push 0a0aa53cd365a71ca6121b6df157ca635450378f
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob918f676214b544b8c415f979442483b5d41b8130
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 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
55 return TRUE;
57 return FALSE;
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
61 unsigned int ret = 1;
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
67 return ret;
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71 * so upload them above that
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
76 /* ARB_program_shader private data */
77 struct shader_arb_priv {
78 GLuint current_vprogram_id;
79 GLuint current_fprogram_id;
80 GLuint depth_blt_vprogram_id;
81 GLuint depth_blt_fprogram_id[tex_type_count];
82 BOOL use_arbfp_fixed_func;
83 struct hash_table_t *fragment_shaders;
86 struct if_frame {
87 struct list entry;
88 BOOL ifc;
89 BOOL muting;
92 struct shader_arb_ctx_priv {
93 char addr_reg[20];
94 enum {
95 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
96 ARB,
97 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
98 NV2,
99 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
101 } target_version;
103 const struct arb_vs_compile_args *cur_vs_args;
104 const struct arb_ps_compile_args *cur_ps_args;
105 struct list if_frames;
106 BOOL muted;
109 struct arb_ps_compile_args {
110 struct ps_compile_args super;
111 DWORD bools; /* WORD is enough, use DWORD for alignment */
114 struct arb_ps_compiled_shader {
115 struct arb_ps_compile_args args;
116 GLuint prgId;
119 struct arb_pshader_private {
120 struct arb_ps_compiled_shader *gl_shaders;
121 UINT num_gl_shaders, shader_array_size;
124 struct arb_vs_compile_args {
125 struct vs_compile_args super;
126 DWORD bools; /* WORD is enough, use DWORD for alignment */
129 struct arb_vs_compiled_shader {
130 struct arb_vs_compile_args args;
131 GLuint prgId;
134 struct arb_vshader_private {
135 struct arb_vs_compiled_shader *gl_shaders;
136 UINT num_gl_shaders, shader_array_size;
139 /********************************************************
140 * ARB_[vertex/fragment]_program helper functions follow
141 ********************************************************/
143 /**
144 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
145 * When constant_list == NULL, it will load all the constants.
147 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
148 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
150 /* GL locking is done by the caller */
151 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
152 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
154 local_constant* lconst;
155 DWORD i, j;
156 unsigned int ret;
158 if (TRACE_ON(d3d_shader)) {
159 for(i = 0; i < max_constants; i++) {
160 if(!dirty_consts[i]) continue;
161 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
162 constants[i * 4 + 0], constants[i * 4 + 1],
163 constants[i * 4 + 2], constants[i * 4 + 3]);
166 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
167 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
169 float lcl_const[4];
170 for(i = 0; i < max_constants; i++) {
171 if(!dirty_consts[i]) continue;
172 dirty_consts[i] = 0;
174 j = 4 * i;
175 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
176 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
177 else lcl_const[0] = constants[j + 0];
179 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
180 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
181 else lcl_const[1] = constants[j + 1];
183 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
184 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
185 else lcl_const[2] = constants[j + 2];
187 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
188 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
189 else lcl_const[3] = constants[j + 3];
191 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
193 } else {
194 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
195 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
196 * or just reloading *all* constants at once
198 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
200 for(i = 0; i < max_constants; i++) {
201 if(!dirty_consts[i]) continue;
203 /* Find the next block of dirty constants */
204 dirty_consts[i] = 0;
205 j = i;
206 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
207 dirty_consts[i] = 0;
210 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
212 } else {
213 for(i = 0; i < max_constants; i++) {
214 if(dirty_consts[i]) {
215 dirty_consts[i] = 0;
216 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
221 checkGLcall("glProgramEnvParameter4fvARB()");
223 /* Load immediate constants */
224 if(This->baseShader.load_local_constsF) {
225 if (TRACE_ON(d3d_shader)) {
226 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
227 GLfloat* values = (GLfloat*)lconst->value;
228 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
229 values[0], values[1], values[2], values[3]);
232 /* Immediate constants are clamped for 1.X shaders at loading times */
233 ret = 0;
234 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
235 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
236 ret = max(ret, lconst->idx + 1);
237 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
239 checkGLcall("glProgramEnvParameter4fvARB()");
240 return ret; /* The loaded immediate constants need reloading for the next shader */
241 } else {
242 return 0; /* No constants are dirty now */
247 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
249 static void shader_arb_load_np2fixup_constants(
250 IWineD3DDevice* device,
251 char usePixelShader,
252 char useVertexShader) {
253 /* not implemented */
256 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
258 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
259 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
260 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
261 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
262 unsigned char i;
264 for(i = 0; i < psi->numbumpenvmatconsts; i++)
266 /* The state manager takes care that this function is always called if the bump env matrix changes */
267 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
268 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
270 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
272 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
273 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
274 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
275 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
277 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
278 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
283 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
285 * We only support float constants in ARB at the moment, so don't
286 * worry about the Integers or Booleans
288 /* GL locking is done by the caller (state handler) */
289 static void shader_arb_load_constants(
290 IWineD3DDevice* device,
291 char usePixelShader,
292 char useVertexShader) {
294 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
295 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
296 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
298 if (useVertexShader) {
299 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
301 /* Load DirectX 9 float constants for vertex shader */
302 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
303 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
304 deviceImpl->highest_dirty_vs_const,
305 stateBlock->vertexShaderConstantF,
306 deviceImpl->activeContext->vshader_const_dirty);
308 /* Upload the position fixup */
309 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
312 if (usePixelShader) {
313 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
315 /* Load DirectX 9 float constants for pixel shader */
316 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
317 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
318 deviceImpl->highest_dirty_ps_const,
319 stateBlock->pixelShaderConstantF,
320 deviceImpl->activeContext->pshader_const_dirty);
321 shader_arb_ps_local_constants(deviceImpl);
325 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
329 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
330 * context. On a context switch the old context will be fully dirtified */
331 memset(This->activeContext->vshader_const_dirty + start, 1,
332 sizeof(*This->activeContext->vshader_const_dirty) * count);
333 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
336 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
338 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
340 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
341 * context. On a context switch the old context will be fully dirtified */
342 memset(This->activeContext->pshader_const_dirty + start, 1,
343 sizeof(*This->activeContext->pshader_const_dirty) * count);
344 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
347 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
349 DWORD *ret;
350 DWORD idx = 0;
351 const local_constant *lconst;
353 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
355 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
356 if(!ret) {
357 ERR("Out of memory\n");
358 return NULL;
361 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
362 ret[lconst->idx] = idx++;
364 return ret;
367 /* Generate the variable & register declarations for the ARB_vertex_program output target */
368 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
369 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
371 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
372 DWORD i, cur, next_local = 0;
373 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
374 unsigned max_constantsF;
375 const local_constant *lconst;
377 /* In pixel shaders, all private constants are program local, we don't need anything
378 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
379 * If we need a private constant the GL implementation will squeeze it in somewhere
381 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
382 * immediate values. The posFixup is loaded using program.env for now, so always
383 * subtract one from the number of constants. If the shader uses indirect addressing,
384 * account for the helper const too because we have to declare all availabke d3d constants
385 * and don't know which are actually used.
387 if(pshader) {
388 max_constantsF = GL_LIMITS(pshader_constantsF);
389 } else {
390 if(This->baseShader.reg_maps.usesrelconstF) {
391 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
392 } else {
393 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
397 for(i = 0; i < This->baseShader.limits.temporary; i++) {
398 if (reg_maps->temporary[i])
399 shader_addline(buffer, "TEMP R%u;\n", i);
402 for (i = 0; i < This->baseShader.limits.address; i++) {
403 if (reg_maps->address[i])
404 shader_addline(buffer, "ADDRESS A%d;\n", i);
407 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
408 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
409 if (reg_maps->texcoord[i] && pshader)
410 shader_addline(buffer,"TEMP T%u;\n", i);
414 /* Load local constants using the program-local space,
415 * this avoids reloading them each time the shader is used
417 if(lconst_map) {
418 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
419 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
420 lconst_map[lconst->idx]);
421 next_local = max(next_local, lconst_map[lconst->idx] + 1);
425 /* we use the array-based constants array if the local constants are marked for loading,
426 * because then we use indirect addressing, or when the local constant list is empty,
427 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
428 * local constants do not declare the loaded constants as an array because ARB compilers usually
429 * do not optimize unused constants away
431 if(This->baseShader.reg_maps.usesrelconstF) {
432 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
433 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
434 max_constantsF, max_constantsF - 1);
435 } else {
436 for(i = 0; i < max_constantsF; i++) {
437 DWORD idx, mask;
438 idx = i >> 5;
439 mask = 1 << (i & 0x1f);
440 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
441 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
446 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
447 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
448 if(!reg_maps->bumpmat[i]) continue;
450 cur = ps->numbumpenvmatconsts;
451 ps->bumpenvmatconst[cur].const_num = -1;
452 ps->bumpenvmatconst[cur].texunit = i;
453 ps->luminanceconst[cur].const_num = -1;
454 ps->luminanceconst[cur].texunit = i;
456 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
457 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
458 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
459 * textures due to conditional NP2 restrictions)
461 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
462 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
463 * their location is shader dependent anyway and they cannot be loaded globally.
465 ps->bumpenvmatconst[cur].const_num = next_local++;
466 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
467 i, ps->bumpenvmatconst[cur].const_num);
468 ps->numbumpenvmatconsts = cur + 1;
470 if(!reg_maps->luminanceparams[i]) continue;
472 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = next_local++;
473 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
474 i, ps->luminanceconst[cur].const_num);
479 static const char * const shift_tab[] = {
480 "dummy", /* 0 (none) */
481 "coefmul.x", /* 1 (x2) */
482 "coefmul.y", /* 2 (x4) */
483 "coefmul.z", /* 3 (x8) */
484 "coefmul.w", /* 4 (x16) */
485 "dummy", /* 5 (x32) */
486 "dummy", /* 6 (x64) */
487 "dummy", /* 7 (x128) */
488 "dummy", /* 8 (d256) */
489 "dummy", /* 9 (d128) */
490 "dummy", /* 10 (d64) */
491 "dummy", /* 11 (d32) */
492 "coefdiv.w", /* 12 (d16) */
493 "coefdiv.z", /* 13 (d8) */
494 "coefdiv.y", /* 14 (d4) */
495 "coefdiv.x" /* 15 (d2) */
498 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
499 const struct wined3d_shader_dst_param *dst, char *write_mask)
501 char *ptr = write_mask;
503 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
505 *ptr++ = '.';
506 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
507 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
508 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
509 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
512 *ptr = '\0';
515 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
517 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
518 * but addressed as "rgba". To fix this we need to swap the register's x
519 * and z components. */
520 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
521 char *ptr = swizzle_str;
523 /* swizzle bits fields: wwzzyyxx */
524 DWORD swizzle = param->swizzle;
525 DWORD swizzle_x = swizzle & 0x03;
526 DWORD swizzle_y = (swizzle >> 2) & 0x03;
527 DWORD swizzle_z = (swizzle >> 4) & 0x03;
528 DWORD swizzle_w = (swizzle >> 6) & 0x03;
530 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
531 * generate a swizzle string. Unless we need to our own swizzling. */
532 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
534 *ptr++ = '.';
535 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
536 *ptr++ = swizzle_chars[swizzle_x];
537 } else {
538 *ptr++ = swizzle_chars[swizzle_x];
539 *ptr++ = swizzle_chars[swizzle_y];
540 *ptr++ = swizzle_chars[swizzle_z];
541 *ptr++ = swizzle_chars[swizzle_w];
545 *ptr = '\0';
548 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
550 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
551 SHADER_BUFFER *buffer = ins->ctx->buffer;
553 if(strcmp(priv->addr_reg, src) == 0) return;
555 strcpy(priv->addr_reg, src);
556 shader_addline(buffer, "ARL A0.x, %s;\n", src);
559 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
560 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
562 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
563 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
565 /* oPos, oFog and oPts in D3D */
566 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
567 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
568 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
569 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
571 *is_color = FALSE;
573 switch (reg->type)
575 case WINED3DSPR_TEMP:
576 sprintf(register_name, "R%u", reg->idx);
577 break;
579 case WINED3DSPR_INPUT:
580 if (pshader)
582 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
583 else strcpy(register_name, "fragment.color.secondary");
585 else
587 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
588 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
590 break;
592 case WINED3DSPR_CONST:
593 if (!pshader && reg->rel_addr)
595 char rel_reg[50];
596 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
597 if(This->baseShader.reg_maps.shader_version.major < 2) {
598 sprintf(rel_reg, "A0.x");
599 } else {
600 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
601 if(ctx->target_version == ARB) {
602 shader_arb_request_a0(ins, rel_reg);
603 sprintf(rel_reg, "A0.x");
606 if (reg->idx >= rel_offset)
607 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
608 else
609 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
611 else
613 if (This->baseShader.reg_maps.usesrelconstF)
614 sprintf(register_name, "C[%u]", reg->idx);
615 else
616 sprintf(register_name, "C%u", reg->idx);
618 break;
620 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
621 if (pshader) {
622 if(This->baseShader.reg_maps.shader_version.major == 1 &&
623 This->baseShader.reg_maps.shader_version.minor <= 3) {
624 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
625 * and as source to most instructions. For some instructions it is the texcoord
626 * input. Those instructions know about the special use
628 sprintf(register_name, "T%u", reg->idx);
629 } else {
630 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
631 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
634 else
636 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
638 sprintf(register_name, "A%u", reg->idx);
640 else
642 sprintf(register_name, "A%u_SHADOW", reg->idx);
645 break;
647 case WINED3DSPR_COLOROUT:
648 if (reg->idx == 0)
650 if(ctx->cur_ps_args->super.srgb_correction)
652 strcpy(register_name, "TMP_COLOR");
654 else
656 strcpy(register_name, "result.color");
659 else
661 /* TODO: See GL_ARB_draw_buffers */
662 FIXME("Unsupported write to render target %u\n", reg->idx);
663 sprintf(register_name, "unsupported_register");
665 break;
667 case WINED3DSPR_RASTOUT:
668 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
669 break;
671 case WINED3DSPR_DEPTHOUT:
672 strcpy(register_name, "result.depth");
673 break;
675 case WINED3DSPR_ATTROUT:
676 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
677 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
678 else strcpy(register_name, "result.color.secondary");
679 break;
681 case WINED3DSPR_TEXCRDOUT:
682 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
683 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
684 break;
686 default:
687 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
688 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
689 break;
693 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
694 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
696 char register_name[255];
697 char write_mask[6];
698 BOOL is_color;
700 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
701 strcpy(str, register_name);
703 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
704 strcat(str, write_mask);
707 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
709 switch(channel_source)
711 case CHANNEL_SOURCE_ZERO: return "0";
712 case CHANNEL_SOURCE_ONE: return "1";
713 case CHANNEL_SOURCE_X: return "x";
714 case CHANNEL_SOURCE_Y: return "y";
715 case CHANNEL_SOURCE_Z: return "z";
716 case CHANNEL_SOURCE_W: return "w";
717 default:
718 FIXME("Unhandled channel source %#x\n", channel_source);
719 return "undefined";
723 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
724 const char *one, const char *two, struct color_fixup_desc fixup)
726 DWORD mask;
728 if (is_yuv_fixup(fixup))
730 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
731 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
732 return;
735 mask = 0;
736 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
737 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
738 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
739 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
740 mask &= dst_mask;
742 if (mask)
744 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
745 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
746 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
749 mask = 0;
750 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
751 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
752 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
753 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
754 mask &= dst_mask;
756 if (mask)
758 char reg_mask[6];
759 char *ptr = reg_mask;
761 if (mask != WINED3DSP_WRITEMASK_ALL)
763 *ptr++ = '.';
764 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
765 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
766 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
767 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
769 *ptr = '\0';
771 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
775 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
776 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
778 SHADER_BUFFER *buffer = ins->ctx->buffer;
779 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
780 const char *tex_type;
781 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
782 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
783 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
785 switch(sampler_type) {
786 case WINED3DSTT_1D:
787 tex_type = "1D";
788 break;
790 case WINED3DSTT_2D:
791 if(device->stateBlock->textures[sampler_idx] &&
792 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
793 tex_type = "RECT";
794 } else {
795 tex_type = "2D";
797 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
799 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
801 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
804 break;
806 case WINED3DSTT_VOLUME:
807 tex_type = "3D";
808 break;
810 case WINED3DSTT_CUBE:
811 tex_type = "CUBE";
812 break;
814 default:
815 ERR("Unexpected texture type %d\n", sampler_type);
816 tex_type = "";
819 if (bias) {
820 /* Shouldn't be possible, but let's check for it */
821 if(projected) FIXME("Biased and Projected texture sampling\n");
822 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
823 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
824 } else if (projected) {
825 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
826 } else {
827 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
830 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
832 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
833 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
837 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
838 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
840 /* Generate a line that does the input modifier computation and return the input register to use */
841 BOOL is_color = FALSE;
842 char regstr[256];
843 char swzstr[20];
844 int insert_line;
845 SHADER_BUFFER *buffer = ins->ctx->buffer;
846 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
848 /* Assume a new line will be added */
849 insert_line = 1;
851 /* Get register name */
852 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
853 shader_arb_get_swizzle(src, is_color, swzstr);
855 switch (src->modifiers)
857 case WINED3DSPSM_NONE:
858 sprintf(outregstr, "%s%s", regstr, swzstr);
859 insert_line = 0;
860 break;
861 case WINED3DSPSM_NEG:
862 sprintf(outregstr, "-%s%s", regstr, swzstr);
863 insert_line = 0;
864 break;
865 case WINED3DSPSM_BIAS:
866 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
867 break;
868 case WINED3DSPSM_BIASNEG:
869 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
870 break;
871 case WINED3DSPSM_SIGN:
872 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
873 break;
874 case WINED3DSPSM_SIGNNEG:
875 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
876 break;
877 case WINED3DSPSM_COMP:
878 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
879 break;
880 case WINED3DSPSM_X2:
881 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
882 break;
883 case WINED3DSPSM_X2NEG:
884 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
885 break;
886 case WINED3DSPSM_DZ:
887 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
888 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
889 break;
890 case WINED3DSPSM_DW:
891 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
892 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
893 break;
894 case WINED3DSPSM_ABS:
895 if(ctx->target_version >= NV2) {
896 sprintf(outregstr, "|%s%s|", regstr, swzstr);
897 insert_line = 0;
898 } else {
899 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
901 break;
902 case WINED3DSPSM_ABSNEG:
903 if(ctx->target_version >= NV2) {
904 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
905 } else {
906 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
907 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
909 insert_line = 0;
910 break;
911 default:
912 sprintf(outregstr, "%s%s", regstr, swzstr);
913 insert_line = 0;
916 /* Return modified or original register, with swizzle */
917 if (insert_line)
918 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
921 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
923 DWORD mod;
924 const char *ret = "";
925 if (!ins->dst_count) return "";
927 mod = ins->dst[0].modifiers;
928 if(mod & WINED3DSPDM_SATURATE) {
929 ret = "_SAT";
930 mod &= ~WINED3DSPDM_SATURATE;
932 if(mod & WINED3DSPDM_PARTIALPRECISION) {
933 FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
934 mod &= ~WINED3DSPDM_PARTIALPRECISION;
936 if(mod & WINED3DSPDM_MSAMPCENTROID) {
937 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
938 mod &= ~WINED3DSPDM_MSAMPCENTROID;
940 if(mod) {
941 FIXME("Unknown modifiers 0x%08x\n", mod);
943 return ret;
946 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
948 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
949 SHADER_BUFFER *buffer = ins->ctx->buffer;
950 char dst_name[50];
951 char src_name[2][50];
952 DWORD sampler_code = dst->reg.idx;
954 shader_arb_get_dst_param(ins, dst, dst_name);
956 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
958 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
959 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
960 * temps is done.
962 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
963 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
964 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
965 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
966 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
968 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
969 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
972 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
974 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
975 SHADER_BUFFER *buffer = ins->ctx->buffer;
976 char dst_name[50];
977 char src_name[3][50];
978 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
979 ins->ctx->reg_maps->shader_version.minor);
981 shader_arb_get_dst_param(ins, dst, dst_name);
982 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
984 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
985 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
987 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
988 } else {
989 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
990 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
991 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
992 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n",
993 shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
997 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
999 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1000 SHADER_BUFFER *buffer = ins->ctx->buffer;
1001 char dst_name[50];
1002 char src_name[3][50];
1004 shader_arb_get_dst_param(ins, dst, dst_name);
1006 /* Generate input register names (with modifiers) */
1007 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1008 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1009 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1011 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1012 src_name[0], src_name[2], src_name[1]);
1015 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1016 * dst = dot2(src0, src1) + src2 */
1017 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1019 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1020 SHADER_BUFFER *buffer = ins->ctx->buffer;
1021 char dst_name[50];
1022 char src_name[3][50];
1023 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1025 shader_arb_get_dst_param(ins, dst, dst_name);
1026 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1027 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1029 if(ctx->target_version >= NV3)
1031 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1032 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1033 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1034 dst_name, src_name[0], src_name[1], src_name[2]);
1036 else if(ctx->target_version >= NV2)
1038 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1039 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1040 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1041 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1043 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1045 * .xyxy and other swizzles that we could get with this are not valid in
1046 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1048 struct wined3d_shader_src_param tmp_param = ins->src[1];
1049 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1050 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1052 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1054 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1055 dst_name, src_name[2], src_name[0], src_name[1]);
1057 else
1059 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1060 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1061 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1063 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1064 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1065 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1066 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1070 /* Map the opcode 1-to-1 to the GL code */
1071 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1073 SHADER_BUFFER *buffer = ins->ctx->buffer;
1074 const char *instruction;
1075 char arguments[256], dst_str[50];
1076 unsigned int i;
1077 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1079 switch (ins->handler_idx)
1081 case WINED3DSIH_ABS: instruction = "ABS"; break;
1082 case WINED3DSIH_ADD: instruction = "ADD"; break;
1083 case WINED3DSIH_CRS: instruction = "XPD"; break;
1084 case WINED3DSIH_DP3: instruction = "DP3"; break;
1085 case WINED3DSIH_DP4: instruction = "DP4"; break;
1086 case WINED3DSIH_DST: instruction = "DST"; break;
1087 case WINED3DSIH_EXP: instruction = "EX2"; break;
1088 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1089 case WINED3DSIH_FRC: instruction = "FRC"; break;
1090 case WINED3DSIH_LIT: instruction = "LIT"; break;
1091 case WINED3DSIH_LOG: instruction = "LG2"; break;
1092 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1093 case WINED3DSIH_LRP: instruction = "LRP"; break;
1094 case WINED3DSIH_MAD: instruction = "MAD"; break;
1095 case WINED3DSIH_MAX: instruction = "MAX"; break;
1096 case WINED3DSIH_MIN: instruction = "MIN"; break;
1097 case WINED3DSIH_MOV: instruction = "MOV"; break;
1098 case WINED3DSIH_MUL: instruction = "MUL"; break;
1099 case WINED3DSIH_POW: instruction = "POW"; break;
1100 case WINED3DSIH_SGE: instruction = "SGE"; break;
1101 case WINED3DSIH_SLT: instruction = "SLT"; break;
1102 case WINED3DSIH_SUB: instruction = "SUB"; break;
1103 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1104 case WINED3DSIH_SGN: instruction = "SSG"; break;
1105 case WINED3DSIH_DSX: instruction = "DDX"; break;
1106 default: instruction = "";
1107 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1108 break;
1111 /* Note that shader_arb_add_dst_param() adds spaces. */
1112 arguments[0] = '\0';
1113 shader_arb_get_dst_param(ins, dst, dst_str);
1114 for (i = 0; i < ins->src_count; ++i)
1116 char operand[100];
1117 strcat(arguments, ", ");
1118 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1119 strcat(arguments, operand);
1121 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1124 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1126 SHADER_BUFFER *buffer = ins->ctx->buffer;
1127 shader_addline(buffer, "NOP;\n");
1130 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1132 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1133 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1134 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1136 SHADER_BUFFER *buffer = ins->ctx->buffer;
1137 char src0_param[256];
1139 if(ins->handler_idx == WINED3DSIH_MOVA) {
1140 struct wined3d_shader_src_param tmp_src = ins->src[0];
1141 char write_mask[6];
1143 if(ctx->target_version >= NV2) {
1144 shader_hw_map2gl(ins);
1145 return;
1147 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1148 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1149 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1151 /* This implements the mova formula used in GLSL. The first two instructions
1152 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1153 * in this case:
1154 * mova A0.x, 0.0
1156 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1158 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1159 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1161 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1162 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1164 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1165 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1166 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1167 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1169 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1170 } else if (ins->ctx->reg_maps->shader_version.major == 1
1171 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1172 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1174 src0_param[0] = '\0';
1175 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1177 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1178 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1179 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1181 else
1183 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1184 * with more than one component. Thus replicate the first source argument over all
1185 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1186 struct wined3d_shader_src_param tmp_src = ins->src[0];
1187 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1188 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1189 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1192 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1194 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1195 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1197 shader_addline(buffer, "#mov handled in srgb write code\n");
1198 return;
1200 shader_hw_map2gl(ins);
1202 else
1204 shader_hw_map2gl(ins);
1208 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1210 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1211 SHADER_BUFFER *buffer = ins->ctx->buffer;
1212 char reg_dest[40];
1214 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1215 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1217 shader_arb_get_dst_param(ins, dst, reg_dest);
1219 if (ins->ctx->reg_maps->shader_version.major >= 2)
1221 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1222 shader_arb_get_dst_param(ins, dst, reg_dest);
1223 shader_addline(buffer, "KIL %s;\n", reg_dest);
1224 } else {
1225 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1226 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1228 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1229 * or pass in any temporary register(in shader phase 2)
1231 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1232 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1233 } else {
1234 shader_arb_get_dst_param(ins, dst, reg_dest);
1236 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1237 shader_addline(buffer, "KIL TA;\n");
1241 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1243 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1244 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1245 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1246 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1247 ins->ctx->reg_maps->shader_version.minor);
1248 BOOL projected = FALSE, bias = FALSE;
1249 struct wined3d_shader_src_param src;
1251 char reg_dest[40];
1252 char reg_coord[40];
1253 DWORD reg_sampler_code;
1255 /* All versions have a destination register */
1256 shader_arb_get_dst_param(ins, dst, reg_dest);
1258 /* 1.0-1.4: Use destination register number as texture code.
1259 2.0+: Use provided sampler number as texure code. */
1260 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1261 reg_sampler_code = dst->reg.idx;
1262 else
1263 reg_sampler_code = ins->src[1].reg.idx;
1265 /* 1.0-1.3: Use the texcoord varying.
1266 1.4+: Use provided coordinate source register. */
1267 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1268 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1269 else {
1270 /* TEX is the only instruction that can handle DW and DZ natively */
1271 src = ins->src[0];
1272 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1273 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1274 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1277 /* projection flag:
1278 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1279 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1280 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1282 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1284 DWORD flags = 0;
1285 if(reg_sampler_code < MAX_TEXTURES) {
1286 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1288 if (flags & WINED3DTTFF_PROJECTED) {
1289 projected = TRUE;
1292 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1294 DWORD src_mod = ins->src[0].modifiers;
1295 if (src_mod == WINED3DSPSM_DZ) {
1296 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1297 * varying register, so we need a temp reg
1299 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1300 strcpy(reg_coord, "TA");
1301 projected = TRUE;
1302 } else if(src_mod == WINED3DSPSM_DW) {
1303 projected = TRUE;
1305 } else {
1306 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1307 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1309 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1312 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1314 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1315 SHADER_BUFFER *buffer = ins->ctx->buffer;
1316 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1317 ins->ctx->reg_maps->shader_version.minor);
1318 char dst_str[50];
1320 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1322 DWORD reg = dst->reg.idx;
1324 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1325 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1326 } else {
1327 char reg_src[40];
1329 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1330 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1331 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1335 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1337 SHADER_BUFFER *buffer = ins->ctx->buffer;
1338 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1339 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1340 DWORD flags;
1342 DWORD reg1 = ins->dst[0].reg.idx;
1343 char dst_str[50];
1344 char src_str[50];
1346 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1347 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1348 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1349 /* Move .x first in case src_str is "TA" */
1350 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1351 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1352 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1353 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED, FALSE);
1356 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1358 SHADER_BUFFER *buffer = ins->ctx->buffer;
1360 DWORD reg1 = ins->dst[0].reg.idx;
1361 char dst_str[50];
1362 char src_str[50];
1364 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1365 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1366 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1367 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1368 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1369 shader_hw_sample(ins, reg1, dst_str, "TA", FALSE, FALSE);
1372 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1374 DWORD reg1 = ins->dst[0].reg.idx;
1375 char dst_str[50];
1376 char src_str[50];
1378 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1379 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1380 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1381 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1384 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1386 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1387 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1388 SHADER_BUFFER *buffer = ins->ctx->buffer;
1389 char reg_coord[40], dst_reg[50], src_reg[50];
1390 DWORD reg_dest_code;
1392 /* All versions have a destination register. The Tx where the texture coordinates come
1393 * from is the varying incarnation of the texture register
1395 reg_dest_code = dst->reg.idx;
1396 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1397 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1398 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1400 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1401 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1403 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1404 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1405 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1406 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1408 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1409 * so we can't let the GL handle this.
1411 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1412 & WINED3DTTFF_PROJECTED) {
1413 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1414 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1415 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1416 } else {
1417 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1420 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", FALSE, FALSE);
1422 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1424 /* No src swizzles are allowed, so this is ok */
1425 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1426 src_reg, reg_dest_code, reg_dest_code);
1427 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1431 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1433 DWORD reg = ins->dst[0].reg.idx;
1434 SHADER_BUFFER *buffer = ins->ctx->buffer;
1435 char src0_name[50], dst_name[50];
1436 BOOL is_color;
1437 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1439 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1440 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1441 * T<reg+1> register. Use this register to store the calculated vector
1443 tmp_reg.idx = reg + 1;
1444 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1445 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1448 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1450 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1451 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1452 DWORD flags;
1453 DWORD reg = ins->dst[0].reg.idx;
1454 SHADER_BUFFER *buffer = ins->ctx->buffer;
1455 char dst_str[50];
1456 char src0_name[50];
1457 char dst_reg[50];
1458 BOOL is_color;
1460 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1461 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1463 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1464 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1465 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1466 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1467 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1470 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1472 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1473 DWORD reg = ins->dst[0].reg.idx;
1474 SHADER_BUFFER *buffer = ins->ctx->buffer;
1475 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1476 char src0_name[50], dst_name[50];
1477 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1478 BOOL is_color;
1480 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1481 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1482 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1484 tmp_reg.idx = reg + 2 - current_state->current_row;
1485 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1487 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1488 shader_addline(buffer, "DP3 %s%u.%c, fragment.texcoord[%u], %s;\n",
1489 dst_name, tmp_reg.idx, 'x' + current_state->current_row, reg, src0_name);
1490 current_state->texcoord_w[current_state->current_row++] = reg;
1493 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1495 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1496 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1497 DWORD flags;
1498 DWORD reg = ins->dst[0].reg.idx;
1499 SHADER_BUFFER *buffer = ins->ctx->buffer;
1500 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1501 char dst_str[50];
1502 char src0_name[50], dst_name[50];
1503 BOOL is_color;
1505 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1506 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1507 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1509 /* Sample the texture using the calculated coordinates */
1510 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1511 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1512 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED, FALSE);
1513 current_state->current_row = 0;
1516 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1518 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1519 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1520 DWORD flags;
1521 DWORD reg = ins->dst[0].reg.idx;
1522 SHADER_BUFFER *buffer = ins->ctx->buffer;
1523 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1524 char dst_str[50];
1525 char src0_name[50];
1526 char dst_reg[8];
1527 BOOL is_color;
1529 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1530 * components for temporary data storage
1532 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1533 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1534 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1536 /* Construct the eye-ray vector from w coordinates */
1537 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1538 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1539 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1541 /* Calculate reflection vector
1543 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1544 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1545 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1546 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1547 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1548 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1549 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1551 /* Sample the texture using the calculated coordinates */
1552 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1553 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1554 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1555 current_state->current_row = 0;
1558 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1560 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1561 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1562 DWORD flags;
1563 DWORD reg = ins->dst[0].reg.idx;
1564 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1565 SHADER_BUFFER *buffer = ins->ctx->buffer;
1566 char dst_str[50];
1567 char src0_name[50];
1568 char src1_name[50];
1569 char dst_reg[8];
1570 BOOL is_color;
1572 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1573 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1574 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1575 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1576 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1578 /* Calculate reflection vector.
1580 * dot(N, E)
1581 * dst_reg.xyz = 2 * --------- * N - E
1582 * dot(N, N)
1584 * Which normalizes the normal vector
1586 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1587 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1588 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1589 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1590 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1591 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1593 /* Sample the texture using the calculated coordinates */
1594 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1595 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1596 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1597 current_state->current_row = 0;
1600 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1602 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1603 SHADER_BUFFER *buffer = ins->ctx->buffer;
1604 char dst_name[50];
1606 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1607 * which is essentially an input, is the destination register because it is the first
1608 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1609 * here(writemasks/swizzles are not valid on texdepth)
1611 shader_arb_get_dst_param(ins, dst, dst_name);
1613 /* According to the msdn, the source register(must be r5) is unusable after
1614 * the texdepth instruction, so we're free to modify it
1616 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1618 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1619 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1620 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1622 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1623 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1624 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1625 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1628 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1629 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1630 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1631 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1633 SHADER_BUFFER *buffer = ins->ctx->buffer;
1634 DWORD sampler_idx = ins->dst[0].reg.idx;
1635 char src0[50];
1636 char dst_str[50];
1638 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1639 shader_addline(buffer, "MOV TB, 0.0;\n");
1640 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1642 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1643 shader_hw_sample(ins, sampler_idx, dst_str, "TB", FALSE /* Only one coord, can't be projected */, FALSE);
1646 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1647 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1648 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1650 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1651 char src0[50];
1652 char dst_str[50];
1653 SHADER_BUFFER *buffer = ins->ctx->buffer;
1655 /* Handle output register */
1656 shader_arb_get_dst_param(ins, dst, dst_str);
1657 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1658 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1661 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1662 * Perform the 3rd row of a 3x3 matrix multiply */
1663 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1665 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1666 SHADER_BUFFER *buffer = ins->ctx->buffer;
1667 char dst_str[50], dst_name[50];
1668 char src0[50];
1669 BOOL is_color;
1671 shader_arb_get_dst_param(ins, dst, dst_str);
1672 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1673 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1674 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1675 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
1678 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1679 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1680 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1681 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1683 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1685 SHADER_BUFFER *buffer = ins->ctx->buffer;
1686 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1687 char src0[50], dst_name[50];
1688 BOOL is_color;
1690 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1691 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1692 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1694 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1695 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1696 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1698 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1699 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
1700 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
1701 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
1704 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1705 Vertex/Pixel shaders to ARB_vertex_program codes */
1706 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1708 int i;
1709 int nComponents = 0;
1710 struct wined3d_shader_dst_param tmp_dst = {{0}};
1711 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1712 struct wined3d_shader_instruction tmp_ins;
1714 memset(&tmp_ins, 0, sizeof(tmp_ins));
1716 /* Set constants for the temporary argument */
1717 tmp_ins.ctx = ins->ctx;
1718 tmp_ins.dst_count = 1;
1719 tmp_ins.dst = &tmp_dst;
1720 tmp_ins.src_count = 2;
1721 tmp_ins.src = tmp_src;
1723 switch(ins->handler_idx)
1725 case WINED3DSIH_M4x4:
1726 nComponents = 4;
1727 tmp_ins.handler_idx = WINED3DSIH_DP4;
1728 break;
1729 case WINED3DSIH_M4x3:
1730 nComponents = 3;
1731 tmp_ins.handler_idx = WINED3DSIH_DP4;
1732 break;
1733 case WINED3DSIH_M3x4:
1734 nComponents = 4;
1735 tmp_ins.handler_idx = WINED3DSIH_DP3;
1736 break;
1737 case WINED3DSIH_M3x3:
1738 nComponents = 3;
1739 tmp_ins.handler_idx = WINED3DSIH_DP3;
1740 break;
1741 case WINED3DSIH_M3x2:
1742 nComponents = 2;
1743 tmp_ins.handler_idx = WINED3DSIH_DP3;
1744 break;
1745 default:
1746 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1747 break;
1750 tmp_dst = ins->dst[0];
1751 tmp_src[0] = ins->src[0];
1752 tmp_src[1] = ins->src[1];
1753 for (i = 0; i < nComponents; i++) {
1754 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1755 shader_hw_map2gl(&tmp_ins);
1756 ++tmp_src[1].reg.idx;
1760 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1762 SHADER_BUFFER *buffer = ins->ctx->buffer;
1763 const char *instruction;
1765 char dst[50];
1766 char src[50];
1768 switch(ins->handler_idx)
1770 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1771 case WINED3DSIH_RCP: instruction = "RCP"; break;
1772 default: instruction = "";
1773 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1774 break;
1777 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1778 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1779 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1781 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1782 * .w is used
1784 strcat(src, ".w");
1787 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1790 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1792 SHADER_BUFFER *buffer = ins->ctx->buffer;
1793 char dst_name[50];
1794 char src_name[50];
1795 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1796 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1798 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1799 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
1801 if(pshader && priv->target_version >= NV3)
1803 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
1805 else
1807 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
1808 shader_addline(buffer, "RSQ TA, TA.x;\n");
1809 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1810 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
1811 src_name);
1815 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1817 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1818 * must contain fixed constants. So we need a separate function to filter those constants and
1819 * can't use map2gl
1821 SHADER_BUFFER *buffer = ins->ctx->buffer;
1822 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1823 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1824 char dst_name[50];
1825 char src_name0[50], src_name1[50], src_name2[50];
1826 BOOL is_color;
1828 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
1829 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
1830 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1831 shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1832 src_name0);
1833 } else if(priv->target_version >= NV2) {
1834 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
1836 /* Sincos writemask must be .x, .y or .xy */
1837 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
1838 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
1839 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
1840 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
1841 } else {
1842 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
1843 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
1845 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
1846 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
1848 * The constants we get are:
1850 * +1 +1, -1 -1 +1 +1 -1 -1
1851 * ---- , ---- , ---- , ----- , ----- , ----- , ------
1852 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
1854 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
1856 * (x/2)^2 = x^2 / 4
1857 * (x/2)^3 = x^3 / 8
1858 * (x/2)^4 = x^4 / 16
1859 * (x/2)^5 = x^5 / 32
1860 * etc
1862 * To get the final result:
1863 * sin(x) = 2 * sin(x/2) * cos(x/2)
1864 * cos(x) = cos(x/2)^2 - sin(x/2)^2
1865 * (from sin(x+y) and cos(x+y) rules)
1867 * As per MSDN, dst.z is undefined after the operation, and so is
1868 * dst.x and dst.y if they're masked out by the writemask. Ie
1869 * sincos dst.y, src1, c0, c1
1870 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
1871 * vsa.exe also stops with an error if the dest register is the same register as the source
1872 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
1873 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
1875 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
1876 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
1877 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
1879 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
1880 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
1881 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
1882 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
1883 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
1884 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
1886 /* sin(x/2)
1888 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
1889 * properly merge that with MULs in the code above?
1890 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
1891 * we can merge the sine and cosine MAD rows to calculate them together.
1893 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
1894 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
1895 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
1896 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
1898 /* cos(x/2) */
1899 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
1900 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
1901 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
1903 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
1904 /* cos x */
1905 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
1906 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
1908 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
1909 /* sin x */
1910 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
1911 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
1916 /* GL locking is done by the caller */
1917 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
1919 SHADER_BUFFER *buffer = ins->ctx->buffer;
1920 char dst_name[50];
1921 char src_name[50];
1922 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1924 /* SGN is only valid in vertex shaders */
1925 if(ctx->target_version == NV2) {
1926 shader_hw_map2gl(ins);
1927 return;
1929 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1930 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1932 FIXME("Emulated SGN untested\n");
1933 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
1934 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
1936 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
1937 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
1938 } else {
1939 shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
1940 shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
1941 shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
1945 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1947 GLuint program_id = 0;
1948 const char *blt_vprogram =
1949 "!!ARBvp1.0\n"
1950 "PARAM c[1] = { { 1, 0.5 } };\n"
1951 "MOV result.position, vertex.position;\n"
1952 "MOV result.color, c[0].x;\n"
1953 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1954 "END\n";
1956 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1957 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1958 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1960 if (glGetError() == GL_INVALID_OPERATION) {
1961 GLint pos;
1962 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1963 FIXME("Vertex program error at position %d: %s\n", pos,
1964 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1967 return program_id;
1970 /* GL locking is done by the caller */
1971 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1973 GLuint program_id = 0;
1974 static const char * const blt_fprograms[tex_type_count] =
1976 /* tex_1d */
1977 NULL,
1978 /* tex_2d */
1979 "!!ARBfp1.0\n"
1980 "TEMP R0;\n"
1981 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1982 "MOV result.depth.z, R0.x;\n"
1983 "END\n",
1984 /* tex_3d */
1985 NULL,
1986 /* tex_cube */
1987 "!!ARBfp1.0\n"
1988 "TEMP R0;\n"
1989 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1990 "MOV result.depth.z, R0.x;\n"
1991 "END\n",
1992 /* tex_rect */
1993 "!!ARBfp1.0\n"
1994 "TEMP R0;\n"
1995 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1996 "MOV result.depth.z, R0.x;\n"
1997 "END\n",
2000 if (!blt_fprograms[tex_type])
2002 FIXME("tex_type %#x not supported\n", tex_type);
2003 tex_type = tex_2d;
2006 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2007 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2008 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2010 if (glGetError() == GL_INVALID_OPERATION) {
2011 GLint pos;
2012 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2013 FIXME("Fragment program error at position %d: %s\n", pos,
2014 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2017 return program_id;
2020 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2021 const char *tmp2, const char *tmp3) {
2022 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2024 /* Calculate the > 0.0031308 case */
2025 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2026 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2027 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2028 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2029 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2030 /* Calculate the < case */
2031 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2032 /* Subtract the comparison value from the fragcolor and use CMP to pick either the > case * or the < case */
2033 shader_addline(buffer, "SUB %s, %s, srgb_consts1.y;\n", tmp3, fragcolor);
2034 shader_addline(buffer, "CMP result.color.xyz, %s, %s, %s;\n", tmp3, tmp2, tmp1);
2037 /* GL locking is done by the caller */
2038 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2039 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args)
2041 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2042 CONST DWORD *function = This->baseShader.function;
2043 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2044 const local_constant *lconst;
2045 GLuint retval;
2046 char fragcolor[16];
2047 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2048 struct shader_arb_ctx_priv priv_ctx;
2050 /* Create the hw ARB shader */
2051 memset(&priv_ctx, 0, sizeof(priv_ctx));
2052 priv_ctx.cur_ps_args = args;
2053 list_init(&priv_ctx.if_frames);
2055 shader_addline(buffer, "!!ARBfp1.0\n");
2056 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2057 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2058 priv_ctx.target_version = NV3;
2059 } else if(GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2060 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2061 priv_ctx.target_version = NV2;
2062 } else {
2063 priv_ctx.target_version = ARB;
2066 if (reg_maps->shader_version.major < 3)
2068 switch(args->super.fog) {
2069 case FOG_OFF:
2070 break;
2071 case FOG_LINEAR:
2072 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2073 break;
2074 case FOG_EXP:
2075 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2076 break;
2077 case FOG_EXP2:
2078 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2079 break;
2083 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2084 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2085 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2086 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2087 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2088 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2090 if (reg_maps->shader_version.major < 2)
2092 strcpy(fragcolor, "R0");
2093 } else {
2094 if(args->super.srgb_correction) {
2095 if(This->color0_mov) {
2096 sprintf(fragcolor, "R%u", This->color0_reg);
2097 } else {
2098 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2099 strcpy(fragcolor, "TMP_COLOR");
2101 } else {
2102 strcpy(fragcolor, "result.color");
2106 if(args->super.srgb_correction) {
2107 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2108 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2109 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2110 srgb_sub_high, 0.0, 0.0, 0.0);
2113 /* Base Declarations */
2114 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2116 /* Base Shader Body */
2117 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2119 if(args->super.srgb_correction) {
2120 arbfp_add_sRGB_correction(buffer, fragcolor, "TA", "TB", "TC");
2121 shader_addline(buffer, "MOV result.color.a, %s;\n", fragcolor);
2122 } else if(reg_maps->shader_version.major < 2) {
2123 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2125 shader_addline(buffer, "END\n");
2127 /* TODO: change to resource.glObjectHandle or something like that */
2128 GL_EXTCALL(glGenProgramsARB(1, &retval));
2130 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2131 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2133 TRACE("Created hw pixel shader, prg=%d\n", retval);
2134 /* Create the program and check for errors */
2135 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2136 buffer->bsize, buffer->buffer));
2138 if (glGetError() == GL_INVALID_OPERATION) {
2139 GLint errPos;
2140 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2141 FIXME("HW PixelShader Error at position %d: %s\n",
2142 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2143 retval = 0;
2146 /* Load immediate constants */
2147 if(lconst_map) {
2148 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2149 const float *value = (const float *)lconst->value;
2150 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
2151 checkGLcall("glProgramLocalParameter4fvARB");
2153 HeapFree(GetProcessHeap(), 0, lconst_map);
2156 return retval;
2159 /* GL locking is done by the caller */
2160 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
2161 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args)
2163 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2164 CONST DWORD *function = This->baseShader.function;
2165 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2166 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2167 const local_constant *lconst;
2168 GLuint ret;
2169 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2170 struct shader_arb_ctx_priv priv_ctx;
2172 memset(&priv_ctx, 0, sizeof(priv_ctx));
2173 priv_ctx.cur_vs_args = args;
2174 list_init(&priv_ctx.if_frames);
2176 /* Create the hw ARB shader */
2177 shader_addline(buffer, "!!ARBvp1.0\n");
2179 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
2180 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
2181 priv_ctx.target_version = NV2;
2182 } else {
2183 priv_ctx.target_version = ARB;
2186 shader_addline(buffer, "TEMP TMP_OUT;\n");
2187 if(need_helper_const(gl_info)) {
2188 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2190 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
2191 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
2192 shader_addline(buffer, "TEMP A0_SHADOW;\n");
2195 shader_addline(buffer, "TEMP TA;\n");
2197 /* Base Declarations */
2198 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2200 /* We need a constant to fixup the final position */
2201 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2203 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2204 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2205 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2206 * a replacement shader depend on the texcoord.w being set properly.
2208 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2209 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2210 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2211 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2212 * this can eat a number of instructions, so skip it unless this cap is set as well
2214 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2215 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2217 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2218 int i;
2219 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2220 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2221 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2222 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2228 /* Base Shader Body */
2229 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2231 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2232 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2233 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2234 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2236 if(args->super.fog_src == VS_FOG_Z) {
2237 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2238 } else if (!reg_maps->fog) {
2239 /* posFixup.x is always 1.0, so we can savely use it */
2240 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2243 /* Write the final position.
2245 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2246 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2247 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2248 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2250 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2251 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2252 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2254 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2255 * and the glsl equivalent
2257 if(need_helper_const(gl_info)) {
2258 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2259 } else {
2260 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2261 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2264 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2266 shader_addline(buffer, "END\n");
2268 /* TODO: change to resource.glObjectHandle or something like that */
2269 GL_EXTCALL(glGenProgramsARB(1, &ret));
2271 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2272 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2274 TRACE("Created hw vertex shader, prg=%d\n", ret);
2275 /* Create the program and check for errors */
2276 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2277 buffer->bsize, buffer->buffer));
2279 if (glGetError() == GL_INVALID_OPERATION) {
2280 GLint errPos;
2281 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2282 FIXME("HW VertexShader Error at position %d: %s\n",
2283 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2284 ret = -1;
2285 } else {
2286 /* Load immediate constants */
2287 if(lconst_map) {
2288 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2289 const float *value = (const float *)lconst->value;
2290 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2294 HeapFree(GetProcessHeap(), 0, lconst_map);
2296 return ret;
2299 /* GL locking is done by the caller */
2300 static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
2302 UINT i;
2303 DWORD new_size;
2304 struct arb_ps_compiled_shader *new_array;
2305 SHADER_BUFFER buffer;
2306 struct arb_pshader_private *shader_data;
2307 GLuint ret;
2309 if(!shader->backend_priv) {
2310 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
2312 shader_data = shader->backend_priv;
2314 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
2315 * so a linear search is more performant than a hashmap or a binary search
2316 * (cache coherency etc)
2318 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2319 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
2320 return shader_data->gl_shaders[i].prgId;
2324 TRACE("No matching GL shader found, compiling a new shader\n");
2325 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
2326 if (shader_data->num_gl_shaders)
2328 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
2329 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
2330 new_size * sizeof(*shader_data->gl_shaders));
2331 } else {
2332 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
2333 new_size = 1;
2336 if(!new_array) {
2337 ERR("Out of memory\n");
2338 return 0;
2340 shader_data->gl_shaders = new_array;
2341 shader_data->shader_array_size = new_size;
2344 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
2346 pixelshader_update_samplers(&shader->baseShader.reg_maps,
2347 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
2349 shader_buffer_init(&buffer);
2350 ret = shader_arb_generate_pshader(shader, &buffer, args);
2351 shader_buffer_free(&buffer);
2352 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
2354 return ret;
2357 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
2358 const DWORD use_map) {
2359 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
2360 if(stored->super.fog_src != new->super.fog_src) return FALSE;
2361 return stored->bools == new->bools;
2364 static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
2366 UINT i;
2367 DWORD new_size;
2368 struct arb_vs_compiled_shader *new_array;
2369 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
2370 SHADER_BUFFER buffer;
2371 struct arb_vshader_private *shader_data;
2372 GLuint ret;
2374 if(!shader->backend_priv) {
2375 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
2377 shader_data = shader->backend_priv;
2379 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
2380 * so a linear search is more performant than a hashmap or a binary search
2381 * (cache coherency etc)
2383 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2384 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
2385 return shader_data->gl_shaders[i].prgId;
2389 TRACE("No matching GL shader found, compiling a new shader\n");
2391 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
2392 if (shader_data->num_gl_shaders)
2394 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
2395 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
2396 new_size * sizeof(*shader_data->gl_shaders));
2397 } else {
2398 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
2399 new_size = 1;
2402 if(!new_array) {
2403 ERR("Out of memory\n");
2404 return 0;
2406 shader_data->gl_shaders = new_array;
2407 shader_data->shader_array_size = new_size;
2410 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
2412 shader_buffer_init(&buffer);
2413 ret = shader_arb_generate_vshader(shader, &buffer, args);
2414 shader_buffer_free(&buffer);
2415 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
2417 return ret;
2420 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2421 struct arb_ps_compile_args *args)
2423 int i;
2424 find_ps_compile_args(shader, stateblock, &args->super);
2426 /* This forces all local boolean constants to 1 to make them stateblock independent */
2427 args->bools = shader->baseShader.reg_maps.local_bool_consts;
2429 for(i = 0; i < MAX_CONST_B; i++)
2431 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
2436 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2437 struct arb_vs_compile_args *args)
2439 int i;
2440 find_vs_compile_args(shader, stateblock, &args->super);
2442 /* This forces all local boolean constants to 1 to make them stateblock independent */
2443 args->bools = shader->baseShader.reg_maps.local_bool_consts;
2445 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
2446 for(i = 0; i < MAX_CONST_B; i++)
2448 if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
2453 /* GL locking is done by the caller */
2454 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
2455 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2456 struct shader_arb_priv *priv = This->shader_priv;
2457 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2459 if (useVS) {
2460 struct arb_vs_compile_args compile_args;
2462 TRACE("Using vertex shader\n");
2463 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
2464 priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
2466 /* Bind the vertex program */
2467 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
2468 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
2470 /* Enable OpenGL vertex programs */
2471 glEnable(GL_VERTEX_PROGRAM_ARB);
2472 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
2473 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
2474 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2475 priv->current_vprogram_id = 0;
2476 glDisable(GL_VERTEX_PROGRAM_ARB);
2477 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
2480 if (usePS) {
2481 struct arb_ps_compile_args compile_args;
2482 TRACE("Using pixel shader\n");
2483 find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
2484 priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
2485 &compile_args);
2487 /* Bind the fragment program */
2488 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
2489 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
2491 if(!priv->use_arbfp_fixed_func) {
2492 /* Enable OpenGL fragment programs */
2493 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2494 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
2496 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
2498 shader_arb_ps_local_constants(This);
2499 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
2500 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
2501 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
2502 * replacement shader
2504 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2505 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2506 priv->current_fprogram_id = 0;
2510 /* GL locking is done by the caller */
2511 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
2512 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2513 struct shader_arb_priv *priv = This->shader_priv;
2514 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
2515 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2517 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
2518 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
2519 glEnable(GL_VERTEX_PROGRAM_ARB);
2521 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
2522 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
2523 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2526 /* GL locking is done by the caller */
2527 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
2528 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2529 struct shader_arb_priv *priv = This->shader_priv;
2530 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2532 if (priv->current_vprogram_id) {
2533 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
2534 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
2536 glEnable(GL_VERTEX_PROGRAM_ARB);
2537 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
2539 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
2540 } else {
2541 glDisable(GL_VERTEX_PROGRAM_ARB);
2542 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
2545 if (priv->current_fprogram_id) {
2546 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
2547 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
2549 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2550 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
2552 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
2553 } else {
2554 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2555 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2559 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
2560 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
2561 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
2562 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2564 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2566 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
2568 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2569 struct arb_pshader_private *shader_data = This->backend_priv;
2570 UINT i;
2572 if(!shader_data) return; /* This can happen if a shader was never compiled */
2573 ENTER_GL();
2574 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2575 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
2576 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
2578 LEAVE_GL();
2579 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
2580 HeapFree(GetProcessHeap(), 0, shader_data);
2581 This->backend_priv = NULL;
2582 } else {
2583 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
2584 struct arb_vshader_private *shader_data = This->backend_priv;
2585 UINT i;
2587 if(!shader_data) return; /* This can happen if a shader was never compiled */
2588 ENTER_GL();
2589 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2590 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
2591 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
2593 LEAVE_GL();
2594 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
2595 HeapFree(GetProcessHeap(), 0, shader_data);
2596 This->backend_priv = NULL;
2600 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
2601 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2602 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2603 return WINED3D_OK;
2606 static void shader_arb_free(IWineD3DDevice *iface) {
2607 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2608 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2609 struct shader_arb_priv *priv = This->shader_priv;
2610 int i;
2612 ENTER_GL();
2613 if(priv->depth_blt_vprogram_id) {
2614 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
2616 for (i = 0; i < tex_type_count; ++i) {
2617 if (priv->depth_blt_fprogram_id[i]) {
2618 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
2621 LEAVE_GL();
2623 HeapFree(GetProcessHeap(), 0, This->shader_priv);
2626 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
2627 return TRUE;
2630 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2632 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2633 * then overwrite the shader specific ones
2635 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2637 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2638 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2639 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2640 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
2643 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2644 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2645 pCaps->PixelShader1xMaxValue = 8.0;
2646 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2647 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
2650 pCaps->VSClipping = FALSE; /* TODO: GL_NV_vertex_program2_option provides this */
2653 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2655 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2657 TRACE("Checking support for color_fixup:\n");
2658 dump_color_fixup_desc(fixup);
2661 /* We support everything except YUV conversions. */
2662 if (!is_yuv_fixup(fixup))
2664 TRACE("[OK]\n");
2665 return TRUE;
2668 TRACE("[FAILED]\n");
2669 return FALSE;
2672 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2673 DWORD shift;
2674 char write_mask[20], regstr[50];
2675 SHADER_BUFFER *buffer = ins->ctx->buffer;
2676 BOOL is_color = FALSE;
2677 const struct wined3d_shader_dst_param *dst;
2679 if (!ins->dst_count) return;
2681 dst = &ins->dst[0];
2682 shift = dst->shift;
2683 if(shift == 0) return; /* Saturate alone is handled by the instructions */
2685 shader_arb_get_write_mask(ins, dst, write_mask);
2686 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
2688 /* Generate a line that does the output modifier computation
2689 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
2690 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
2692 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
2693 regstr, write_mask, regstr, shift_tab[shift]);
2696 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2698 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2699 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2700 /* WINED3DSIH_BEM */ pshader_hw_bem,
2701 /* WINED3DSIH_BREAK */ NULL,
2702 /* WINED3DSIH_BREAKC */ NULL,
2703 /* WINED3DSIH_BREAKP */ NULL,
2704 /* WINED3DSIH_CALL */ NULL,
2705 /* WINED3DSIH_CALLNZ */ NULL,
2706 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2707 /* WINED3DSIH_CND */ pshader_hw_cnd,
2708 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2709 /* WINED3DSIH_DCL */ NULL,
2710 /* WINED3DSIH_DEF */ NULL,
2711 /* WINED3DSIH_DEFB */ NULL,
2712 /* WINED3DSIH_DEFI */ NULL,
2713 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2714 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2715 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2716 /* WINED3DSIH_DST */ shader_hw_map2gl,
2717 /* WINED3DSIH_DSX */ shader_hw_map2gl,
2718 /* WINED3DSIH_DSY */ NULL,
2719 /* WINED3DSIH_ELSE */ NULL,
2720 /* WINED3DSIH_ENDIF */ NULL,
2721 /* WINED3DSIH_ENDLOOP */ NULL,
2722 /* WINED3DSIH_ENDREP */ NULL,
2723 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2724 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2725 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2726 /* WINED3DSIH_IF */ NULL,
2727 /* WINED3DSIH_IFC */ NULL,
2728 /* WINED3DSIH_LABEL */ NULL,
2729 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2730 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2731 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2732 /* WINED3DSIH_LOOP */ NULL,
2733 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2734 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2735 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2736 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2737 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2738 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2739 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2740 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2741 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2742 /* WINED3DSIH_MOV */ shader_hw_mov,
2743 /* WINED3DSIH_MOVA */ shader_hw_mov,
2744 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2745 /* WINED3DSIH_NOP */ shader_hw_nop,
2746 /* WINED3DSIH_NRM */ shader_hw_nrm,
2747 /* WINED3DSIH_PHASE */ NULL,
2748 /* WINED3DSIH_POW */ shader_hw_map2gl,
2749 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
2750 /* WINED3DSIH_REP */ NULL,
2751 /* WINED3DSIH_RET */ NULL,
2752 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
2753 /* WINED3DSIH_SETP */ NULL,
2754 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2755 /* WINED3DSIH_SGN */ shader_hw_sgn,
2756 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2757 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2758 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2759 /* WINED3DSIH_TEX */ pshader_hw_tex,
2760 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2761 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2762 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2763 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2764 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2765 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2766 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2767 /* WINED3DSIH_TEXLDD */ NULL,
2768 /* WINED3DSIH_TEXLDL */ NULL,
2769 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2770 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2771 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2772 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2773 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2774 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2775 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2776 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2777 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2778 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2779 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2780 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2783 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
2785 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
2786 WORD bools = 0;
2787 WORD flag = (1 << idx);
2788 const local_constant *constant;
2789 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2791 if(This->baseShader.reg_maps.local_bool_consts & flag)
2793 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
2794 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
2796 if (constant->idx == idx)
2798 return constant->value[0];
2801 ERR("Local constant not found\n");
2802 return FALSE;
2804 else
2806 if(vshader) bools = priv->cur_vs_args->bools;
2807 else bools = priv->cur_ps_args->bools;
2808 return bools & flag;
2812 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
2813 SHADER_HANDLER hw_fct;
2814 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2815 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2816 struct if_frame *if_frame;
2817 SHADER_BUFFER *buffer = ins->ctx->buffer;
2819 /* boolean if */
2820 if(ins->handler_idx == WINED3DSIH_IF)
2822 if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
2823 list_add_head(&priv->if_frames, &if_frame->entry);
2825 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
2827 shader_addline(buffer, "#if(FALSE){\n");
2828 priv->muted = TRUE;
2829 if_frame->muting = TRUE;
2831 else shader_addline(buffer, "#if(TRUE) {\n");
2833 return; /* Instruction is handled */
2835 else if(ins->handler_idx == WINED3DSIH_IFC)
2837 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
2838 if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
2839 if_frame->ifc = TRUE;
2840 list_add_head(&priv->if_frames, &if_frame->entry);
2842 else if(ins->handler_idx == WINED3DSIH_ELSE)
2844 struct list *e = list_head(&priv->if_frames);
2845 if_frame = LIST_ENTRY(e, struct if_frame, entry);
2847 if(if_frame->ifc == FALSE)
2849 shader_addline(buffer, "#} else {\n");
2850 if(!priv->muted && !if_frame->muting)
2852 priv->muted = TRUE;
2853 if_frame->muting = TRUE;
2855 else if(if_frame->muting) priv->muted = FALSE;
2856 return; /* Instruction is handled. */
2858 /* In case of an ifc, generate a HW shader instruction */
2860 else if(ins->handler_idx == WINED3DSIH_ENDIF)
2862 struct list *e = list_head(&priv->if_frames);
2863 if_frame = LIST_ENTRY(e, struct if_frame, entry);
2865 if(!if_frame->ifc)
2867 shader_addline(buffer, "#} endif\n");
2868 if(if_frame->muting) priv->muted = FALSE;
2869 list_remove(&if_frame->entry);
2870 HeapFree(GetProcessHeap(), 0, if_frame);
2871 return; /* Instruction is handled */
2873 else
2875 list_remove(&if_frame->entry);
2876 HeapFree(GetProcessHeap(), 0, if_frame);
2877 /* ifc - generate a hw endif */
2881 if(priv->muted) return;
2883 /* Select handler */
2884 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
2886 /* Unhandled opcode */
2887 if (!hw_fct)
2889 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
2890 return;
2892 hw_fct(ins);
2894 shader_arb_add_instruction_modifiers(ins);
2897 const shader_backend_t arb_program_shader_backend = {
2898 shader_arb_handle_instruction,
2899 shader_arb_select,
2900 shader_arb_select_depth_blt,
2901 shader_arb_deselect_depth_blt,
2902 shader_arb_update_float_vertex_constants,
2903 shader_arb_update_float_pixel_constants,
2904 shader_arb_load_constants,
2905 shader_arb_load_np2fixup_constants,
2906 shader_arb_destroy,
2907 shader_arb_alloc,
2908 shader_arb_free,
2909 shader_arb_dirty_const,
2910 shader_arb_get_caps,
2911 shader_arb_color_fixup_supported,
2914 /* ARB_fragment_program fixed function pipeline replacement definitions */
2915 #define ARB_FFP_CONST_TFACTOR 0
2916 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2917 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2918 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2919 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2921 struct arbfp_ffp_desc
2923 struct ffp_frag_desc parent;
2924 GLuint shader;
2925 unsigned int num_textures_used;
2928 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2929 ENTER_GL();
2930 if(enable) {
2931 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2932 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2933 } else {
2934 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2935 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2937 LEAVE_GL();
2940 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2941 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2942 struct shader_arb_priv *priv;
2943 /* Share private data between the shader backend and the pipeline replacement, if both
2944 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2945 * if no pixel shader is bound or not
2947 if(This->shader_backend == &arb_program_shader_backend) {
2948 This->fragment_priv = This->shader_priv;
2949 } else {
2950 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2951 if(!This->fragment_priv) return E_OUTOFMEMORY;
2953 priv = This->fragment_priv;
2954 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2955 priv->use_arbfp_fixed_func = TRUE;
2956 return WINED3D_OK;
2959 static void arbfp_free_ffpshader(void *value, void *gli) {
2960 const WineD3D_GL_Info *gl_info = gli;
2961 struct arbfp_ffp_desc *entry_arb = value;
2963 ENTER_GL();
2964 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2965 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2966 HeapFree(GetProcessHeap(), 0, entry_arb);
2967 LEAVE_GL();
2970 static void arbfp_free(IWineD3DDevice *iface) {
2971 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2972 struct shader_arb_priv *priv = This->fragment_priv;
2974 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2975 priv->use_arbfp_fixed_func = FALSE;
2977 if(This->shader_backend != &arb_program_shader_backend) {
2978 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2982 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2984 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2985 WINED3DTEXOPCAPS_SELECTARG1 |
2986 WINED3DTEXOPCAPS_SELECTARG2 |
2987 WINED3DTEXOPCAPS_MODULATE4X |
2988 WINED3DTEXOPCAPS_MODULATE2X |
2989 WINED3DTEXOPCAPS_MODULATE |
2990 WINED3DTEXOPCAPS_ADDSIGNED2X |
2991 WINED3DTEXOPCAPS_ADDSIGNED |
2992 WINED3DTEXOPCAPS_ADD |
2993 WINED3DTEXOPCAPS_SUBTRACT |
2994 WINED3DTEXOPCAPS_ADDSMOOTH |
2995 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2996 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2997 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2998 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2999 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
3000 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
3001 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
3002 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
3003 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
3004 WINED3DTEXOPCAPS_DOTPRODUCT3 |
3005 WINED3DTEXOPCAPS_MULTIPLYADD |
3006 WINED3DTEXOPCAPS_LERP |
3007 WINED3DTEXOPCAPS_BUMPENVMAP |
3008 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
3010 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
3012 caps->MaxTextureBlendStages = 8;
3013 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
3015 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
3017 #undef GLINFO_LOCATION
3019 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
3020 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3021 float col[4];
3022 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3024 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
3025 * application provided constants
3027 if(device->shader_backend == &arb_program_shader_backend) {
3028 if (use_ps(stateblock)) return;
3030 device = stateblock->wineD3DDevice;
3031 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
3032 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
3035 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
3036 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
3037 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
3041 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3042 float col[4];
3043 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3045 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
3046 * application provided constants
3048 if(device->shader_backend == &arb_program_shader_backend) {
3049 if (use_ps(stateblock)) return;
3051 device = stateblock->wineD3DDevice;
3052 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
3053 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
3056 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
3057 /* The specular color has no alpha */
3058 col[0] = 1.0; col[1] = 1.0;
3059 col[2] = 1.0; col[3] = 0.0;
3060 } else {
3061 col[0] = 0.0; col[1] = 0.0;
3062 col[2] = 0.0; col[3] = 0.0;
3064 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
3065 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
3068 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3069 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3070 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3071 float mat[2][2];
3073 if (use_ps(stateblock))
3075 if(stage != 0 &&
3076 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3077 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3078 * anyway
3080 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
3081 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3085 if(device->shader_backend == &arb_program_shader_backend) {
3086 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
3087 return;
3089 } else if(device->shader_backend == &arb_program_shader_backend) {
3090 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
3091 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
3094 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
3095 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
3096 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
3097 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
3099 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
3100 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
3103 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3104 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3105 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3106 float param[4];
3108 if (use_ps(stateblock))
3110 if(stage != 0 &&
3111 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3112 /* The pixel shader has to know the luminance offset. Do a constants update if it
3113 * isn't scheduled anyway
3115 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
3116 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3120 if(device->shader_backend == &arb_program_shader_backend) {
3121 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
3122 return;
3124 } else if(device->shader_backend == &arb_program_shader_backend) {
3125 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
3126 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
3129 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
3130 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
3131 param[2] = 0.0;
3132 param[3] = 0.0;
3134 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
3135 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
3138 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
3139 const char *ret;
3141 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
3143 switch(arg & WINED3DTA_SELECTMASK) {
3144 case WINED3DTA_DIFFUSE:
3145 ret = "fragment.color.primary"; break;
3147 case WINED3DTA_CURRENT:
3148 if(stage == 0) ret = "fragment.color.primary";
3149 else ret = "ret";
3150 break;
3152 case WINED3DTA_TEXTURE:
3153 switch(stage) {
3154 case 0: ret = "tex0"; break;
3155 case 1: ret = "tex1"; break;
3156 case 2: ret = "tex2"; break;
3157 case 3: ret = "tex3"; break;
3158 case 4: ret = "tex4"; break;
3159 case 5: ret = "tex5"; break;
3160 case 6: ret = "tex6"; break;
3161 case 7: ret = "tex7"; break;
3162 default: ret = "unknown texture";
3164 break;
3166 case WINED3DTA_TFACTOR:
3167 ret = "tfactor"; break;
3169 case WINED3DTA_SPECULAR:
3170 ret = "fragment.color.secondary"; break;
3172 case WINED3DTA_TEMP:
3173 ret = "tempreg"; break;
3175 case WINED3DTA_CONSTANT:
3176 FIXME("Implement perstage constants\n");
3177 switch(stage) {
3178 case 0: ret = "const0"; break;
3179 case 1: ret = "const1"; break;
3180 case 2: ret = "const2"; break;
3181 case 3: ret = "const3"; break;
3182 case 4: ret = "const4"; break;
3183 case 5: ret = "const5"; break;
3184 case 6: ret = "const6"; break;
3185 case 7: ret = "const7"; break;
3186 default: ret = "unknown constant";
3188 break;
3190 default:
3191 return "unknown";
3194 if(arg & WINED3DTA_COMPLEMENT) {
3195 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
3196 if(argnum == 0) ret = "arg0";
3197 if(argnum == 1) ret = "arg1";
3198 if(argnum == 2) ret = "arg2";
3200 if(arg & WINED3DTA_ALPHAREPLICATE) {
3201 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
3202 if(argnum == 0) ret = "arg0";
3203 if(argnum == 1) ret = "arg1";
3204 if(argnum == 2) ret = "arg2";
3206 return ret;
3209 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
3210 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
3211 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
3212 unsigned int mul = 1;
3213 BOOL mul_final_dest = FALSE;
3215 if(color && alpha) dstmask = "";
3216 else if(color) dstmask = ".xyz";
3217 else dstmask = ".w";
3219 if(dst == tempreg) dstreg = "tempreg";
3220 else dstreg = "ret";
3222 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
3223 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
3224 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
3226 switch(op) {
3227 case WINED3DTOP_DISABLE:
3228 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
3229 break;
3231 case WINED3DTOP_SELECTARG2:
3232 arg1 = arg2;
3233 case WINED3DTOP_SELECTARG1:
3234 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
3235 break;
3237 case WINED3DTOP_MODULATE4X:
3238 mul = 2;
3239 case WINED3DTOP_MODULATE2X:
3240 mul *= 2;
3241 if(strcmp(dstreg, "result.color") == 0) {
3242 dstreg = "ret";
3243 mul_final_dest = TRUE;
3245 case WINED3DTOP_MODULATE:
3246 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3247 break;
3249 case WINED3DTOP_ADDSIGNED2X:
3250 mul = 2;
3251 if(strcmp(dstreg, "result.color") == 0) {
3252 dstreg = "ret";
3253 mul_final_dest = TRUE;
3255 case WINED3DTOP_ADDSIGNED:
3256 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
3257 arg2 = "arg2";
3258 case WINED3DTOP_ADD:
3259 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3260 break;
3262 case WINED3DTOP_SUBTRACT:
3263 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3264 break;
3266 case WINED3DTOP_ADDSMOOTH:
3267 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
3268 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
3269 break;
3271 case WINED3DTOP_BLENDCURRENTALPHA:
3272 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
3273 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3274 break;
3275 case WINED3DTOP_BLENDFACTORALPHA:
3276 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
3277 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3278 break;
3279 case WINED3DTOP_BLENDTEXTUREALPHA:
3280 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
3281 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3282 break;
3283 case WINED3DTOP_BLENDDIFFUSEALPHA:
3284 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
3285 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3286 break;
3288 case WINED3DTOP_BLENDTEXTUREALPHAPM:
3289 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
3290 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
3291 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
3292 break;
3294 /* D3DTOP_PREMODULATE ???? */
3296 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3297 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
3298 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
3299 break;
3300 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3301 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
3302 break;
3303 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3304 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
3305 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
3306 break;
3307 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3308 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
3309 break;
3311 case WINED3DTOP_DOTPRODUCT3:
3312 mul = 4;
3313 if(strcmp(dstreg, "result.color") == 0) {
3314 dstreg = "ret";
3315 mul_final_dest = TRUE;
3317 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
3318 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
3319 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
3320 break;
3322 case WINED3DTOP_MULTIPLYADD:
3323 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
3324 break;
3326 case WINED3DTOP_LERP:
3327 /* The msdn is not quite right here */
3328 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3329 break;
3331 case WINED3DTOP_BUMPENVMAP:
3332 case WINED3DTOP_BUMPENVMAPLUMINANCE:
3333 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
3334 break;
3336 default:
3337 FIXME("Unhandled texture op %08x\n", op);
3340 if(mul == 2) {
3341 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
3342 } else if(mul == 4) {
3343 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
3347 /* The stateblock is passed for GLINFO_LOCATION */
3348 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
3350 unsigned int stage;
3351 SHADER_BUFFER buffer;
3352 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3353 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3354 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3355 const char *textype;
3356 const char *instr, *sat;
3357 char colorcor_dst[8];
3358 GLuint ret;
3359 DWORD arg0, arg1, arg2;
3360 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
3361 BOOL op_equal;
3362 const char *final_combiner_src = "ret";
3364 /* Find out which textures are read */
3365 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3366 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
3367 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
3368 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
3369 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
3370 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3371 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3372 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3374 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
3375 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
3376 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
3377 bump_used[stage] = TRUE;
3378 tex_read[stage] = TRUE;
3380 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3381 bump_used[stage] = TRUE;
3382 tex_read[stage] = TRUE;
3383 luminance_used[stage] = TRUE;
3384 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
3385 tfactor_used = TRUE;
3388 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
3389 tfactor_used = TRUE;
3392 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
3393 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
3394 tempreg_used = TRUE;
3397 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
3398 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
3399 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
3400 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
3401 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3402 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3403 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3405 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
3406 tempreg_used = TRUE;
3408 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
3409 tfactor_used = TRUE;
3413 /* Shader header */
3414 shader_buffer_init(&buffer);
3416 shader_addline(&buffer, "!!ARBfp1.0\n");
3418 switch(settings->fog) {
3419 case FOG_OFF: break;
3420 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
3421 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
3422 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
3423 default: FIXME("Unexpected fog setting %d\n", settings->fog);
3426 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
3427 shader_addline(&buffer, "TEMP TMP;\n");
3428 shader_addline(&buffer, "TEMP ret;\n");
3429 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
3430 shader_addline(&buffer, "TEMP arg0;\n");
3431 shader_addline(&buffer, "TEMP arg1;\n");
3432 shader_addline(&buffer, "TEMP arg2;\n");
3433 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3434 if(!tex_read[stage]) continue;
3435 shader_addline(&buffer, "TEMP tex%u;\n", stage);
3436 if(!bump_used[stage]) continue;
3437 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
3438 if(!luminance_used[stage]) continue;
3439 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
3441 if(tfactor_used) {
3442 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
3444 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
3446 if(settings->sRGB_write) {
3447 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3448 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3449 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3450 srgb_sub_high, 0.0, 0.0, 0.0);
3453 /* Generate texture sampling instructions) */
3454 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
3455 if(!tex_read[stage]) continue;
3457 switch(settings->op[stage].tex_type) {
3458 case tex_1d: textype = "1D"; break;
3459 case tex_2d: textype = "2D"; break;
3460 case tex_3d: textype = "3D"; break;
3461 case tex_cube: textype = "CUBE"; break;
3462 case tex_rect: textype = "RECT"; break;
3463 default: textype = "unexpected_textype"; break;
3466 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
3467 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3468 sat = "";
3469 } else {
3470 sat = "_SAT";
3473 if(settings->op[stage].projected == proj_none) {
3474 instr = "TEX";
3475 } else if(settings->op[stage].projected == proj_count4 ||
3476 settings->op[stage].projected == proj_count3) {
3477 instr = "TXP";
3478 } else {
3479 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
3480 instr = "TXP";
3483 if(stage > 0 &&
3484 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
3485 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
3486 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
3487 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
3488 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
3489 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
3491 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3492 * so multiply the displacement with the dividing parameter before passing it to TXP
3494 if (settings->op[stage].projected != proj_none) {
3495 if(settings->op[stage].projected == proj_count4) {
3496 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
3497 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
3498 } else {
3499 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
3500 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
3502 } else {
3503 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
3506 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3507 instr, sat, stage, stage, textype);
3508 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3509 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
3510 stage - 1, stage - 1, stage - 1);
3511 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
3513 } else if(settings->op[stage].projected == proj_count3) {
3514 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
3515 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
3516 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3517 instr, sat, stage, stage, textype);
3518 } else {
3519 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
3520 instr, sat, stage, stage, stage, textype);
3523 sprintf(colorcor_dst, "tex%u", stage);
3524 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
3525 settings->op[stage].color_fixup);
3528 /* Generate the main shader */
3529 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3530 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
3531 if(stage == 0) {
3532 final_combiner_src = "fragment.color.primary";
3534 break;
3537 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3538 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3539 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
3540 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3541 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3542 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
3543 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3544 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3545 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
3546 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3547 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3548 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
3549 } else {
3550 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
3551 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
3552 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
3553 settings->op[stage].carg2 == settings->op[stage].aarg2;
3556 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
3557 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3558 settings->op[stage].cop, settings->op[stage].carg0,
3559 settings->op[stage].carg1, settings->op[stage].carg2);
3560 if(stage == 0) {
3561 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
3563 } else if(op_equal) {
3564 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
3565 settings->op[stage].cop, settings->op[stage].carg0,
3566 settings->op[stage].carg1, settings->op[stage].carg2);
3567 } else {
3568 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3569 settings->op[stage].cop, settings->op[stage].carg0,
3570 settings->op[stage].carg1, settings->op[stage].carg2);
3571 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
3572 settings->op[stage].aop, settings->op[stage].aarg0,
3573 settings->op[stage].aarg1, settings->op[stage].aarg2);
3577 if(settings->sRGB_write) {
3578 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3579 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2");
3580 shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
3581 } else {
3582 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3585 /* Footer */
3586 shader_addline(&buffer, "END\n");
3588 /* Generate the shader */
3589 GL_EXTCALL(glGenProgramsARB(1, &ret));
3590 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3591 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3593 if (glGetError() == GL_INVALID_OPERATION) {
3594 GLint pos;
3595 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3596 FIXME("Fragment program error at position %d: %s\n", pos,
3597 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3599 shader_buffer_free(&buffer);
3600 return ret;
3603 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3604 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3605 struct shader_arb_priv *priv = device->fragment_priv;
3606 BOOL use_pshader = use_ps(stateblock);
3607 BOOL use_vshader = use_vs(stateblock);
3608 struct ffp_frag_settings settings;
3609 const struct arbfp_ffp_desc *desc;
3610 unsigned int i;
3612 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3614 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3615 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3616 /* Reload fixed function constants since they collide with the pixel shader constants */
3617 for(i = 0; i < MAX_TEXTURES; i++) {
3618 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3620 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3621 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3622 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3623 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3625 return;
3628 if(!use_pshader) {
3629 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3630 gen_ffp_frag_op(stateblock, &settings, FALSE);
3631 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3632 if(!desc) {
3633 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3634 if (!new_desc)
3636 ERR("Out of memory\n");
3637 return;
3639 new_desc->num_textures_used = 0;
3640 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3641 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3642 new_desc->num_textures_used = i;
3645 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3646 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3647 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3648 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3649 desc = new_desc;
3652 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3653 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3654 * deactivate it.
3656 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3657 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3658 priv->current_fprogram_id = desc->shader;
3660 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3661 /* Reload fixed function constants since they collide with the pixel shader constants */
3662 for(i = 0; i < MAX_TEXTURES; i++) {
3663 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3665 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3666 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3668 context->last_was_pshader = FALSE;
3669 } else {
3670 context->last_was_pshader = TRUE;
3673 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3674 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3675 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3676 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3677 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3679 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3680 * shader handler
3682 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3683 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3685 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3686 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3689 if(use_pshader) {
3690 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3694 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3695 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3696 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3697 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3698 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3700 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3701 enum fogsource new_source;
3703 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3705 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3706 fragment_prog_arbfp(state, stateblock, context);
3709 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3711 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3712 if(use_vs(stateblock)) {
3713 new_source = FOGSOURCE_VS;
3714 } else {
3715 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3716 new_source = FOGSOURCE_COORD;
3717 } else {
3718 new_source = FOGSOURCE_FFP;
3721 } else {
3722 new_source = FOGSOURCE_FFP;
3724 if(new_source != context->fog_source) {
3725 context->fog_source = new_source;
3726 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3730 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3731 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3732 fragment_prog_arbfp(state, stateblock, context);
3736 #undef GLINFO_LOCATION
3738 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3739 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3740 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3741 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3742 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3743 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3744 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3745 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3746 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3747 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3748 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3749 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3750 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3751 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3752 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3753 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3754 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3755 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3756 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3757 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3758 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3759 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3760 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3761 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3762 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3763 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3764 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3765 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3766 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3767 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3768 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3769 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3770 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3771 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3772 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3773 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3774 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3775 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3776 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3777 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3778 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3779 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3780 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3781 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3782 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3783 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3784 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3785 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3786 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3787 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3788 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3789 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3790 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3791 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3792 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3793 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3794 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3795 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3796 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3797 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3798 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3799 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3800 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3801 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3802 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3803 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3804 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3805 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3806 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3807 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3808 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3809 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3810 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3811 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3812 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3813 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3814 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3815 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3816 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3817 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3818 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3819 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3820 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3821 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3822 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3823 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3824 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3825 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3826 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3827 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3828 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3829 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3830 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3831 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3832 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3833 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3834 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3835 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3836 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3837 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3838 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3839 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3840 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3841 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3842 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3843 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3844 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3845 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3846 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3847 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3848 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3849 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3850 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3851 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3852 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3853 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3854 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3855 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3856 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3857 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3858 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3859 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3860 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3861 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3862 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3863 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3864 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3865 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3866 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3867 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3868 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3869 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3870 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3871 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3872 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3873 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3874 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3875 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
3876 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
3877 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3878 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3879 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3880 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3881 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3882 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3883 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3884 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3885 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3886 {0 /* Terminate */, { 0, 0 }, 0 },
3889 const struct fragment_pipeline arbfp_fragment_pipeline = {
3890 arbfp_enable,
3891 arbfp_get_caps,
3892 arbfp_alloc,
3893 arbfp_free,
3894 shader_arb_color_fixup_supported,
3895 arbfp_fragmentstate_template,
3896 TRUE /* We can disable projected textures */
3899 #define GLINFO_LOCATION device->adapter->gl_info
3901 struct arbfp_blit_priv {
3902 GLenum yuy2_rect_shader, yuy2_2d_shader;
3903 GLenum uyvy_rect_shader, uyvy_2d_shader;
3904 GLenum yv12_rect_shader, yv12_2d_shader;
3907 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3908 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3909 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3910 if(!device->blit_priv) {
3911 ERR("Out of memory\n");
3912 return E_OUTOFMEMORY;
3914 return WINED3D_OK;
3916 static void arbfp_blit_free(IWineD3DDevice *iface) {
3917 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3918 struct arbfp_blit_priv *priv = device->blit_priv;
3920 ENTER_GL();
3921 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3922 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3923 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3924 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3925 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3926 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3927 checkGLcall("Delete yuv programs\n");
3928 LEAVE_GL();
3931 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3933 char chroma;
3934 const char *tex, *texinstr;
3936 if (yuv_fixup == YUV_FIXUP_UYVY) {
3937 chroma = 'x';
3938 *luminance = 'w';
3939 } else {
3940 chroma = 'w';
3941 *luminance = 'x';
3943 switch(textype) {
3944 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3945 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3946 default:
3947 /* This is more tricky than just replacing the texture type - we have to navigate
3948 * properly in the texture to find the correct chroma values
3950 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3951 return FALSE;
3954 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3955 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3956 * filtering when we sample the texture.
3958 * These are the rules for reading the chroma:
3960 * Even pixel: Cr
3961 * Even pixel: U
3962 * Odd pixel: V
3964 * So we have to get the sampling x position in non-normalized coordinates in integers
3966 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3967 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3968 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3969 } else {
3970 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3972 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3973 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3974 * 0.5, so add 0.5.
3976 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3977 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3979 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3980 * even and odd pixels respectively
3982 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3983 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3985 /* Sample Pixel 1 */
3986 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3988 /* Put the value into either of the chroma values */
3989 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3990 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3991 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3992 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3994 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3995 * the pixel right to the current one. Otherwise, sample the left pixel.
3996 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3998 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3999 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
4000 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
4002 /* Put the value into the other chroma */
4003 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
4004 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
4005 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
4006 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
4008 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
4009 * the current one and lerp the two U and V values
4012 /* This gives the correctly filtered luminance value */
4013 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
4015 return TRUE;
4018 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
4020 const char *tex;
4022 switch(textype) {
4023 case GL_TEXTURE_2D: tex = "2D"; break;
4024 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
4025 default:
4026 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
4027 return FALSE;
4030 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
4031 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
4032 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
4033 * pitch of the luminance plane, the packing into the gl texture is a bit
4034 * unfortunate. If the whole texture is interpreted as luminance data it looks
4035 * approximately like this:
4037 * +----------------------------------+----
4038 * | |
4039 * | |
4040 * | |
4041 * | |
4042 * | | 2
4043 * | LUMINANCE | -
4044 * | | 3
4045 * | |
4046 * | |
4047 * | |
4048 * | |
4049 * +----------------+-----------------+----
4050 * | | |
4051 * | U even rows | U odd rows |
4052 * | | | 1
4053 * +----------------+------------------ -
4054 * | | | 3
4055 * | V even rows | V odd rows |
4056 * | | |
4057 * +----------------+-----------------+----
4058 * | | |
4059 * | 0.5 | 0.5 |
4061 * So it appears as if there are 4 chroma images, but in fact the odd rows
4062 * in the chroma images are in the same row as the even ones. So its is
4063 * kinda tricky to read
4065 * When reading from rectangle textures, keep in mind that the input y coordinates
4066 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
4068 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
4069 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
4071 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
4072 /* the chroma planes have only half the width */
4073 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
4075 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
4076 * the coordinate. Also read the right side of the image when reading odd lines
4078 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
4079 * bleeding
4081 if(textype == GL_TEXTURE_2D) {
4083 shader_addline(buffer, "RCP chroma.w, size.y;\n");
4085 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
4087 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
4088 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
4090 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
4091 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
4092 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
4093 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
4094 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
4096 /* clamp, keep the half pixel origin in mind */
4097 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
4098 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
4099 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
4100 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4101 } else {
4102 /* Read from [size - size+size/4] */
4103 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
4104 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
4106 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
4107 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
4108 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
4109 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
4110 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
4111 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
4113 /* Make sure to read exactly from the pixel center */
4114 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
4115 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
4117 /* Clamp */
4118 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
4119 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
4120 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4121 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
4122 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
4124 /* Read the texture, put the result into the output register */
4125 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
4126 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
4128 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
4129 * No need to clamp because we're just reusing the already clamped value from above
4131 if(textype == GL_TEXTURE_2D) {
4132 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
4133 } else {
4134 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
4136 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
4137 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
4139 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
4140 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
4141 * values due to filtering
4143 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
4144 if(textype == GL_TEXTURE_2D) {
4145 /* Multiply the y coordinate by 2/3 and clamp it */
4146 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
4147 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
4148 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4149 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
4150 } else {
4151 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
4152 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
4153 * is bigger
4155 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
4156 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
4157 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
4159 *luminance = 'a';
4161 return TRUE;
4164 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
4166 GLenum shader;
4167 SHADER_BUFFER buffer;
4168 char luminance_component;
4169 struct arbfp_blit_priv *priv = device->blit_priv;
4171 /* Shader header */
4172 shader_buffer_init(&buffer);
4174 ENTER_GL();
4175 GL_EXTCALL(glGenProgramsARB(1, &shader));
4176 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
4177 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
4178 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
4179 LEAVE_GL();
4180 if(!shader) {
4181 shader_buffer_free(&buffer);
4182 return 0;
4185 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
4186 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
4187 * two chroma(U and V) values. Each macropixel has two luminance values, one for
4188 * each single pixel it contains, and one U and one V value shared between both
4189 * pixels.
4191 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
4192 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
4193 * take the format into account when generating the read swizzles
4195 * Reading the Y value is straightforward - just sample the texture. The hardware
4196 * takes care of filtering in the horizontal and vertical direction.
4198 * Reading the U and V values is harder. We have to avoid filtering horizontally,
4199 * because that would mix the U and V values of one pixel or two adjacent pixels.
4200 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
4201 * regardless of the filtering setting. Vertical filtering works automatically
4202 * though - the U and V values of two rows are mixed nicely.
4204 * Appart of avoiding filtering issues, the code has to know which value it just
4205 * read, and where it can find the other one. To determine this, it checks if
4206 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
4208 * Handling horizontal filtering of U and V values requires reading a 2nd pair
4209 * of pixels, extracting U and V and mixing them. This is not implemented yet.
4211 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
4212 * with width / 2. This way one read gives all 3 values, finding U and V is easy
4213 * in an unfiltered situation. Finding the luminance on the other hand requires
4214 * finding out if it is an odd or even pixel. The real drawback of this approach
4215 * is filtering. This would have to be emulated completely in the shader, reading
4216 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
4217 * vertically. Beyond that it would require adjustments to the texture handling
4218 * code to deal with the width scaling
4220 shader_addline(&buffer, "!!ARBfp1.0\n");
4221 shader_addline(&buffer, "TEMP luminance;\n");
4222 shader_addline(&buffer, "TEMP temp;\n");
4223 shader_addline(&buffer, "TEMP chroma;\n");
4224 shader_addline(&buffer, "TEMP texcrd;\n");
4225 shader_addline(&buffer, "TEMP texcrd2;\n");
4226 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
4227 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
4228 shader_addline(&buffer, "PARAM size = program.local[0];\n");
4230 switch (yuv_fixup)
4232 case YUV_FIXUP_UYVY:
4233 case YUV_FIXUP_YUY2:
4234 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
4236 shader_buffer_free(&buffer);
4237 return 0;
4239 break;
4241 case YUV_FIXUP_YV12:
4242 if (!gen_yv12_read(&buffer, textype, &luminance_component))
4244 shader_buffer_free(&buffer);
4245 return 0;
4247 break;
4249 default:
4250 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
4251 shader_buffer_free(&buffer);
4252 return 0;
4255 /* Calculate the final result. Formula is taken from
4256 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
4257 * ranges from -0.5 to 0.5
4259 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
4261 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
4262 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
4263 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
4264 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
4265 shader_addline(&buffer, "END\n");
4267 ENTER_GL();
4268 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
4270 if (glGetError() == GL_INVALID_OPERATION) {
4271 GLint pos;
4272 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
4273 FIXME("Fragment program error at position %d: %s\n", pos,
4274 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4276 shader_buffer_free(&buffer);
4277 LEAVE_GL();
4279 switch (yuv_fixup)
4281 case YUV_FIXUP_YUY2:
4282 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
4283 else priv->yuy2_2d_shader = shader;
4284 break;
4286 case YUV_FIXUP_UYVY:
4287 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
4288 else priv->uyvy_2d_shader = shader;
4289 break;
4291 case YUV_FIXUP_YV12:
4292 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
4293 else priv->yv12_2d_shader = shader;
4294 break;
4297 return shader;
4300 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
4301 GLenum textype, UINT width, UINT height)
4303 GLenum shader;
4304 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4305 float size[4] = {width, height, 1, 1};
4306 struct arbfp_blit_priv *priv = device->blit_priv;
4307 enum yuv_fixup yuv_fixup;
4309 if (!is_yuv_fixup(format_desc->color_fixup))
4311 TRACE("Fixup:\n");
4312 dump_color_fixup_desc(format_desc->color_fixup);
4313 /* Don't bother setting up a shader for unconverted formats */
4314 ENTER_GL();
4315 glEnable(textype);
4316 checkGLcall("glEnable(textype)");
4317 LEAVE_GL();
4318 return WINED3D_OK;
4321 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
4323 switch(yuv_fixup)
4325 case YUV_FIXUP_YUY2:
4326 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
4327 break;
4329 case YUV_FIXUP_UYVY:
4330 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
4331 break;
4333 case YUV_FIXUP_YV12:
4334 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
4335 break;
4337 default:
4338 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
4339 ENTER_GL();
4340 glEnable(textype);
4341 checkGLcall("glEnable(textype)");
4342 LEAVE_GL();
4343 return E_NOTIMPL;
4346 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
4348 ENTER_GL();
4349 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4350 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4351 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
4352 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
4353 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
4354 checkGLcall("glProgramLocalParameter4fvARB");
4355 LEAVE_GL();
4357 return WINED3D_OK;
4360 static void arbfp_blit_unset(IWineD3DDevice *iface) {
4361 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4363 ENTER_GL();
4364 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4365 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4366 glDisable(GL_TEXTURE_2D);
4367 checkGLcall("glDisable(GL_TEXTURE_2D)");
4368 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4369 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4370 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4372 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4373 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4374 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4376 LEAVE_GL();
4379 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4381 enum yuv_fixup yuv_fixup;
4383 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4385 TRACE("Checking support for fixup:\n");
4386 dump_color_fixup_desc(fixup);
4389 if (is_identity_fixup(fixup))
4391 TRACE("[OK]\n");
4392 return TRUE;
4395 /* We only support YUV conversions. */
4396 if (!is_yuv_fixup(fixup))
4398 TRACE("[FAILED]\n");
4399 return FALSE;
4402 yuv_fixup = get_yuv_fixup(fixup);
4403 switch(yuv_fixup)
4405 case YUV_FIXUP_YUY2:
4406 case YUV_FIXUP_UYVY:
4407 case YUV_FIXUP_YV12:
4408 TRACE("[OK]\n");
4409 return TRUE;
4411 default:
4412 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
4413 TRACE("[FAILED]\n");
4414 return FALSE;
4418 const struct blit_shader arbfp_blit = {
4419 arbfp_blit_alloc,
4420 arbfp_blit_free,
4421 arbfp_blit_set,
4422 arbfp_blit_unset,
4423 arbfp_blit_color_fixup_supported,
4426 #undef GLINFO_LOCATION