register_idx;
1208 char dst_str[8];
1209 char src_str[50];
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;
1224 char dst_str[8];
1225 char src_str[50];
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;
1238 char dst_str[8];
1239 char src_str[50];
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;
1252 BOOL is_color;
1253 int i;
1255 SHADER_BUFFER *buffer = ins->ctx->buffer;
1257 char reg_coord[40];
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)
1270 has_bumpmat = TRUE;
1271 break;
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;
1279 break;
1283 if(has_bumpmat) {
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");
1301 } else {
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);
1314 } else {
1315 DWORD tf;
1316 if(reg_dest_code < MAX_TEXTURES) {
1317 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1318 } else {
1319 tf = 0;
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;
1330 char src0_name[50];
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;
1340 DWORD flags;
1341 DWORD reg = ins->dst[0].register_idx;
1342 SHADER_BUFFER *buffer = ins->ctx->buffer;
1343 char dst_str[8];
1344 char src0_name[50];
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;
1359 char src0_name[50];
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;
1370 DWORD flags;
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;
1374 char dst_str[8];
1375 char src0_name[50];
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;
1391 DWORD flags;
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;
1395 char dst_str[8];
1396 char src0_name[50];
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;
1427 DWORD flags;
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;
1432 char dst_str[8];
1433 char src0_name[50];
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.
1440 * dot(N, E)
1441 * TMP.xyz = 2 * --------- * N - E
1442 * dot(N, N)
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;
1464 char dst_name[50];
1465 BOOL is_color;
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
1470 * here
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;
1497 char src0[50];
1498 char dst_str[8];
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];
1513 char src0[50];
1514 char dst_str[50];
1515 char dst_mask[6];
1516 SHADER_BUFFER *buffer = ins->ctx->buffer;
1517 BOOL is_color;
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;
1536 char dst_str[50];
1537 char dst_mask[6];
1538 char src0[50];
1539 BOOL is_color;
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;
1561 char src0[50];
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)
1580 int i;
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:
1598 nComponents = 4;
1599 tmp_ins.handler_idx = WINED3DSIH_DP4;
1600 break;
1601 case WINED3DSIH_M4x3:
1602 nComponents = 3;
1603 tmp_ins.handler_idx = WINED3DSIH_DP4;
1604 break;
1605 case WINED3DSIH_M3x4:
1606 nComponents = 4;
1607 tmp_ins.handler_idx = WINED3DSIH_DP3;
1608 break;
1609 case WINED3DSIH_M3x3:
1610 nComponents = 3;
1611 tmp_ins.handler_idx = WINED3DSIH_DP3;
1612 break;
1613 case WINED3DSIH_M3x2:
1614 nComponents = 2;
1615 tmp_ins.handler_idx = WINED3DSIH_DP3;
1616 break;
1617 default:
1618 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1619 break;
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;
1629 ++tmp_src[1].token;
1633 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1635 SHADER_BUFFER *buffer = ins->ctx->buffer;
1636 const char *instruction;
1638 char tmpLine[256];
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);
1646 break;
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
1656 * .w is used
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;
1668 char dst_name[50];
1669 char src_name[50];
1670 char dst_wmask[20];
1671 DWORD shift = dst->shift;
1672 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1673 BOOL is_color;
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,
1684 src_name);
1686 if (shift != 0)
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
1694 * can't use map2gl
1696 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1697 SHADER_BUFFER *buffer = ins->ctx->buffer;
1698 char dst_name[50];
1699 char src_name[50];
1700 char dst_wmask[20];
1701 DWORD shift = dst->shift;
1702 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1703 BOOL is_color;
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,
1711 src_name);
1713 if (shift != 0)
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 =
1722 "!!ARBvp1.0\n"
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"
1727 "END\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) {
1734 GLint pos;
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)));
1740 return program_id;
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] =
1748 /* tex_1d */
1749 NULL,
1750 /* tex_2d */
1751 "!!ARBfp1.0\n"
1752 "TEMP R0;\n"
1753 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1754 "MOV result.depth.z, R0.x;\n"
1755 "END\n",
1756 /* tex_3d */
1757 NULL,
1758 /* tex_cube */
1759 "!!ARBfp1.0\n"
1760 "TEMP R0;\n"
1761 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1762 "MOV result.depth.z, R0.x;\n"
1763 "END\n",
1764 /* tex_rect */
1765 "!!ARBfp1.0\n"
1766 "TEMP R0;\n"
1767 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1768 "MOV result.depth.z, R0.x;\n"
1769 "END\n",
1772 if (!blt_fprograms[tex_type])
1774 FIXME("tex_type %#x not supported\n", tex_type);
1775 tex_type = tex_2d;
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) {
1783 GLint pos;
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)));
1789 return program_id;
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;
1797 if (useVS) {
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)");
1818 if (usePS) {
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,
1823 &compile_args);
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);
1874 } else {
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);
1887 } else {
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;
1900 UINT i;
1902 ENTER_GL();
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))");
1907 LEAVE_GL();
1908 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1909 This->gl_shaders = NULL;
1910 This->num_gl_shaders = 0;
1911 This->shader_array_size = 0;
1912 } else {
1913 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1914 UINT i;
1916 ENTER_GL();
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))");
1921 LEAVE_GL();
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));
1932 return WINED3D_OK;
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;
1939 int i;
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) {
1954 return TRUE;
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;
1986 GLuint retval;
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)) {
1993 switch(args->fog) {
1994 case FOG_OFF:
1995 break;
1996 case FOG_LINEAR:
1997 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
1998 break;
1999 case FOG_EXP:
2000 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2001 break;
2002 case FOG_EXP2:
2003 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2004 break;
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)) {
2018 fragcolor = "R0";
2019 } else {
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) {
2048 GLint errPos;
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)));
2052 retval = 0;
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");
2064 return retval;
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;
2074 GLuint ret;
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) {
2108 int i;
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) {
2164 GLint errPos;
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)));
2168 ret = -1;
2169 } else {
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));
2178 return ret;
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))
2213 TRACE("[OK]\n");
2214 return TRUE;
2217 TRACE("[FAILED]\n");
2218 return FALSE;
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,
2310 shader_arb_select,
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,
2317 shader_arb_destroy,
2318 shader_arb_alloc,
2319 shader_arb_free,
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;
2337 GLuint shader;
2338 unsigned int num_textures_used;
2341 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2342 if(enable) {
2343 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2344 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2345 } else {
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;
2360 } else {
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;
2367 return WINED3D_OK;
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;
2374 ENTER_GL();
2375 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2376 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2377 HeapFree(GetProcessHeap(), 0, entry_arb);
2378 LEAVE_GL();
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) {
2432 float col[4];
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) {
2453 float col[4];
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;
2471 } else {
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;
2482 float mat[2][2];
2484 if (use_ps(stateblock))
2486 if(stage != 0 &&
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
2489 * anyway
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 */
2498 return;
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;
2517 float param[4];
2519 if (use_ps(stateblock))
2521 if(stage != 0 &&
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 */
2533 return;
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]);
2542 param[2] = 0.0;
2543 param[3] = 0.0;
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) {
2550 const char *ret;
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";
2560 else ret = "ret";
2561 break;
2563 case WINED3DTA_TEXTURE:
2564 switch(stage) {
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";
2575 break;
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");
2588 switch(stage) {
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";
2599 break;
2601 default:
2602 return "unknown";
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";
2617 return ret;
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);
2637 switch(op) {
2638 case WINED3DTOP_DISABLE:
2639 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2640 break;
2642 case WINED3DTOP_SELECTARG2:
2643 arg1 = arg2;
2644 case WINED3DTOP_SELECTARG1:
2645 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2646 break;
2648 case WINED3DTOP_MODULATE4X:
2649 mul = 2;
2650 case WINED3DTOP_MODULATE2X:
2651 mul *= 2;
2652 if(strcmp(dstreg, "result.color") == 0) {
2653 dstreg = "ret";
2654 mul_final_dest = TRUE;
2656 case WINED3DTOP_MODULATE:
2657 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2658 break;
2660 case WINED3DTOP_ADDSIGNED2X:
2661 mul = 2;
2662 if(strcmp(dstreg, "result.color") == 0) {
2663 dstreg = "ret";
2664 mul_final_dest = TRUE;
2666 case WINED3DTOP_ADDSIGNED:
2667 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2668 arg2 = "arg2";
2669 case WINED3DTOP_ADD:
2670 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2671 break;
2673 case WINED3DTOP_SUBTRACT:
2674 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2675 break;
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);
2680 break;
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);
2685 break;
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);
2689 break;
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);
2693 break;
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);
2697 break;
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);
2703 break;
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);
2710 break;
2711 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2712 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2713 break;
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);
2717 break;
2718 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2719 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2720 break;
2722 case WINED3DTOP_DOTPRODUCT3:
2723 mul = 4;
2724 if(strcmp(dstreg, "result.color") == 0) {
2725 dstreg = "ret";
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);
2731 break;
2733 case WINED3DTOP_MULTIPLYADD:
2734 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2735 break;
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);
2740 break;
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 */
2745 break;
2747 default:
2748 FIXME("Unhandled texture op %08x\n", op);
2751 if(mul == 2) {
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)
2761 unsigned int stage;
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];
2769 GLuint ret;
2770 DWORD arg0, arg1, arg2;
2771 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2772 BOOL op_equal;
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;
2824 /* Shader header */
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));
2852 if(tfactor_used) {
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) {
2885 sat = "";
2886 } else {
2887 sat = "_SAT";
2890 if(settings->op[stage].projected == proj_none) {
2891 instr = "TEX";
2892 } else if(settings->op[stage].projected == proj_count4 ||
2893 settings->op[stage].projected == proj_count3) {
2894 instr = "TXP";
2895 } else {
2896 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2897 instr = "TXP";
2900 if(stage > 0 &&
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);
2915 } else {
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);
2919 } else {
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);
2935 } else {
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) {
2948 if(stage == 0) {
2949 final_combiner_src = "fragment.color.primary";
2951 break;
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;
2966 } else {
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);
2977 if(stage == 0) {
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);
2984 } else {
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");
2998 } else {
2999 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3002 /* Footer */
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) {
3011 GLint pos;
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);
3017 return ret;
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;
3027 unsigned int i;
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);
3042 return;
3045 if(!use_pshader) {
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);
3049 if(!desc) {
3050 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3051 if (!new_desc)
3053 ERR("Out of memory\n");
3054 return;
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);
3066 desc = 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
3071 * deactivate it.
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;
3086 } else {
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
3097 * shader handler
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);
3106 if(use_pshader) {
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;
3131 } else {
3132 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3133 new_source = FOGSOURCE_COORD;
3134 } else {
3135 new_source = FOGSOURCE_FFP;
3138 } else {
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 = {
3307 arbfp_enable,
3308 arbfp_get_caps,
3309 arbfp_alloc,
3310 arbfp_free,
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;
3331 return WINED3D_OK;
3333 static void arbfp_blit_free(IWineD3DDevice *iface) {
3334 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3335 struct arbfp_blit_priv *priv = device->blit_priv;
3337 ENTER_GL();
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");
3345 LEAVE_GL();
3348 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3350 char chroma;
3351 const char *tex, *texinstr;
3353 if (yuv_fixup == YUV_FIXUP_UYVY) {
3354 chroma = 'x';
3355 *luminance = 'w';
3356 } else {
3357 chroma = 'w';
3358 *luminance = 'x';
3360 switch(textype) {
3361 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3362 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3363 default:
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");
3368 return FALSE;
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:
3377 * Even pixel: Cr
3378 * Even pixel: U
3379 * Odd pixel: V
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");
3386 } else {
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
3391 * 0.5, so add 0.5.
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);
3432 return TRUE;
3435 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3437 const char *tex;
3439 switch(textype) {
3440 case GL_TEXTURE_2D: tex = "2D"; break;
3441 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3442 default:
3443 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3444 return FALSE;
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 * +----------------------------------+----
3455 * | |
3456 * | |
3457 * | |
3458 * | |
3459 * | | 2
3460 * | LUMINANCE | -
3461 * | | 3
3462 * | |
3463 * | |
3464 * | |
3465 * | |
3466 * +----------------+-----------------+----
3467 * | | |
3468 * | U even rows | U odd rows |
3469 * | | | 1
3470 * +----------------+------------------ -
3471 * | | | 3
3472 * | V even rows | V odd rows |
3473 * | | |
3474 * +----------------+-----------------+----
3475 * | | |
3476 * | 0.5 | 0.5 |
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
3496 * bleeding
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");
3518 } else {
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");
3534 /* Clamp */
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");
3550 } else {
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);
3567 } else {
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
3570 * is bigger
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);
3576 *luminance = 'a';
3578 return TRUE;
3581 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3583 GLenum shader;
3584 SHADER_BUFFER buffer;
3585 char luminance_component;
3586 struct arbfp_blit_priv *priv = device->blit_priv;
3588 /* Shader header */
3589 shader_buffer_init(&buffer);
3591 ENTER_GL();
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)");
3596 LEAVE_GL();
3597 if(!shader) {
3598 shader_buffer_free(&buffer);
3599 return 0;
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
3606 * pixels.
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");
3647 switch (yuv_fixup)
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);
3654 return 0;
3656 break;
3658 case YUV_FIXUP_YV12:
3659 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3661 shader_buffer_free(&buffer);
3662 return 0;
3664 break;
3666 default:
3667 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3668 shader_buffer_free(&buffer);
3669 return 0;
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");
3684 ENTER_GL();
3685 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3687 if (glGetError() == GL_INVALID_OPERATION) {
3688 GLint pos;
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);
3694 LEAVE_GL();
3696 switch (yuv_fixup)
3698 case YUV_FIXUP_YUY2:
3699 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3700 else priv->yuy2_2d_shader = shader;
3701 break;
3703 case YUV_FIXUP_UYVY:
3704 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3705 else priv->uyvy_2d_shader = shader;
3706 break;
3708 case YUV_FIXUP_YV12:
3709 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3710 else priv->yv12_2d_shader = shader;
3711 break;
3714 return shader;
3717 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3718 GLenum textype, UINT width, UINT height)
3720 GLenum shader;
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))
3728 TRACE("Fixup:\n");
3729 dump_color_fixup_desc(format_desc->color_fixup);
3730 /* Don't bother setting up a shader for unconverted formats */
3731 ENTER_GL();
3732 glEnable(textype);
3733 checkGLcall("glEnable(textype)");
3734 LEAVE_GL();
3735 return WINED3D_OK;
3738 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3740 switch(yuv_fixup)
3742 case YUV_FIXUP_YUY2:
3743 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3744 break;
3746 case YUV_FIXUP_UYVY:
3747 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3748 break;
3750 case YUV_FIXUP_YV12:
3751 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3752 break;
3754 default:
3755 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3756 ENTER_GL();
3757 glEnable(textype);
3758 checkGLcall("glEnable(textype)");
3759 LEAVE_GL();
3760 return E_NOTIMPL;
3763 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3765 ENTER_GL();
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");
3772 LEAVE_GL();
3774 return WINED3D_OK;
3777 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3778 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3780 ENTER_GL();
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)");
3793 LEAVE_GL();
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))
3808 TRACE("[OK]\n");
3809 return TRUE;
3812 /* We only support YUV conversions. */
3813 if (!is_yuv_fixup(fixup))
3815 TRACE("[FAILED]\n");
3816 return FALSE;
3819 yuv_fixup = get_yuv_fixup(fixup);
3820 switch(yuv_fixup)
3822 case YUV_FIXUP_YUY2:
3823 case YUV_FIXUP_UYVY:
3824 case YUV_FIXUP_YV12:
3825 TRACE("[OK]\n");
3826 return TRUE;
3828 default:
3829 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3830 TRACE("[FAILED]\n");
3831 return FALSE;
3835 const struct blit_shader arbfp_blit = {
3836 arbfp_blit_alloc,
3837 arbfp_blit_free,
3838 arbfp_blit_set,
3839 arbfp_blit_unset,
3840 arbfp_blit_color_fixup_supported,
3843 #undef GLINFO_LOCATION