wined3d: Take native constants into account when reporting ARB limits.
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob2a618df267fb21a872ee08754d9b858656c164d2
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 struct wined3d_gl_info *gl_info)
47 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
48 if(!This->baseShader.reg_maps.usesmova) return FALSE;
49 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
52 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
53 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
55 return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION) &&
56 !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
59 static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
61 if (!GL_SUPPORT(NV_VERTEX_PROGRAM) /* Need to init colors. */
62 || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
63 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
64 || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
66 return TRUE;
68 return FALSE;
71 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
73 unsigned int ret = 1;
74 /* We use one PARAM for the pos fixup, and in some cases one to load
75 * some immediate values into the shader
77 if(need_helper_const(gl_info)) ret++;
78 if(need_mova_const(shader, gl_info)) ret++;
79 return ret;
82 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
84 return stateblock->lowest_disabled_stage < 7;
87 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vs_arb_constantsF) - 1,
88 * so upload them above that
90 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vs_arb_constantsF) - 1)
91 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
93 /* ARB_program_shader private data */
95 struct control_frame
97 struct list entry;
98 enum
101 IFC,
102 LOOP,
104 } type;
105 BOOL muting;
106 BOOL outer_loop;
107 union
109 unsigned int loop_no;
110 unsigned int ifc_no;
112 struct wined3d_shader_loop_control loop_control;
113 BOOL had_else;
116 struct arb_ps_np2fixup_info
118 struct ps_np2fixup_info super;
119 /* For ARB we need a offset value:
120 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
121 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
122 * array we need an offset to the index inside the program local parameter array. */
123 UINT offset;
126 struct arb_ps_compile_args
128 struct ps_compile_args super;
129 WORD bools;
130 WORD clip; /* only a boolean, use a WORD for alignment */
131 unsigned char loop_ctrl[MAX_CONST_I][3];
134 struct stb_const_desc
136 unsigned char texunit;
137 UINT const_num;
140 struct arb_ps_compiled_shader
142 struct arb_ps_compile_args args;
143 struct arb_ps_np2fixup_info np2fixup_info;
144 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
145 struct stb_const_desc luminanceconst[MAX_TEXTURES];
146 UINT int_consts[MAX_CONST_I];
147 GLuint prgId;
148 UINT ycorrection;
149 unsigned char numbumpenvmatconsts;
150 char num_int_consts;
153 struct arb_vs_compile_args
155 struct vs_compile_args super;
156 union
158 struct
160 WORD bools;
161 char clip_texcoord;
162 char clipplane_mask;
163 } boolclip;
164 DWORD boolclip_compare;
166 DWORD ps_signature;
167 union
169 unsigned char vertex_samplers[4];
170 DWORD vertex_samplers_compare;
172 unsigned char loop_ctrl[MAX_CONST_I][3];
175 struct arb_vs_compiled_shader
177 struct arb_vs_compile_args args;
178 GLuint prgId;
179 UINT int_consts[MAX_CONST_I];
180 char num_int_consts;
181 char need_color_unclamp;
182 UINT pos_fixup;
185 struct recorded_instruction
187 struct wined3d_shader_instruction ins;
188 struct list entry;
191 struct shader_arb_ctx_priv
193 char addr_reg[20];
194 enum
196 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
197 ARB,
198 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
199 NV2,
200 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
202 } target_version;
204 const struct arb_vs_compile_args *cur_vs_args;
205 const struct arb_ps_compile_args *cur_ps_args;
206 const struct arb_ps_compiled_shader *compiled_fprog;
207 const struct arb_vs_compiled_shader *compiled_vprog;
208 struct arb_ps_np2fixup_info *cur_np2fixup_info;
209 struct list control_frames;
210 struct list record;
211 BOOL recording;
212 BOOL muted;
213 unsigned int num_loops, loop_depth, num_ifcs;
214 int aL;
216 unsigned int vs_clipplanes;
217 BOOL footer_written;
218 BOOL in_main_func;
220 /* For 3.0 vertex shaders */
221 const char *vs_output[MAX_REG_OUTPUT];
222 /* For 2.x and earlier vertex shaders */
223 const char *texcrd_output[8], *color_output[2], *fog_output;
225 /* 3.0 pshader input for compatibility with fixed function */
226 const char *ps_input[MAX_REG_INPUT];
229 struct ps_signature
231 struct wined3d_shader_signature_element *sig;
232 DWORD idx;
233 struct wine_rb_entry entry;
236 struct arb_pshader_private {
237 struct arb_ps_compiled_shader *gl_shaders;
238 UINT num_gl_shaders, shader_array_size;
239 BOOL has_signature_idx;
240 DWORD input_signature_idx;
241 DWORD clipplane_emulation;
242 BOOL clamp_consts;
245 struct arb_vshader_private {
246 struct arb_vs_compiled_shader *gl_shaders;
247 UINT num_gl_shaders, shader_array_size;
250 struct shader_arb_priv
252 GLuint current_vprogram_id;
253 GLuint current_fprogram_id;
254 const struct arb_ps_compiled_shader *compiled_fprog;
255 const struct arb_vs_compiled_shader *compiled_vprog;
256 GLuint depth_blt_vprogram_id;
257 GLuint depth_blt_fprogram_id[tex_type_count];
258 BOOL use_arbfp_fixed_func;
259 struct wine_rb_tree fragment_shaders;
260 BOOL last_ps_const_clamped;
261 BOOL last_vs_color_unclamp;
263 struct wine_rb_tree signature_tree;
264 DWORD ps_sig_number;
267 /********************************************************
268 * ARB_[vertex/fragment]_program helper functions follow
269 ********************************************************/
271 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
272 * When constant_list == NULL, it will load all the constants.
274 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
275 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
277 /* GL locking is done by the caller */
278 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
279 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
281 local_constant* lconst;
282 DWORD i, j;
283 unsigned int ret;
285 if (TRACE_ON(d3d_constants))
287 for(i = 0; i < max_constants; i++) {
288 if(!dirty_consts[i]) continue;
289 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
290 constants[i * 4 + 0], constants[i * 4 + 1],
291 constants[i * 4 + 2], constants[i * 4 + 3]);
295 i = 0;
297 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
298 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
300 float lcl_const[4];
301 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
302 * shaders, the first 8 constants are marked dirty for reload
304 for(; i < min(8, max_constants); i++) {
305 if(!dirty_consts[i]) continue;
306 dirty_consts[i] = 0;
308 j = 4 * i;
309 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
310 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
311 else lcl_const[0] = constants[j + 0];
313 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
314 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
315 else lcl_const[1] = constants[j + 1];
317 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
318 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
319 else lcl_const[2] = constants[j + 2];
321 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
322 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
323 else lcl_const[3] = constants[j + 3];
325 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
328 /* If further constants are dirty, reload them without clamping.
330 * The alternative is not to touch them, but then we cannot reset the dirty constant count
331 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
332 * above would always re-check the first 8 constants since max_constant remains at the init
333 * value
337 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
338 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
339 * or just reloading *all* constants at once
341 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
343 for(; i < max_constants; i++) {
344 if(!dirty_consts[i]) continue;
346 /* Find the next block of dirty constants */
347 dirty_consts[i] = 0;
348 j = i;
349 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
350 dirty_consts[i] = 0;
353 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
355 } else {
356 for(; i < max_constants; i++) {
357 if(dirty_consts[i]) {
358 dirty_consts[i] = 0;
359 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
363 checkGLcall("glProgramEnvParameter4fvARB()");
365 /* Load immediate constants */
366 if(This->baseShader.load_local_constsF) {
367 if (TRACE_ON(d3d_shader)) {
368 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
369 GLfloat* values = (GLfloat*)lconst->value;
370 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
371 values[0], values[1], values[2], values[3]);
374 /* Immediate constants are clamped for 1.X shaders at loading times */
375 ret = 0;
376 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
377 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
378 ret = max(ret, lconst->idx + 1);
379 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
381 checkGLcall("glProgramEnvParameter4fvARB()");
382 return ret; /* The loaded immediate constants need reloading for the next shader */
383 } else {
384 return 0; /* No constants are dirty now */
389 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
391 static void shader_arb_load_np2fixup_constants(
392 IWineD3DDevice* device,
393 char usePixelShader,
394 char useVertexShader) {
396 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
397 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
398 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
399 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
401 if (!usePixelShader) {
402 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
403 return;
406 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
407 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
408 UINT i;
409 WORD active = fixup->super.active;
410 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
412 for (i = 0; active; active >>= 1, ++i) {
413 const unsigned char idx = fixup->super.idx[i];
414 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
415 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
417 if (!(active & 1)) continue;
419 if (!tex) {
420 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
421 continue;
424 if (idx % 2) {
425 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
426 } else {
427 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
431 for (i = 0; i < fixup->super.num_consts; ++i) {
432 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
433 fixup->offset + i, &np2fixup_constants[i * 4]));
438 /* GL locking is done by the caller. */
439 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
441 const struct wined3d_context *context = context_get_current();
442 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
443 const struct wined3d_gl_info *gl_info = context->gl_info;
444 unsigned char i;
445 struct shader_arb_priv *priv = deviceImpl->shader_priv;
446 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
448 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
450 int texunit = gl_shader->bumpenvmatconst[i].texunit;
452 /* The state manager takes care that this function is always called if the bump env matrix changes */
453 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
454 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
456 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
458 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
459 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
460 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
461 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
463 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
464 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
467 checkGLcall("Load bumpmap consts");
469 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
471 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
472 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
473 * ycorrection.z: 1.0
474 * ycorrection.w: 0.0
476 float val[4];
477 val[0] = context->render_offscreen ? 0.0f
478 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
479 val[1] = context->render_offscreen ? 1.0f : -1.0f;
480 val[2] = 1.0f;
481 val[3] = 0.0f;
482 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
483 checkGLcall("y correction loading");
486 if(gl_shader->num_int_consts == 0) return;
488 for(i = 0; i < MAX_CONST_I; i++)
490 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
492 float val[4];
493 val[0] = stateBlock->pixelShaderConstantI[4 * i];
494 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
495 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
496 val[3] = -1.0f;
498 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
501 checkGLcall("Load ps int consts");
504 /* GL locking is done by the caller. */
505 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
507 IWineD3DStateBlockImpl* stateBlock;
508 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
509 unsigned char i;
510 struct shader_arb_priv *priv = deviceImpl->shader_priv;
511 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
513 /* Upload the position fixup */
514 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
516 if(gl_shader->num_int_consts == 0) return;
518 stateBlock = deviceImpl->stateBlock;
520 for(i = 0; i < MAX_CONST_I; i++)
522 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
524 float val[4];
525 val[0] = stateBlock->vertexShaderConstantI[4 * i];
526 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
527 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
528 val[3] = -1.0f;
530 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
533 checkGLcall("Load vs int consts");
537 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
539 * We only support float constants in ARB at the moment, so don't
540 * worry about the Integers or Booleans
542 /* GL locking is done by the caller (state handler) */
543 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
545 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
546 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
547 const struct wined3d_gl_info *gl_info = context->gl_info;
549 if (useVertexShader) {
550 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
552 /* Load DirectX 9 float constants for vertex shader */
553 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
554 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
555 shader_arb_vs_local_constants(device);
558 if (usePixelShader) {
559 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
561 /* Load DirectX 9 float constants for pixel shader */
562 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
563 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
564 shader_arb_ps_local_constants(device);
568 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
570 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
571 struct wined3d_context *context = context_get_current();
573 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
574 * context. On a context switch the old context will be fully dirtified */
575 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
577 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
578 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
581 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
583 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
584 struct wined3d_context *context = context_get_current();
586 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
587 * context. On a context switch the old context will be fully dirtified */
588 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
590 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
591 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
594 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
596 DWORD *ret;
597 DWORD idx = 0;
598 const local_constant *lconst;
600 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
602 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
603 if(!ret) {
604 ERR("Out of memory\n");
605 return NULL;
608 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
609 ret[lconst->idx] = idx++;
611 return ret;
614 /* Generate the variable & register declarations for the ARB_vertex_program output target */
615 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
616 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
617 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
619 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
620 DWORD i, next_local = 0;
621 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
622 unsigned max_constantsF;
623 const local_constant *lconst;
624 DWORD map;
626 /* In pixel shaders, all private constants are program local, we don't need anything
627 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
628 * If we need a private constant the GL implementation will squeeze it in somewhere
630 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
631 * immediate values. The posFixup is loaded using program.env for now, so always
632 * subtract one from the number of constants. If the shader uses indirect addressing,
633 * account for the helper const too because we have to declare all availabke d3d constants
634 * and don't know which are actually used.
636 if (pshader)
638 max_constantsF = gl_info->max_ps_arb_constantsF;
640 else
642 if(This->baseShader.reg_maps.usesrelconstF) {
643 DWORD highest_constf = 0, clip_limit;
644 max_constantsF = gl_info->max_vs_arb_constantsF - reserved_vs_const(iface, gl_info);
645 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
647 for(i = 0; i < This->baseShader.limits.constant_float; i++)
649 DWORD idx = i >> 5;
650 DWORD shift = i & 0x1f;
651 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
654 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
656 clip_limit = gl_info->max_clipplanes;
658 else
660 unsigned int mask = ctx->cur_vs_args->boolclip.clipplane_mask;
661 clip_limit = min(count_bits(mask), 4);
663 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
664 max_constantsF -= *num_clipplanes;
665 if(*num_clipplanes < clip_limit)
667 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->max_clipplanes);
670 else
672 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->max_clipplanes;
673 else *num_clipplanes = min(gl_info->max_clipplanes, 4);
674 max_constantsF = gl_info->max_vs_arb_constantsF;
678 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
680 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
683 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
685 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
688 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
690 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
692 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
696 /* Load local constants using the program-local space,
697 * this avoids reloading them each time the shader is used
699 if(lconst_map) {
700 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
701 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
702 lconst_map[lconst->idx]);
703 next_local = max(next_local, lconst_map[lconst->idx] + 1);
707 /* we use the array-based constants array if the local constants are marked for loading,
708 * because then we use indirect addressing, or when the local constant list is empty,
709 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
710 * local constants do not declare the loaded constants as an array because ARB compilers usually
711 * do not optimize unused constants away
713 if(This->baseShader.reg_maps.usesrelconstF) {
714 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
715 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
716 max_constantsF, max_constantsF - 1);
717 } else {
718 for(i = 0; i < max_constantsF; i++) {
719 DWORD idx, mask;
720 idx = i >> 5;
721 mask = 1 << (i & 0x1f);
722 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
723 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
728 return next_local;
731 static const char * const shift_tab[] = {
732 "dummy", /* 0 (none) */
733 "coefmul.x", /* 1 (x2) */
734 "coefmul.y", /* 2 (x4) */
735 "coefmul.z", /* 3 (x8) */
736 "coefmul.w", /* 4 (x16) */
737 "dummy", /* 5 (x32) */
738 "dummy", /* 6 (x64) */
739 "dummy", /* 7 (x128) */
740 "dummy", /* 8 (d256) */
741 "dummy", /* 9 (d128) */
742 "dummy", /* 10 (d64) */
743 "dummy", /* 11 (d32) */
744 "coefdiv.w", /* 12 (d16) */
745 "coefdiv.z", /* 13 (d8) */
746 "coefdiv.y", /* 14 (d4) */
747 "coefdiv.x" /* 15 (d2) */
750 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
751 const struct wined3d_shader_dst_param *dst, char *write_mask)
753 char *ptr = write_mask;
755 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
757 *ptr++ = '.';
758 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
759 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
760 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
761 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
764 *ptr = '\0';
767 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
769 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
770 * but addressed as "rgba". To fix this we need to swap the register's x
771 * and z components. */
772 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
773 char *ptr = swizzle_str;
775 /* swizzle bits fields: wwzzyyxx */
776 DWORD swizzle = param->swizzle;
777 DWORD swizzle_x = swizzle & 0x03;
778 DWORD swizzle_y = (swizzle >> 2) & 0x03;
779 DWORD swizzle_z = (swizzle >> 4) & 0x03;
780 DWORD swizzle_w = (swizzle >> 6) & 0x03;
782 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
783 * generate a swizzle string. Unless we need to our own swizzling. */
784 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
786 *ptr++ = '.';
787 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
788 *ptr++ = swizzle_chars[swizzle_x];
789 } else {
790 *ptr++ = swizzle_chars[swizzle_x];
791 *ptr++ = swizzle_chars[swizzle_y];
792 *ptr++ = swizzle_chars[swizzle_z];
793 *ptr++ = swizzle_chars[swizzle_w];
797 *ptr = '\0';
800 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
802 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
803 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
805 if(strcmp(priv->addr_reg, src) == 0) return;
807 strcpy(priv->addr_reg, src);
808 shader_addline(buffer, "ARL A0.x, %s;\n", src);
811 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
812 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
814 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
815 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
817 /* oPos, oFog and oPts in D3D */
818 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
819 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
820 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
821 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
823 *is_color = FALSE;
825 switch (reg->type)
827 case WINED3DSPR_TEMP:
828 sprintf(register_name, "R%u", reg->idx);
829 break;
831 case WINED3DSPR_INPUT:
832 if (pshader)
834 if(This->baseShader.reg_maps.shader_version.major < 3)
836 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
837 else strcpy(register_name, "fragment.color.secondary");
839 else
841 if(reg->rel_addr)
843 char rel_reg[50];
844 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
846 if(strcmp(rel_reg, "**aL_emul**") == 0)
848 DWORD idx = ctx->aL + reg->idx;
849 if(idx < MAX_REG_INPUT)
851 strcpy(register_name, ctx->ps_input[idx]);
853 else
855 ERR("Pixel shader input register out of bounds: %u\n", idx);
856 sprintf(register_name, "out_of_bounds_%u", idx);
859 else if(This->baseShader.reg_maps.input_registers & 0x0300)
861 /* There are two ways basically:
863 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
864 * That means trouble if the loop also contains a breakc or if the control values
865 * aren't local constants.
866 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
867 * source dynamically. The trouble is that we cannot simply read aL.y because it
868 * is an ADDRESS register. We could however push it, load .zw with a value and use
869 * ADAC to load the condition code register and pop it again afterwards
871 FIXME("Relative input register addressing with more than 8 registers\n");
873 /* This is better than nothing for now */
874 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
876 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
878 /* This is problematic because we'd have to consult the ctx->ps_input strings
879 * for where to find the varying. Some may be "0.0", others can be texcoords or
880 * colors. This needs either a pipeline replacement to make the vertex shader feed
881 * proper varyings, or loop unrolling
883 * For now use the texcoords and hope for the best
885 FIXME("Non-vertex shader varying input with indirect addressing\n");
886 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
888 else
890 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
891 * pulls GL_NV_fragment_program2 in
893 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
896 else
898 if(reg->idx < MAX_REG_INPUT)
900 strcpy(register_name, ctx->ps_input[reg->idx]);
902 else
904 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
905 sprintf(register_name, "out_of_bounds_%u", reg->idx);
910 else
912 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
913 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
915 break;
917 case WINED3DSPR_CONST:
918 if (!pshader && reg->rel_addr)
920 BOOL aL = FALSE;
921 char rel_reg[50];
922 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
923 if(This->baseShader.reg_maps.shader_version.major < 2) {
924 sprintf(rel_reg, "A0.x");
925 } else {
926 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
927 if(ctx->target_version == ARB) {
928 if(strcmp(rel_reg, "**aL_emul**") == 0) {
929 aL = TRUE;
930 } else {
931 shader_arb_request_a0(ins, rel_reg);
932 sprintf(rel_reg, "A0.x");
936 if(aL)
937 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
938 else if (reg->idx >= rel_offset)
939 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
940 else
941 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
943 else
945 if (This->baseShader.reg_maps.usesrelconstF)
946 sprintf(register_name, "C[%u]", reg->idx);
947 else
948 sprintf(register_name, "C%u", reg->idx);
950 break;
952 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
953 if (pshader) {
954 if(This->baseShader.reg_maps.shader_version.major == 1 &&
955 This->baseShader.reg_maps.shader_version.minor <= 3) {
956 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
957 * and as source to most instructions. For some instructions it is the texcoord
958 * input. Those instructions know about the special use
960 sprintf(register_name, "T%u", reg->idx);
961 } else {
962 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
963 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
966 else
968 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
970 sprintf(register_name, "A%u", reg->idx);
972 else
974 sprintf(register_name, "A%u_SHADOW", reg->idx);
977 break;
979 case WINED3DSPR_COLOROUT:
980 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
982 strcpy(register_name, "TMP_COLOR");
984 else
986 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
987 if(This->baseShader.reg_maps.highest_render_target > 0)
989 sprintf(register_name, "result.color[%u]", reg->idx);
991 else
993 strcpy(register_name, "result.color");
996 break;
998 case WINED3DSPR_RASTOUT:
999 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1000 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1001 break;
1003 case WINED3DSPR_DEPTHOUT:
1004 strcpy(register_name, "result.depth");
1005 break;
1007 case WINED3DSPR_ATTROUT:
1008 /* case WINED3DSPR_OUTPUT: */
1009 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1010 else strcpy(register_name, ctx->color_output[reg->idx]);
1011 break;
1013 case WINED3DSPR_TEXCRDOUT:
1014 if (pshader)
1016 sprintf(register_name, "oT[%u]", reg->idx);
1018 else
1020 if(This->baseShader.reg_maps.shader_version.major < 3)
1022 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1024 else
1026 strcpy(register_name, ctx->vs_output[reg->idx]);
1029 break;
1031 case WINED3DSPR_LOOP:
1032 if(ctx->target_version >= NV2)
1034 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1035 if(pshader) sprintf(register_name, "A0.x");
1036 else sprintf(register_name, "aL.y");
1038 else
1040 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1041 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1042 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1043 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1044 * indexing
1046 sprintf(register_name, "**aL_emul**");
1049 break;
1051 case WINED3DSPR_CONSTINT:
1052 sprintf(register_name, "I%u", reg->idx);
1053 break;
1055 case WINED3DSPR_MISCTYPE:
1056 if(reg->idx == 0)
1058 sprintf(register_name, "vpos");
1060 else if(reg->idx == 1)
1062 sprintf(register_name, "fragment.facing.x");
1064 else
1066 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1068 break;
1070 default:
1071 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1072 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1073 break;
1077 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1078 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1080 char register_name[255];
1081 char write_mask[6];
1082 BOOL is_color;
1084 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1085 strcpy(str, register_name);
1087 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1088 strcat(str, write_mask);
1091 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1093 switch(channel_source)
1095 case CHANNEL_SOURCE_ZERO: return "0";
1096 case CHANNEL_SOURCE_ONE: return "1";
1097 case CHANNEL_SOURCE_X: return "x";
1098 case CHANNEL_SOURCE_Y: return "y";
1099 case CHANNEL_SOURCE_Z: return "z";
1100 case CHANNEL_SOURCE_W: return "w";
1101 default:
1102 FIXME("Unhandled channel source %#x\n", channel_source);
1103 return "undefined";
1107 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1108 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1110 DWORD mask;
1112 if (is_yuv_fixup(fixup))
1114 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1115 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1116 return;
1119 mask = 0;
1120 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1121 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1122 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1123 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1124 mask &= dst_mask;
1126 if (mask)
1128 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1129 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1130 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1133 mask = 0;
1134 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1135 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1136 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1137 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1138 mask &= dst_mask;
1140 if (mask)
1142 char reg_mask[6];
1143 char *ptr = reg_mask;
1145 if (mask != WINED3DSP_WRITEMASK_ALL)
1147 *ptr++ = '.';
1148 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1149 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1150 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1151 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1153 *ptr = '\0';
1155 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1159 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1161 DWORD mod;
1162 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1163 if (!ins->dst_count) return "";
1165 mod = ins->dst[0].modifiers;
1167 /* Silently ignore PARTIALPRECISION if its not supported */
1168 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1170 if(mod & WINED3DSPDM_MSAMPCENTROID)
1172 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1173 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1176 switch(mod)
1178 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1179 return "H_SAT";
1181 case WINED3DSPDM_SATURATE:
1182 return "_SAT";
1184 case WINED3DSPDM_PARTIALPRECISION:
1185 return "H";
1187 case 0:
1188 return "";
1190 default:
1191 FIXME("Unknown modifiers 0x%08x\n", mod);
1192 return "";
1196 #define TEX_PROJ 0x1
1197 #define TEX_BIAS 0x2
1198 #define TEX_LOD 0x4
1199 #define TEX_DERIV 0x10
1201 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1202 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1204 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1205 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1206 const char *tex_type;
1207 BOOL np2_fixup = FALSE;
1208 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1209 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1210 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1211 const char *mod;
1212 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1214 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1215 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1217 switch(sampler_type) {
1218 case WINED3DSTT_1D:
1219 tex_type = "1D";
1220 break;
1222 case WINED3DSTT_2D:
1223 if(device->stateBlock->textures[sampler_idx] &&
1224 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1225 tex_type = "RECT";
1226 } else {
1227 tex_type = "2D";
1229 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1231 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1233 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1234 else np2_fixup = TRUE;
1237 break;
1239 case WINED3DSTT_VOLUME:
1240 tex_type = "3D";
1241 break;
1243 case WINED3DSTT_CUBE:
1244 tex_type = "CUBE";
1245 break;
1247 default:
1248 ERR("Unexpected texture type %d\n", sampler_type);
1249 tex_type = "";
1252 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1253 * so don't use shader_arb_get_modifier
1255 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1256 else mod = "";
1258 /* Fragment samplers always have indentity mapping */
1259 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1261 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1264 if (flags & TEX_DERIV)
1266 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1267 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1268 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1269 dsx, dsy,sampler_idx, tex_type);
1271 else if(flags & TEX_LOD)
1273 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1274 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1275 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1276 sampler_idx, tex_type);
1278 else if (flags & TEX_BIAS)
1280 /* Shouldn't be possible, but let's check for it */
1281 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1282 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1283 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1285 else if (flags & TEX_PROJ)
1287 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1289 else
1291 if (np2_fixup)
1293 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1294 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1295 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1297 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1299 else
1300 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1303 if (pshader)
1305 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1306 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1310 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1311 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1313 /* Generate a line that does the input modifier computation and return the input register to use */
1314 BOOL is_color = FALSE;
1315 char regstr[256];
1316 char swzstr[20];
1317 int insert_line;
1318 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1319 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1321 /* Assume a new line will be added */
1322 insert_line = 1;
1324 /* Get register name */
1325 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1326 shader_arb_get_swizzle(src, is_color, swzstr);
1328 switch (src->modifiers)
1330 case WINED3DSPSM_NONE:
1331 sprintf(outregstr, "%s%s", regstr, swzstr);
1332 insert_line = 0;
1333 break;
1334 case WINED3DSPSM_NEG:
1335 sprintf(outregstr, "-%s%s", regstr, swzstr);
1336 insert_line = 0;
1337 break;
1338 case WINED3DSPSM_BIAS:
1339 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1340 break;
1341 case WINED3DSPSM_BIASNEG:
1342 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1343 break;
1344 case WINED3DSPSM_SIGN:
1345 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1346 break;
1347 case WINED3DSPSM_SIGNNEG:
1348 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1349 break;
1350 case WINED3DSPSM_COMP:
1351 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1352 break;
1353 case WINED3DSPSM_X2:
1354 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1355 break;
1356 case WINED3DSPSM_X2NEG:
1357 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1358 break;
1359 case WINED3DSPSM_DZ:
1360 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1361 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1362 break;
1363 case WINED3DSPSM_DW:
1364 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1365 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1366 break;
1367 case WINED3DSPSM_ABS:
1368 if(ctx->target_version >= NV2) {
1369 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1370 insert_line = 0;
1371 } else {
1372 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1374 break;
1375 case WINED3DSPSM_ABSNEG:
1376 if(ctx->target_version >= NV2) {
1377 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1378 } else {
1379 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1380 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1382 insert_line = 0;
1383 break;
1384 default:
1385 sprintf(outregstr, "%s%s", regstr, swzstr);
1386 insert_line = 0;
1389 /* Return modified or original register, with swizzle */
1390 if (insert_line)
1391 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1394 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1396 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1397 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1398 char dst_name[50];
1399 char src_name[2][50];
1400 DWORD sampler_code = dst->reg.idx;
1402 shader_arb_get_dst_param(ins, dst, dst_name);
1404 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1406 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1407 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1408 * temps is done.
1410 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1411 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1412 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1413 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1414 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1416 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1417 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1420 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1422 *extra_char = ' ';
1423 switch(mod)
1425 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1426 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1427 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1428 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1429 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1430 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1431 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1432 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1433 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1434 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1435 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1436 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1437 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1439 FIXME("Unknown modifier %u\n", mod);
1440 return mod;
1443 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1445 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1446 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1447 char dst_name[50];
1448 char src_name[3][50];
1449 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1450 ins->ctx->reg_maps->shader_version.minor);
1451 BOOL is_color;
1453 shader_arb_get_dst_param(ins, dst, dst_name);
1454 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1456 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1457 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1459 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1460 } else {
1461 struct wined3d_shader_src_param src0_copy = ins->src[0];
1462 char extra_neg;
1464 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1465 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1467 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1468 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1469 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1470 /* No modifiers supported on CMP */
1471 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1473 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1474 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1476 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1477 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1482 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1484 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1485 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1486 char dst_name[50];
1487 char src_name[3][50];
1488 BOOL is_color;
1490 shader_arb_get_dst_param(ins, dst, dst_name);
1492 /* Generate input register names (with modifiers) */
1493 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1494 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1495 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1497 /* No modifiers are supported on CMP */
1498 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1499 src_name[0], src_name[2], src_name[1]);
1501 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1503 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1504 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1508 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1509 * dst = dot2(src0, src1) + src2 */
1510 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1512 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1513 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1514 char dst_name[50];
1515 char src_name[3][50];
1516 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1518 shader_arb_get_dst_param(ins, dst, dst_name);
1519 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1520 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1522 if(ctx->target_version >= NV3)
1524 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1525 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1526 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1527 dst_name, src_name[0], src_name[1], src_name[2]);
1529 else if(ctx->target_version >= NV2)
1531 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1532 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1533 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1534 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1536 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1538 * .xyxy and other swizzles that we could get with this are not valid in
1539 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1541 struct wined3d_shader_src_param tmp_param = ins->src[1];
1542 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1543 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1545 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1547 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1548 dst_name, src_name[2], src_name[0], src_name[1]);
1550 else
1552 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1553 /* 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]
1554 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1556 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1557 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1558 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1559 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1563 /* Map the opcode 1-to-1 to the GL code */
1564 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1566 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1567 const char *instruction;
1568 char arguments[256], dst_str[50];
1569 unsigned int i;
1570 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1572 switch (ins->handler_idx)
1574 case WINED3DSIH_ABS: instruction = "ABS"; break;
1575 case WINED3DSIH_ADD: instruction = "ADD"; break;
1576 case WINED3DSIH_CRS: instruction = "XPD"; break;
1577 case WINED3DSIH_DP3: instruction = "DP3"; break;
1578 case WINED3DSIH_DP4: instruction = "DP4"; break;
1579 case WINED3DSIH_DST: instruction = "DST"; break;
1580 case WINED3DSIH_FRC: instruction = "FRC"; break;
1581 case WINED3DSIH_LIT: instruction = "LIT"; break;
1582 case WINED3DSIH_LRP: instruction = "LRP"; break;
1583 case WINED3DSIH_MAD: instruction = "MAD"; break;
1584 case WINED3DSIH_MAX: instruction = "MAX"; break;
1585 case WINED3DSIH_MIN: instruction = "MIN"; break;
1586 case WINED3DSIH_MOV: instruction = "MOV"; break;
1587 case WINED3DSIH_MUL: instruction = "MUL"; break;
1588 case WINED3DSIH_SGE: instruction = "SGE"; break;
1589 case WINED3DSIH_SLT: instruction = "SLT"; break;
1590 case WINED3DSIH_SUB: instruction = "SUB"; break;
1591 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1592 case WINED3DSIH_DSX: instruction = "DDX"; break;
1593 default: instruction = "";
1594 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1595 break;
1598 /* Note that shader_arb_add_dst_param() adds spaces. */
1599 arguments[0] = '\0';
1600 shader_arb_get_dst_param(ins, dst, dst_str);
1601 for (i = 0; i < ins->src_count; ++i)
1603 char operand[100];
1604 strcat(arguments, ", ");
1605 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1606 strcat(arguments, operand);
1608 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1611 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1613 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1614 shader_addline(buffer, "NOP;\n");
1617 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1619 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1620 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1621 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1623 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1624 char src0_param[256];
1626 if(ins->handler_idx == WINED3DSIH_MOVA) {
1627 char write_mask[6];
1629 if(ctx->target_version >= NV2) {
1630 shader_hw_map2gl(ins);
1631 return;
1633 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1634 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1636 /* This implements the mova formula used in GLSL. The first two instructions
1637 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1638 * in this case:
1639 * mova A0.x, 0.0
1641 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1643 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1644 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1646 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1647 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1649 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1650 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1651 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1652 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1654 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1656 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1658 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1659 } else if (ins->ctx->reg_maps->shader_version.major == 1
1660 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1661 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1663 src0_param[0] = '\0';
1664 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1666 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1667 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1668 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1670 else
1672 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1673 * with more than one component. Thus replicate the first source argument over all
1674 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1675 struct wined3d_shader_src_param tmp_src = ins->src[0];
1676 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1677 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1678 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1681 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1683 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1684 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1686 shader_addline(buffer, "#mov handled in srgb write code\n");
1687 return;
1689 shader_hw_map2gl(ins);
1691 else
1693 shader_hw_map2gl(ins);
1697 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1699 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1700 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1701 char reg_dest[40];
1703 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1704 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1706 shader_arb_get_dst_param(ins, dst, reg_dest);
1708 if (ins->ctx->reg_maps->shader_version.major >= 2)
1710 const char *kilsrc = "TA";
1711 BOOL is_color;
1713 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1714 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1716 kilsrc = reg_dest;
1718 else
1720 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1721 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1722 * masked out components to 0(won't kill)
1724 char x = '0', y = '0', z = '0', w = '0';
1725 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1726 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1727 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1728 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1729 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1731 shader_addline(buffer, "KIL %s;\n", kilsrc);
1732 } else {
1733 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1734 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1736 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1737 * or pass in any temporary register(in shader phase 2)
1739 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1740 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1741 } else {
1742 shader_arb_get_dst_param(ins, dst, reg_dest);
1744 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1745 shader_addline(buffer, "KIL TA;\n");
1749 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1751 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1752 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1753 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1754 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1755 ins->ctx->reg_maps->shader_version.minor);
1756 struct wined3d_shader_src_param src;
1758 char reg_dest[40];
1759 char reg_coord[40];
1760 DWORD reg_sampler_code;
1761 DWORD myflags = 0;
1763 /* All versions have a destination register */
1764 shader_arb_get_dst_param(ins, dst, reg_dest);
1766 /* 1.0-1.4: Use destination register number as texture code.
1767 2.0+: Use provided sampler number as texure code. */
1768 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1769 reg_sampler_code = dst->reg.idx;
1770 else
1771 reg_sampler_code = ins->src[1].reg.idx;
1773 /* 1.0-1.3: Use the texcoord varying.
1774 1.4+: Use provided coordinate source register. */
1775 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1776 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1777 else {
1778 /* TEX is the only instruction that can handle DW and DZ natively */
1779 src = ins->src[0];
1780 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1781 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1782 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1785 /* projection flag:
1786 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1787 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1788 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1790 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1792 DWORD flags = 0;
1793 if(reg_sampler_code < MAX_TEXTURES) {
1794 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1796 if (flags & WINED3DTTFF_PROJECTED) {
1797 myflags |= TEX_PROJ;
1800 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1802 DWORD src_mod = ins->src[0].modifiers;
1803 if (src_mod == WINED3DSPSM_DZ) {
1804 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1805 * varying register, so we need a temp reg
1807 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1808 strcpy(reg_coord, "TA");
1809 myflags |= TEX_PROJ;
1810 } else if(src_mod == WINED3DSPSM_DW) {
1811 myflags |= TEX_PROJ;
1813 } else {
1814 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1815 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1817 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1820 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1822 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1823 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1824 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1825 ins->ctx->reg_maps->shader_version.minor);
1826 char dst_str[50];
1828 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1830 DWORD reg = dst->reg.idx;
1832 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1833 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1834 } else {
1835 char reg_src[40];
1837 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1838 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1839 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1843 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1845 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1846 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1847 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1848 DWORD flags;
1850 DWORD reg1 = ins->dst[0].reg.idx;
1851 char dst_str[50];
1852 char src_str[50];
1854 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1855 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1856 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1857 /* Move .x first in case src_str is "TA" */
1858 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1859 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1860 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1861 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1864 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1866 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1868 DWORD reg1 = ins->dst[0].reg.idx;
1869 char dst_str[50];
1870 char src_str[50];
1872 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1873 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1874 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1875 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1876 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1877 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1880 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1882 DWORD reg1 = ins->dst[0].reg.idx;
1883 char dst_str[50];
1884 char src_str[50];
1886 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1887 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1888 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1889 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1892 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1894 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1895 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1896 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1897 char reg_coord[40], dst_reg[50], src_reg[50];
1898 DWORD reg_dest_code;
1900 /* All versions have a destination register. The Tx where the texture coordinates come
1901 * from is the varying incarnation of the texture register
1903 reg_dest_code = dst->reg.idx;
1904 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1905 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1906 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1908 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1909 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1911 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1912 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1914 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1915 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1916 * extension.
1918 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1919 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1920 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1921 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1923 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1924 * so we can't let the GL handle this.
1926 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1927 & WINED3DTTFF_PROJECTED) {
1928 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1929 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1930 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1931 } else {
1932 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1935 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1937 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1939 /* No src swizzles are allowed, so this is ok */
1940 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1941 src_reg, reg_dest_code, reg_dest_code);
1942 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1946 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1948 DWORD reg = ins->dst[0].reg.idx;
1949 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1950 char src0_name[50], dst_name[50];
1951 BOOL is_color;
1952 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1954 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1955 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1956 * T<reg+1> register. Use this register to store the calculated vector
1958 tmp_reg.idx = reg + 1;
1959 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1960 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1963 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1965 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1966 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1967 DWORD flags;
1968 DWORD reg = ins->dst[0].reg.idx;
1969 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1970 char dst_str[50];
1971 char src0_name[50];
1972 char dst_reg[50];
1973 BOOL is_color;
1975 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1976 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1978 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1979 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1980 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1981 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1982 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1985 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1987 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1988 DWORD reg = ins->dst[0].reg.idx;
1989 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1990 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1991 char src0_name[50], dst_name[50];
1992 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1993 BOOL is_color;
1995 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1996 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1997 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1999 tmp_reg.idx = reg + 2 - current_state->current_row;
2000 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2002 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2003 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2004 dst_name, 'x' + current_state->current_row, reg, src0_name);
2005 current_state->texcoord_w[current_state->current_row++] = reg;
2008 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2010 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2011 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2012 DWORD flags;
2013 DWORD reg = ins->dst[0].reg.idx;
2014 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2015 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2016 char dst_str[50];
2017 char src0_name[50], dst_name[50];
2018 BOOL is_color;
2020 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2021 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2022 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2024 /* Sample the texture using the calculated coordinates */
2025 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2026 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2027 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2028 current_state->current_row = 0;
2031 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2033 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2034 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2035 DWORD flags;
2036 DWORD reg = ins->dst[0].reg.idx;
2037 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2038 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2039 char dst_str[50];
2040 char src0_name[50];
2041 char dst_reg[50];
2042 BOOL is_color;
2044 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2045 * components for temporary data storage
2047 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2048 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2049 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2051 /* Construct the eye-ray vector from w coordinates */
2052 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2053 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2054 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2056 /* Calculate reflection vector
2058 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2059 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2060 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2061 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2062 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2063 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2064 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2066 /* Sample the texture using the calculated coordinates */
2067 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2068 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2069 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2070 current_state->current_row = 0;
2073 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2075 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2076 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2077 DWORD flags;
2078 DWORD reg = ins->dst[0].reg.idx;
2079 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2080 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2081 char dst_str[50];
2082 char src0_name[50];
2083 char src1_name[50];
2084 char dst_reg[50];
2085 BOOL is_color;
2087 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2088 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2089 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2090 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2091 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2093 /* Calculate reflection vector.
2095 * dot(N, E)
2096 * dst_reg.xyz = 2 * --------- * N - E
2097 * dot(N, N)
2099 * Which normalizes the normal vector
2101 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2102 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2103 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2104 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2105 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2106 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2108 /* Sample the texture using the calculated coordinates */
2109 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2110 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2111 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2112 current_state->current_row = 0;
2115 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2117 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2118 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2119 char dst_name[50];
2121 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2122 * which is essentially an input, is the destination register because it is the first
2123 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2124 * here(writemasks/swizzles are not valid on texdepth)
2126 shader_arb_get_dst_param(ins, dst, dst_name);
2128 /* According to the msdn, the source register(must be r5) is unusable after
2129 * the texdepth instruction, so we're free to modify it
2131 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2133 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2134 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2135 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2137 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2138 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2139 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2140 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2143 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2144 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2145 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2146 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2148 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2149 DWORD sampler_idx = ins->dst[0].reg.idx;
2150 char src0[50];
2151 char dst_str[50];
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2154 shader_addline(buffer, "MOV TB, 0.0;\n");
2155 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2157 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2158 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2161 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2162 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2163 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2165 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2166 char src0[50];
2167 char dst_str[50];
2168 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2170 /* Handle output register */
2171 shader_arb_get_dst_param(ins, dst, dst_str);
2172 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2173 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2176 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2177 * Perform the 3rd row of a 3x3 matrix multiply */
2178 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2180 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2181 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2182 char dst_str[50], dst_name[50];
2183 char src0[50];
2184 BOOL is_color;
2186 shader_arb_get_dst_param(ins, dst, dst_str);
2187 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2188 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2189 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2190 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2193 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2194 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2195 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2196 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2198 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2200 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2201 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2202 char src0[50], dst_name[50];
2203 BOOL is_color;
2205 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2206 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2207 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2209 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2210 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2211 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2213 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2214 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2215 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2216 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2219 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2220 Vertex/Pixel shaders to ARB_vertex_program codes */
2221 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2223 int i;
2224 int nComponents = 0;
2225 struct wined3d_shader_dst_param tmp_dst = {{0}};
2226 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2227 struct wined3d_shader_instruction tmp_ins;
2229 memset(&tmp_ins, 0, sizeof(tmp_ins));
2231 /* Set constants for the temporary argument */
2232 tmp_ins.ctx = ins->ctx;
2233 tmp_ins.dst_count = 1;
2234 tmp_ins.dst = &tmp_dst;
2235 tmp_ins.src_count = 2;
2236 tmp_ins.src = tmp_src;
2238 switch(ins->handler_idx)
2240 case WINED3DSIH_M4x4:
2241 nComponents = 4;
2242 tmp_ins.handler_idx = WINED3DSIH_DP4;
2243 break;
2244 case WINED3DSIH_M4x3:
2245 nComponents = 3;
2246 tmp_ins.handler_idx = WINED3DSIH_DP4;
2247 break;
2248 case WINED3DSIH_M3x4:
2249 nComponents = 4;
2250 tmp_ins.handler_idx = WINED3DSIH_DP3;
2251 break;
2252 case WINED3DSIH_M3x3:
2253 nComponents = 3;
2254 tmp_ins.handler_idx = WINED3DSIH_DP3;
2255 break;
2256 case WINED3DSIH_M3x2:
2257 nComponents = 2;
2258 tmp_ins.handler_idx = WINED3DSIH_DP3;
2259 break;
2260 default:
2261 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2262 break;
2265 tmp_dst = ins->dst[0];
2266 tmp_src[0] = ins->src[0];
2267 tmp_src[1] = ins->src[1];
2268 for (i = 0; i < nComponents; i++) {
2269 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2270 shader_hw_map2gl(&tmp_ins);
2271 ++tmp_src[1].reg.idx;
2275 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2277 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2278 const char *instruction;
2280 char dst[50];
2281 char src[50];
2283 switch(ins->handler_idx)
2285 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2286 case WINED3DSIH_RCP: instruction = "RCP"; break;
2287 case WINED3DSIH_EXP: instruction = "EX2"; break;
2288 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2289 default: instruction = "";
2290 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2291 break;
2294 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2295 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2296 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2298 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2299 * .w is used
2301 strcat(src, ".w");
2304 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2307 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2309 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2310 char dst_name[50];
2311 char src_name[50];
2312 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2313 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2315 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2316 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2318 if(pshader && priv->target_version >= NV3)
2320 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2322 else
2324 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2325 shader_addline(buffer, "RSQ TA, TA.x;\n");
2326 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2327 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2328 src_name);
2332 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2334 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2335 char dst_name[50];
2336 char src_name[3][50];
2338 /* ARB_fragment_program has a convenient LRP instruction */
2339 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2340 shader_hw_map2gl(ins);
2341 return;
2344 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2345 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2346 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2347 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2349 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2350 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2351 dst_name, src_name[0], src_name[2]);
2354 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2356 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2357 * must contain fixed constants. So we need a separate function to filter those constants and
2358 * can't use map2gl
2360 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2361 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2362 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2363 char dst_name[50];
2364 char src_name0[50], src_name1[50], src_name2[50];
2365 BOOL is_color;
2367 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2368 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2369 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2370 /* No modifiers are supported on SCS */
2371 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2373 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2375 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2376 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2378 } else if(priv->target_version >= NV2) {
2379 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2381 /* Sincos writemask must be .x, .y or .xy */
2382 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2383 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2384 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2385 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2386 } else {
2387 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2388 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2390 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2391 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2393 * The constants we get are:
2395 * +1 +1, -1 -1 +1 +1 -1 -1
2396 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2397 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2399 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2401 * (x/2)^2 = x^2 / 4
2402 * (x/2)^3 = x^3 / 8
2403 * (x/2)^4 = x^4 / 16
2404 * (x/2)^5 = x^5 / 32
2405 * etc
2407 * To get the final result:
2408 * sin(x) = 2 * sin(x/2) * cos(x/2)
2409 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2410 * (from sin(x+y) and cos(x+y) rules)
2412 * As per MSDN, dst.z is undefined after the operation, and so is
2413 * dst.x and dst.y if they're masked out by the writemask. Ie
2414 * sincos dst.y, src1, c0, c1
2415 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2416 * vsa.exe also stops with an error if the dest register is the same register as the source
2417 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2418 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2420 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2421 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2422 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2424 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2425 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2426 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2427 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2428 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2429 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2431 /* sin(x/2)
2433 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2434 * properly merge that with MULs in the code above?
2435 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2436 * we can merge the sine and cosine MAD rows to calculate them together.
2438 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2439 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2440 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2441 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2443 /* cos(x/2) */
2444 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2445 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2446 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2448 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2449 /* cos x */
2450 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2451 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2453 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2454 /* sin x */
2455 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2456 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2461 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2463 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2464 char dst_name[50];
2465 char src_name[50];
2466 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2468 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2469 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2471 /* SGN is only valid in vertex shaders */
2472 if(ctx->target_version >= NV2) {
2473 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2474 return;
2477 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2478 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2480 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2481 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2482 } else {
2483 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2484 * Then use TA, and calculate the final result
2486 * Not reading from TA? Store the first result in TA to avoid overwriting the
2487 * destination if src reg = dst reg
2489 if(strstr(src_name, "TA"))
2491 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2492 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2493 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2495 else
2497 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2498 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2499 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2504 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2506 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2507 char src[50];
2508 char dst[50];
2509 char dst_name[50];
2510 BOOL is_color;
2512 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2513 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2514 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2516 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2517 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2520 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2522 *need_abs = FALSE;
2524 switch(mod)
2526 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2527 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2528 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2529 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2530 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2531 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2532 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2533 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2534 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2535 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2536 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2537 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2538 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2540 FIXME("Unknown modifier %u\n", mod);
2541 return mod;
2544 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2546 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2547 char src0[50], src1[50], dst[50];
2548 struct wined3d_shader_src_param src0_copy = ins->src[0];
2549 BOOL need_abs = FALSE;
2550 const char *instr;
2551 BOOL arg2 = FALSE;
2553 switch(ins->handler_idx)
2555 case WINED3DSIH_LOG: instr = "LG2"; break;
2556 case WINED3DSIH_LOGP: instr = "LOG"; break;
2557 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2558 default:
2559 ERR("Unexpected instruction %d\n", ins->handler_idx);
2560 return;
2563 /* LOG, LOGP and POW operate on the absolute value of the input */
2564 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2566 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2567 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2568 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2570 if(need_abs)
2572 shader_addline(buffer, "ABS TA, %s;\n", src0);
2573 if(arg2)
2575 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2577 else
2579 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2582 else if(arg2)
2584 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2586 else
2588 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2592 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2594 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2595 char src_name[50];
2596 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2598 /* src0 is aL */
2599 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2601 if(vshader)
2603 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2604 struct list *e = list_head(&priv->control_frames);
2605 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2607 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2608 /* The constant loader makes sure to load -1 into iX.w */
2609 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2610 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2611 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2613 else
2615 shader_addline(buffer, "LOOP %s;\n", src_name);
2619 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2621 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2622 char src_name[50];
2623 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2625 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2627 /* The constant loader makes sure to load -1 into iX.w */
2628 if(vshader)
2630 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2631 struct list *e = list_head(&priv->control_frames);
2632 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2634 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2636 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2637 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2638 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2640 else
2642 shader_addline(buffer, "REP %s;\n", src_name);
2646 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2648 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2649 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2651 if(vshader)
2653 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2654 struct list *e = list_head(&priv->control_frames);
2655 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2657 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2658 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2659 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2661 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2663 else
2665 shader_addline(buffer, "ENDLOOP;\n");
2669 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2671 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2672 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2674 if(vshader)
2676 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2677 struct list *e = list_head(&priv->control_frames);
2678 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2680 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2681 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2682 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2684 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2686 else
2688 shader_addline(buffer, "ENDREP;\n");
2692 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2694 struct control_frame *control_frame;
2696 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2698 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2700 ERR("Could not find loop for break\n");
2701 return NULL;
2704 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2706 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2707 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2708 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2710 if(vshader)
2712 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2714 else
2716 shader_addline(buffer, "BRK;\n");
2720 static const char *get_compare(COMPARISON_TYPE flags)
2722 switch (flags)
2724 case COMPARISON_GT: return "GT";
2725 case COMPARISON_EQ: return "EQ";
2726 case COMPARISON_GE: return "GE";
2727 case COMPARISON_LT: return "LT";
2728 case COMPARISON_NE: return "NE";
2729 case COMPARISON_LE: return "LE";
2730 default:
2731 FIXME("Unrecognized comparison value: %u\n", flags);
2732 return "(\?\?)";
2736 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2738 switch (flags)
2740 case COMPARISON_GT: return COMPARISON_LE;
2741 case COMPARISON_EQ: return COMPARISON_NE;
2742 case COMPARISON_GE: return COMPARISON_LT;
2743 case COMPARISON_LT: return COMPARISON_GE;
2744 case COMPARISON_NE: return COMPARISON_EQ;
2745 case COMPARISON_LE: return COMPARISON_GT;
2746 default:
2747 FIXME("Unrecognized comparison value: %u\n", flags);
2748 return -1;
2752 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2754 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2755 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2756 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2757 char src_name0[50];
2758 char src_name1[50];
2759 const char *comp = get_compare(ins->flags);
2761 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2762 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2764 if(vshader)
2766 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2767 * away the subtraction result
2769 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2770 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2772 else
2774 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2775 shader_addline(buffer, "BRK (%s.x);\n", comp);
2779 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2781 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2782 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2783 struct list *e = list_head(&priv->control_frames);
2784 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2785 const char *comp;
2786 char src_name0[50];
2787 char src_name1[50];
2788 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2790 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2791 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2793 if(vshader)
2795 /* Invert the flag. We jump to the else label if the condition is NOT true */
2796 comp = get_compare(invert_compare(ins->flags));
2797 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2798 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->ifc_no, comp);
2800 else
2802 comp = get_compare(ins->flags);
2803 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2804 shader_addline(buffer, "IF %s.x;\n", comp);
2808 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2810 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2811 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2812 struct list *e = list_head(&priv->control_frames);
2813 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2814 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2816 if(vshader)
2818 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2819 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2820 control_frame->had_else = TRUE;
2822 else
2824 shader_addline(buffer, "ELSE;\n");
2828 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2830 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2831 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2832 struct list *e = list_head(&priv->control_frames);
2833 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2834 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2836 if(vshader)
2838 if(control_frame->had_else)
2840 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2842 else
2844 shader_addline(buffer, "#No else branch. else is endif\n");
2845 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2848 else
2850 shader_addline(buffer, "ENDIF;\n");
2854 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2856 DWORD sampler_idx = ins->src[1].reg.idx;
2857 char reg_dest[40];
2858 char reg_src[3][40];
2859 DWORD flags = TEX_DERIV;
2861 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2862 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2863 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2864 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2866 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2867 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2869 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2872 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2874 DWORD sampler_idx = ins->src[1].reg.idx;
2875 char reg_dest[40];
2876 char reg_coord[40];
2877 DWORD flags = TEX_LOD;
2879 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2880 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2882 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2883 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2885 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2888 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2890 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2891 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2893 priv->in_main_func = FALSE;
2894 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2895 * subroutine, don't generate a label that will make GL complain
2897 if(priv->target_version == ARB) return;
2899 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2902 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2903 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2905 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2906 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2907 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2908 unsigned int i;
2910 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2911 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2912 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2913 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2915 if(args->super.fog_src == VS_FOG_Z) {
2916 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2917 } else if (!reg_maps->fog) {
2918 /* posFixup.x is always 1.0, so we can savely use it */
2919 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2922 /* Write the final position.
2924 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2925 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2926 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2927 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2929 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2930 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2931 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2933 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2935 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
2937 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2940 else if(args->boolclip.clip_texcoord)
2942 unsigned int cur_clip = 0;
2943 char component[4] = {'x', 'y', 'z', 'w'};
2945 for (i = 0; i < gl_info->max_clipplanes; ++i)
2947 if(args->boolclip.clipplane_mask & (1 << i))
2949 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2950 component[cur_clip++], i);
2953 switch(cur_clip)
2955 case 0:
2956 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
2957 break;
2958 case 1:
2959 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
2960 break;
2961 case 2:
2962 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
2963 break;
2964 case 3:
2965 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
2966 break;
2968 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
2969 args->boolclip.clip_texcoord - 1);
2972 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2973 * and the glsl equivalent
2975 if(need_helper_const(gl_info)) {
2976 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2977 } else {
2978 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2979 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2982 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2984 priv_ctx->footer_written = TRUE;
2987 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
2989 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2990 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2991 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
2992 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2994 if(priv->target_version == ARB) return;
2996 if(vshader)
2998 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3001 shader_addline(buffer, "RET;\n");
3004 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3006 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3007 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3010 /* GL locking is done by the caller */
3011 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3013 GLuint program_id = 0;
3014 GLint pos;
3016 const char *blt_vprogram =
3017 "!!ARBvp1.0\n"
3018 "PARAM c[1] = { { 1, 0.5 } };\n"
3019 "MOV result.position, vertex.position;\n"
3020 "MOV result.color, c[0].x;\n"
3021 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3022 "END\n";
3024 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3025 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3026 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3027 strlen(blt_vprogram), blt_vprogram));
3028 checkGLcall("glProgramStringARB()");
3030 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3031 if (pos != -1)
3033 FIXME("Vertex program error at position %d: %s\n", pos,
3034 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3036 else
3038 GLint native;
3040 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3041 checkGLcall("glGetProgramivARB()");
3042 if (!native) WARN("Program exceeds native resource limits.\n");
3045 return program_id;
3048 /* GL locking is done by the caller */
3049 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
3051 GLuint program_id = 0;
3052 GLint pos;
3054 static const char * const blt_fprograms[tex_type_count] =
3056 /* tex_1d */
3057 NULL,
3058 /* tex_2d */
3059 "!!ARBfp1.0\n"
3060 "TEMP R0;\n"
3061 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3062 "MOV result.depth.z, R0.x;\n"
3063 "END\n",
3064 /* tex_3d */
3065 NULL,
3066 /* tex_cube */
3067 "!!ARBfp1.0\n"
3068 "TEMP R0;\n"
3069 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3070 "MOV result.depth.z, R0.x;\n"
3071 "END\n",
3072 /* tex_rect */
3073 "!!ARBfp1.0\n"
3074 "TEMP R0;\n"
3075 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3076 "MOV result.depth.z, R0.x;\n"
3077 "END\n",
3080 if (!blt_fprograms[tex_type])
3082 FIXME("tex_type %#x not supported\n", tex_type);
3083 tex_type = tex_2d;
3086 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3087 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3088 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3089 strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
3090 checkGLcall("glProgramStringARB()");
3092 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3093 if (pos != -1)
3095 FIXME("Fragment program error at position %d: %s\n", pos,
3096 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3098 else
3100 GLint native;
3102 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3103 checkGLcall("glGetProgramivARB()");
3104 if (!native) WARN("Program exceeds native resource limits.\n");
3107 return program_id;
3110 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3111 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3113 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3115 if(condcode)
3117 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3118 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3119 /* Calculate the > 0.0031308 case */
3120 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3121 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3122 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3123 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3124 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3125 /* Calculate the < case */
3126 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3128 else
3130 /* Calculate the > 0.0031308 case */
3131 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3132 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3133 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3134 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3135 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3136 /* Calculate the < case */
3137 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3138 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3139 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3140 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3141 /* Store the components > 0.0031308 in the destination */
3142 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3143 /* Add the components that are < 0.0031308 */
3144 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3145 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3146 * result.color writes(.rgb first, then .a), or handle overwriting already written
3147 * components. The assembler uses a temporary register in this case, which is usually
3148 * not allocated from one of our registers that were used earlier.
3151 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3154 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3156 const local_constant *constant;
3158 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3160 if (constant->idx == idx)
3162 return constant->value;
3165 return NULL;
3168 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3169 struct shader_arb_ctx_priv *priv)
3171 const char *texcoords[8] =
3173 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3174 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3176 unsigned int i;
3177 const struct wined3d_shader_signature_element *sig = This->input_signature;
3178 const char *semantic_name;
3179 DWORD semantic_idx;
3181 switch(args->super.vp_mode)
3183 case pretransformed:
3184 case fixedfunction:
3185 /* The pixelshader has to collect the varyings on its own. In any case properly load
3186 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3187 * other attribs to 0.0.
3189 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3190 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3191 * load the texcoord attrib pointers to match the pixel shader signature
3193 for(i = 0; i < MAX_REG_INPUT; i++)
3195 semantic_name = sig[i].semantic_name;
3196 semantic_idx = sig[i].semantic_idx;
3197 if(semantic_name == NULL) continue;
3199 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3201 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3202 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3203 else priv->ps_input[i] = "0.0";
3205 else if(args->super.vp_mode == fixedfunction)
3207 priv->ps_input[i] = "0.0";
3209 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3211 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3212 else priv->ps_input[i] = "0.0";
3214 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3216 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3217 else priv->ps_input[i] = "0.0";
3219 else
3221 priv->ps_input[i] = "0.0";
3224 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3226 break;
3228 case vertexshader:
3229 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3230 * fragment.color
3232 for(i = 0; i < 8; i++)
3234 priv->ps_input[i] = texcoords[i];
3236 priv->ps_input[8] = "fragment.color.primary";
3237 priv->ps_input[9] = "fragment.color.secondary";
3238 break;
3242 /* GL locking is done by the caller */
3243 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3244 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3246 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3247 CONST DWORD *function = This->baseShader.function;
3248 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3249 const local_constant *lconst;
3250 GLuint retval;
3251 char fragcolor[16];
3252 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3253 struct shader_arb_ctx_priv priv_ctx;
3254 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
3255 BOOL want_nv_prog = FALSE;
3256 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3257 GLint errPos;
3258 DWORD map;
3260 char srgbtmp[4][4];
3261 unsigned int i, found = 0;
3263 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3265 if (!(map & 1)
3266 || (This->color0_mov && i == This->color0_reg)
3267 || (reg_maps->shader_version.major < 2 && i == 0))
3268 continue;
3270 sprintf(srgbtmp[found], "R%u", i);
3271 ++found;
3272 if (found == 4) break;
3275 switch(found) {
3276 case 4: dcl_tmp = FALSE; break;
3277 case 0:
3278 sprintf(srgbtmp[0], "TA");
3279 sprintf(srgbtmp[1], "TB");
3280 sprintf(srgbtmp[2], "TC");
3281 sprintf(srgbtmp[3], "TD");
3282 dcl_td = TRUE;
3283 break;
3284 case 1:
3285 sprintf(srgbtmp[1], "TA");
3286 sprintf(srgbtmp[2], "TB");
3287 sprintf(srgbtmp[3], "TC");
3288 break;
3289 case 2:
3290 sprintf(srgbtmp[2], "TA");
3291 sprintf(srgbtmp[3], "TB");
3292 break;
3293 case 3:
3294 sprintf(srgbtmp[3], "TA");
3295 break;
3298 /* Create the hw ARB shader */
3299 memset(&priv_ctx, 0, sizeof(priv_ctx));
3300 priv_ctx.cur_ps_args = args;
3301 priv_ctx.compiled_fprog = compiled;
3302 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3303 init_ps_input(This, args, &priv_ctx);
3304 list_init(&priv_ctx.control_frames);
3306 /* Avoid enabling NV_fragment_program* if we do not need it.
3308 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3309 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3310 * is faster than what we gain from using higher native instructions. There are some things though
3311 * that cannot be emulated. In that case enable the extensions.
3312 * If the extension is enabled, instruction handlers that support both ways will use it.
3314 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3315 * So enable the best we can get.
3317 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3318 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3320 want_nv_prog = TRUE;
3323 shader_addline(buffer, "!!ARBfp1.0\n");
3324 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
3325 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3326 priv_ctx.target_version = NV3;
3327 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
3328 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3329 priv_ctx.target_version = NV2;
3330 } else {
3331 if(want_nv_prog)
3333 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3334 * limits properly
3336 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3337 ERR("Try GLSL\n");
3339 priv_ctx.target_version = ARB;
3342 if(This->baseShader.reg_maps.highest_render_target > 0)
3344 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3347 if (reg_maps->shader_version.major < 3)
3349 switch(args->super.fog) {
3350 case FOG_OFF:
3351 break;
3352 case FOG_LINEAR:
3353 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3354 break;
3355 case FOG_EXP:
3356 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3357 break;
3358 case FOG_EXP2:
3359 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3360 break;
3364 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3365 * unused temps away(but occupies them for the whole shader if they're used once). Always
3366 * declaring them avoids tricky bookkeeping work
3368 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3369 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3370 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3371 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3372 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3373 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3374 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3376 if (reg_maps->shader_version.major < 2)
3378 strcpy(fragcolor, "R0");
3379 } else {
3380 if(args->super.srgb_correction) {
3381 if(This->color0_mov) {
3382 sprintf(fragcolor, "R%u", This->color0_reg);
3383 } else {
3384 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3385 strcpy(fragcolor, "TMP_COLOR");
3387 } else {
3388 strcpy(fragcolor, "result.color");
3392 if(args->super.srgb_correction) {
3393 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3394 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3395 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3396 srgb_sub_high, 0.0, 0.0, 0.0);
3399 /* Base Declarations */
3400 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3401 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3403 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3405 if (!(map & 1)) continue;
3407 cur = compiled->numbumpenvmatconsts;
3408 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3409 compiled->bumpenvmatconst[cur].texunit = i;
3410 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3411 compiled->luminanceconst[cur].texunit = i;
3413 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3414 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3415 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3416 * textures due to conditional NP2 restrictions)
3418 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3419 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3420 * their location is shader dependent anyway and they cannot be loaded globally.
3422 compiled->bumpenvmatconst[cur].const_num = next_local++;
3423 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3424 i, compiled->bumpenvmatconst[cur].const_num);
3425 compiled->numbumpenvmatconsts = cur + 1;
3427 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3429 compiled->luminanceconst[cur].const_num = next_local++;
3430 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3431 i, compiled->luminanceconst[cur].const_num);
3434 for(i = 0; i < MAX_CONST_I; i++)
3436 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3437 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3439 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3441 if(control_values)
3443 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3444 control_values[0], control_values[1], control_values[2]);
3446 else
3448 compiled->int_consts[i] = next_local;
3449 compiled->num_int_consts++;
3450 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3455 if(reg_maps->vpos || reg_maps->usesdsy)
3457 compiled->ycorrection = next_local;
3458 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3460 if(reg_maps->vpos)
3462 shader_addline(buffer, "TEMP vpos;\n");
3463 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3464 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3465 * ycorrection.z: 1.0
3466 * ycorrection.w: 0.0
3468 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3469 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3472 else
3474 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3477 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3478 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3479 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3480 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3481 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3482 * shader compilation errors and the subsequent errors when drawing with this shader. */
3483 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3485 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3486 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3487 const UINT max_lconsts = gl_info->max_ps_arb_local_constants;
3489 fixup->offset = next_local;
3490 fixup->super.active = 0;
3492 cur = 0;
3493 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3494 if (!(map & (1 << i))) continue;
3496 if (fixup->offset + (cur >> 1) < max_lconsts) {
3497 fixup->super.active |= (1 << i);
3498 fixup->super.idx[i] = cur++;
3499 } else {
3500 FIXME("No free constant found to load NP2 fixup data into shader. "
3501 "Sampling from this texture will probably look wrong.\n");
3502 break;
3506 fixup->super.num_consts = (cur + 1) >> 1;
3507 if (fixup->super.num_consts) {
3508 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3509 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3512 next_local += fixup->super.num_consts;
3515 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3517 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3520 /* Base Shader Body */
3521 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3523 if(args->super.srgb_correction) {
3524 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3525 priv_ctx.target_version >= NV2);
3528 if(strcmp(fragcolor, "result.color")) {
3529 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3531 shader_addline(buffer, "END\n");
3533 /* TODO: change to resource.glObjectHandle or something like that */
3534 GL_EXTCALL(glGenProgramsARB(1, &retval));
3536 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3537 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3539 TRACE("Created hw pixel shader, prg=%d\n", retval);
3540 /* Create the program and check for errors */
3541 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3542 buffer->bsize, buffer->buffer));
3543 checkGLcall("glProgramStringARB()");
3545 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3546 if (errPos != -1)
3548 FIXME("HW PixelShader Error at position %d: %s\n",
3549 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3550 retval = 0;
3552 else
3554 GLint native;
3556 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3557 checkGLcall("glGetProgramivARB()");
3558 if (!native) WARN("Program exceeds native resource limits.\n");
3561 /* Load immediate constants */
3562 if(lconst_map) {
3563 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3564 const float *value = (const float *)lconst->value;
3565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3566 checkGLcall("glProgramLocalParameter4fvARB");
3568 HeapFree(GetProcessHeap(), 0, lconst_map);
3571 return retval;
3574 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3576 unsigned int i;
3577 int ret;
3579 for(i = 0; i < MAX_REG_INPUT; i++)
3581 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3583 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3584 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3585 continue;
3588 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3589 if(ret != 0) return ret;
3590 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3591 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3592 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3593 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3594 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3596 return 0;
3599 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3601 struct wined3d_shader_signature_element *new;
3602 int i;
3603 char *name;
3605 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3606 for(i = 0; i < MAX_REG_INPUT; i++)
3608 if(sig[i].semantic_name == NULL)
3610 continue;
3613 new[i] = sig[i];
3614 /* Clone the semantic string */
3615 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3616 strcpy(name, sig[i].semantic_name);
3617 new[i].semantic_name = name;
3619 return new;
3622 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3624 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3625 struct ps_signature *found_sig;
3627 if(entry != NULL)
3629 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3630 TRACE("Found existing signature %u\n", found_sig->idx);
3631 return found_sig->idx;
3633 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3634 found_sig->sig = clone_sig(sig);
3635 found_sig->idx = priv->ps_sig_number++;
3636 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3637 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3639 ERR("Failed to insert program entry.\n");
3641 return found_sig->idx;
3644 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3645 struct arb_vs_compiled_shader *compiled)
3647 unsigned int i, j;
3648 static const char *texcoords[8] =
3650 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3651 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3653 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3654 const struct wined3d_shader_signature_element *sig;
3655 const char *semantic_name;
3656 DWORD semantic_idx, reg_idx;
3658 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3659 * and varying 9 to result.color.secondary
3661 const char *decl_idx_to_string[MAX_REG_INPUT] =
3663 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3664 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3665 "result.color.primary", "result.color.secondary"
3668 if(sig_num == ~0)
3670 TRACE("Pixel shader uses builtin varyings\n");
3671 /* Map builtins to builtins */
3672 for(i = 0; i < 8; i++)
3674 priv_ctx->texcrd_output[i] = texcoords[i];
3676 priv_ctx->color_output[0] = "result.color.primary";
3677 priv_ctx->color_output[1] = "result.color.secondary";
3678 priv_ctx->fog_output = "result.fogcoord";
3680 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3681 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3683 semantic_name = shader->output_signature[i].semantic_name;
3684 if(semantic_name == NULL) continue;
3686 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3688 TRACE("o%u is TMP_OUT\n", i);
3689 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3690 else priv_ctx->vs_output[i] = "TA";
3692 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3694 TRACE("o%u is result.pointsize\n", i);
3695 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3696 else priv_ctx->vs_output[i] = "TA";
3698 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3700 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3701 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3702 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3703 else priv_ctx->vs_output[i] = "TA";
3705 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3707 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3708 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3709 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3711 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3713 TRACE("o%u is result.fogcoord\n", i);
3714 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3715 else priv_ctx->vs_output[i] = "result.fogcoord";
3717 else
3719 priv_ctx->vs_output[i] = "TA";
3722 return;
3725 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3726 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3728 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3729 TRACE("Pixel shader uses declared varyings\n");
3731 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3732 for(i = 0; i < 8; i++)
3734 priv_ctx->texcrd_output[i] = "TA";
3736 priv_ctx->color_output[0] = "TA";
3737 priv_ctx->color_output[1] = "TA";
3738 priv_ctx->fog_output = "TA";
3740 for(i = 0; i < MAX_REG_INPUT; i++)
3742 semantic_name = sig[i].semantic_name;
3743 semantic_idx = sig[i].semantic_idx;
3744 reg_idx = sig[i].register_idx;
3745 if(semantic_name == NULL) continue;
3747 /* If a declared input register is not written by builtin arguments, don't write to it.
3748 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3750 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3751 * to TMP_OUT in any case
3753 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3755 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3757 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3759 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3761 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3763 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3765 else
3767 continue;
3770 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3771 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3773 compiled->need_color_unclamp = TRUE;
3777 /* Map declared to declared */
3778 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3780 /* Write unread output to TA to throw them away */
3781 priv_ctx->vs_output[i] = "TA";
3782 semantic_name = shader->output_signature[i].semantic_name;
3783 if(semantic_name == NULL)
3785 continue;
3788 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3789 shader->output_signature[i].semantic_idx == 0)
3791 priv_ctx->vs_output[i] = "TMP_OUT";
3792 continue;
3794 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3795 shader->output_signature[i].semantic_idx == 0)
3797 priv_ctx->vs_output[i] = "result.pointsize";
3798 continue;
3801 for(j = 0; j < MAX_REG_INPUT; j++)
3803 if(sig[j].semantic_name == NULL)
3805 continue;
3808 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3809 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3811 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3813 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3814 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3816 compiled->need_color_unclamp = TRUE;
3823 /* GL locking is done by the caller */
3824 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3825 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3827 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3828 CONST DWORD *function = This->baseShader.function;
3829 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3830 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3831 const local_constant *lconst;
3832 GLuint ret;
3833 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3834 struct shader_arb_ctx_priv priv_ctx;
3835 unsigned int i;
3836 GLint errPos;
3838 memset(&priv_ctx, 0, sizeof(priv_ctx));
3839 priv_ctx.cur_vs_args = args;
3840 list_init(&priv_ctx.control_frames);
3841 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3843 /* Create the hw ARB shader */
3844 shader_addline(buffer, "!!ARBvp1.0\n");
3846 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3847 * mesurable performance penalty, and we can always make use of it for clipplanes.
3849 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3850 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3851 priv_ctx.target_version = NV3;
3852 shader_addline(buffer, "ADDRESS aL;\n");
3853 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3854 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3855 priv_ctx.target_version = NV2;
3856 shader_addline(buffer, "ADDRESS aL;\n");
3857 } else {
3858 priv_ctx.target_version = ARB;
3861 shader_addline(buffer, "TEMP TMP_OUT;\n");
3862 if(need_helper_const(gl_info)) {
3863 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3865 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3866 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3867 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3870 shader_addline(buffer, "TEMP TA;\n");
3872 /* Base Declarations */
3873 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3874 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3876 for(i = 0; i < MAX_CONST_I; i++)
3878 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3879 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3881 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3883 if(control_values)
3885 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3886 control_values[0], control_values[1], control_values[2]);
3888 else
3890 compiled->int_consts[i] = next_local;
3891 compiled->num_int_consts++;
3892 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3897 /* We need a constant to fixup the final position */
3898 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3899 compiled->pos_fixup = next_local++;
3901 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3902 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3903 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3904 * a replacement shader depend on the texcoord.w being set properly.
3906 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3907 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3908 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3909 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3910 * this can eat a number of instructions, so skip it unless this cap is set as well
3912 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3913 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3915 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
3917 int i;
3918 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3919 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3920 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3921 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3927 /* The shader starts with the main function */
3928 priv_ctx.in_main_func = TRUE;
3929 /* Base Shader Body */
3930 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3932 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
3934 shader_addline(buffer, "END\n");
3936 /* TODO: change to resource.glObjectHandle or something like that */
3937 GL_EXTCALL(glGenProgramsARB(1, &ret));
3939 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3940 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3942 TRACE("Created hw vertex shader, prg=%d\n", ret);
3943 /* Create the program and check for errors */
3944 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3945 buffer->bsize, buffer->buffer));
3946 checkGLcall("glProgramStringARB()");
3948 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3949 if (errPos != -1)
3951 FIXME("HW VertexShader Error at position %d: %s\n",
3952 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3953 ret = -1;
3955 else
3957 GLint native;
3959 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3960 checkGLcall("glGetProgramivARB()");
3961 if (!native) WARN("Program exceeds native resource limits.\n");
3963 /* Load immediate constants */
3964 if(lconst_map) {
3965 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3966 const float *value = (const float *)lconst->value;
3967 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3971 HeapFree(GetProcessHeap(), 0, lconst_map);
3973 return ret;
3976 /* GL locking is done by the caller */
3977 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3979 UINT i;
3980 DWORD new_size;
3981 struct arb_ps_compiled_shader *new_array;
3982 struct wined3d_shader_buffer buffer;
3983 struct arb_pshader_private *shader_data;
3984 GLuint ret;
3986 if (!shader->baseShader.backend_data)
3988 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3989 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3990 struct shader_arb_priv *priv = device->shader_priv;
3992 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3993 shader_data = shader->baseShader.backend_data;
3994 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
3996 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
3997 else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
3999 shader_data->has_signature_idx = TRUE;
4000 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4002 if (!device->vs_clipping)
4003 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4004 gl_info->max_texture_stages - 1);
4005 else
4006 shader_data->clipplane_emulation = ~0U;
4008 shader_data = shader->baseShader.backend_data;
4010 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4011 * so a linear search is more performant than a hashmap or a binary search
4012 * (cache coherency etc)
4014 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4015 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4016 return &shader_data->gl_shaders[i];
4020 TRACE("No matching GL shader found, compiling a new shader\n");
4021 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4022 if (shader_data->num_gl_shaders)
4024 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4025 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4026 new_size * sizeof(*shader_data->gl_shaders));
4027 } else {
4028 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4029 new_size = 1;
4032 if(!new_array) {
4033 ERR("Out of memory\n");
4034 return 0;
4036 shader_data->gl_shaders = new_array;
4037 shader_data->shader_array_size = new_size;
4040 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4042 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4043 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4045 if (!shader_buffer_init(&buffer))
4047 ERR("Failed to initialize shader buffer.\n");
4048 return 0;
4051 ret = shader_arb_generate_pshader(shader, &buffer, args,
4052 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4053 shader_buffer_free(&buffer);
4054 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4056 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4059 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4060 const DWORD use_map, BOOL skip_int) {
4061 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4062 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4063 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
4064 if(stored->ps_signature != new->ps_signature) return FALSE;
4065 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
4066 if(skip_int) return TRUE;
4068 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4071 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4073 UINT i;
4074 DWORD new_size;
4075 struct arb_vs_compiled_shader *new_array;
4076 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4077 struct wined3d_shader_buffer buffer;
4078 struct arb_vshader_private *shader_data;
4079 GLuint ret;
4080 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4082 if (!shader->baseShader.backend_data)
4084 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4086 shader_data = shader->baseShader.backend_data;
4088 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4089 * so a linear search is more performant than a hashmap or a binary search
4090 * (cache coherency etc)
4092 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4093 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
4094 return &shader_data->gl_shaders[i];
4098 TRACE("No matching GL shader found, compiling a new shader\n");
4100 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4101 if (shader_data->num_gl_shaders)
4103 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4104 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4105 new_size * sizeof(*shader_data->gl_shaders));
4106 } else {
4107 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4108 new_size = 1;
4111 if(!new_array) {
4112 ERR("Out of memory\n");
4113 return 0;
4115 shader_data->gl_shaders = new_array;
4116 shader_data->shader_array_size = new_size;
4119 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4121 if (!shader_buffer_init(&buffer))
4123 ERR("Failed to initialize shader buffer.\n");
4124 return 0;
4127 ret = shader_arb_generate_vshader(shader, &buffer, args,
4128 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4129 shader_buffer_free(&buffer);
4130 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4132 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4135 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4136 struct arb_ps_compile_args *args)
4138 int i;
4139 WORD int_skip;
4140 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4141 find_ps_compile_args(shader, stateblock, &args->super);
4143 /* This forces all local boolean constants to 1 to make them stateblock independent */
4144 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4146 for(i = 0; i < MAX_CONST_B; i++)
4148 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4151 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4152 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4153 * duplicate the shader than have a no-op KIL instruction in every shader
4155 if((!((IWineD3DDeviceImpl *) shader->baseShader.device)->vs_clipping) && use_vs(stateblock) &&
4156 stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE])
4158 args->clip = 1;
4160 else
4162 args->clip = 0;
4165 /* Skip if unused or local, or supported natively */
4166 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4167 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
4169 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4170 return;
4173 for(i = 0; i < MAX_CONST_I; i++)
4175 if(int_skip & (1 << i))
4177 args->loop_ctrl[i][0] = 0;
4178 args->loop_ctrl[i][1] = 0;
4179 args->loop_ctrl[i][2] = 0;
4181 else
4183 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4184 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4185 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4190 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4191 struct arb_vs_compile_args *args)
4193 int i;
4194 WORD int_skip;
4195 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4196 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4197 find_vs_compile_args(shader, stateblock, &args->super);
4199 args->boolclip_compare = 0;
4200 if(use_ps(stateblock))
4202 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4203 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4204 args->ps_signature = shader_priv->input_signature_idx;
4206 args->boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4208 else
4210 args->ps_signature = ~0;
4211 if(!dev->vs_clipping)
4213 args->boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->max_texture_stages : 0;
4215 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4218 if(args->boolclip.clip_texcoord)
4220 if(stateblock->renderState[WINED3DRS_CLIPPING])
4222 args->boolclip.clipplane_mask = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4224 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4227 /* This forces all local boolean constants to 1 to make them stateblock independent */
4228 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4229 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4230 for(i = 0; i < MAX_CONST_B; i++)
4232 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
4235 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4236 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4237 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4238 args->vertex_samplers[3] = 0;
4240 /* Skip if unused or local */
4241 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4242 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
4244 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4245 return;
4248 for(i = 0; i < MAX_CONST_I; i++)
4250 if(int_skip & (1 << i))
4252 args->loop_ctrl[i][0] = 0;
4253 args->loop_ctrl[i][1] = 0;
4254 args->loop_ctrl[i][2] = 0;
4256 else
4258 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4259 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4260 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4265 /* GL locking is done by the caller */
4266 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4268 IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4269 struct shader_arb_priv *priv = This->shader_priv;
4270 const struct wined3d_gl_info *gl_info = context->gl_info;
4271 int i;
4273 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4274 if (usePS) {
4275 struct arb_ps_compile_args compile_args;
4276 struct arb_ps_compiled_shader *compiled;
4277 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4279 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4280 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4281 compiled = find_arb_pshader(ps, &compile_args);
4282 priv->current_fprogram_id = compiled->prgId;
4283 priv->compiled_fprog = compiled;
4285 /* Bind the fragment program */
4286 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4287 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4289 if(!priv->use_arbfp_fixed_func) {
4290 /* Enable OpenGL fragment programs */
4291 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4292 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4294 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4296 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4297 * a 1.x and newer shader, reload the first 8 constants
4299 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4301 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4302 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4303 for(i = 0; i < 8; i++)
4305 context->pshader_const_dirty[i] = 1;
4307 /* Also takes care of loading local constants */
4308 shader_arb_load_constants(context, TRUE, FALSE);
4310 else
4312 shader_arb_ps_local_constants(This);
4315 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4316 if (compiled->np2fixup_info.super.active)
4317 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4318 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
4319 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4320 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4321 * replacement shader
4323 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4324 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4325 priv->current_fprogram_id = 0;
4328 if (useVS) {
4329 struct arb_vs_compile_args compile_args;
4330 struct arb_vs_compiled_shader *compiled;
4331 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4333 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4334 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4335 compiled = find_arb_vshader(vs, &compile_args);
4336 priv->current_vprogram_id = compiled->prgId;
4337 priv->compiled_vprog = compiled;
4339 /* Bind the vertex program */
4340 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4341 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4343 /* Enable OpenGL vertex programs */
4344 glEnable(GL_VERTEX_PROGRAM_ARB);
4345 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4346 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4347 shader_arb_vs_local_constants(This);
4349 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4350 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4352 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4353 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4354 checkGLcall("glClampColorARB");
4355 } else {
4356 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4359 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4360 priv->current_vprogram_id = 0;
4361 glDisable(GL_VERTEX_PROGRAM_ARB);
4362 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4366 /* GL locking is done by the caller */
4367 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4368 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4369 struct shader_arb_priv *priv = This->shader_priv;
4370 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
4371 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4373 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4374 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4375 glEnable(GL_VERTEX_PROGRAM_ARB);
4377 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4378 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4379 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4382 /* GL locking is done by the caller */
4383 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4384 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4385 struct shader_arb_priv *priv = This->shader_priv;
4386 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4388 if (priv->current_vprogram_id) {
4389 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4390 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4392 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4393 } else {
4394 glDisable(GL_VERTEX_PROGRAM_ARB);
4395 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4398 if (priv->current_fprogram_id) {
4399 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4400 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4402 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4403 } else if(!priv->use_arbfp_fixed_func) {
4404 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4405 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4409 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4410 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4411 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4412 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4414 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4416 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
4417 struct arb_pshader_private *shader_data = This->baseShader.backend_data;
4418 UINT i;
4420 if(!shader_data) return; /* This can happen if a shader was never compiled */
4421 ENTER_GL();
4423 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4425 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4426 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4427 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4429 LEAVE_GL();
4430 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4431 HeapFree(GetProcessHeap(), 0, shader_data);
4432 This->baseShader.backend_data = NULL;
4433 } else {
4434 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4435 struct arb_vshader_private *shader_data = This->baseShader.backend_data;
4436 UINT i;
4438 if(!shader_data) return; /* This can happen if a shader was never compiled */
4439 ENTER_GL();
4441 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4443 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4444 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4445 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4447 LEAVE_GL();
4448 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4449 HeapFree(GetProcessHeap(), 0, shader_data);
4450 This->baseShader.backend_data = NULL;
4454 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4456 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4457 return compare_sig(key, e->sig);
4460 static const struct wine_rb_functions sig_tree_functions =
4462 wined3d_rb_alloc,
4463 wined3d_rb_realloc,
4464 wined3d_rb_free,
4465 sig_tree_compare
4468 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4469 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4470 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4471 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4473 ERR("RB tree init failed\n");
4474 HeapFree(GetProcessHeap(), 0, priv);
4475 return E_OUTOFMEMORY;
4477 This->shader_priv = priv;
4478 return WINED3D_OK;
4481 static void release_signature(struct wine_rb_entry *entry, void *context)
4483 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4484 int i;
4485 for(i = 0; i < MAX_REG_INPUT; i++)
4487 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4489 HeapFree(GetProcessHeap(), 0, sig->sig);
4490 HeapFree(GetProcessHeap(), 0, sig);
4493 /* Context activation is done by the caller. */
4494 static void shader_arb_free(IWineD3DDevice *iface) {
4495 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4496 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4497 struct shader_arb_priv *priv = This->shader_priv;
4498 int i;
4500 ENTER_GL();
4501 if(priv->depth_blt_vprogram_id) {
4502 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4504 for (i = 0; i < tex_type_count; ++i) {
4505 if (priv->depth_blt_fprogram_id[i]) {
4506 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4509 LEAVE_GL();
4511 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4512 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4515 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4516 return TRUE;
4519 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
4520 struct shader_caps *pCaps)
4522 DWORD vs_consts = min(gl_info->max_vs_arb_constantsF, gl_info->max_vs_arb_native_constants);
4523 DWORD ps_consts = min(gl_info->max_ps_arb_constantsF, gl_info->max_ps_arb_native_constants);
4525 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4526 * then overwrite the shader specific ones
4528 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4530 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4531 if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
4533 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4534 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4536 else if (vs_consts >= 256)
4538 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4539 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4540 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4542 else
4544 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4545 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4547 pCaps->MaxVertexShaderConst = vs_consts;
4550 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4551 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
4553 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4554 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4556 else if (ps_consts >= 32)
4558 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4559 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4560 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4562 else
4564 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4565 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4567 pCaps->PixelShader1xMaxValue = 8.0f;
4568 pCaps->MaxPixelShaderConst = ps_consts;
4571 pCaps->VSClipping = use_nv_clip(gl_info);
4574 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4576 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4578 TRACE("Checking support for color_fixup:\n");
4579 dump_color_fixup_desc(fixup);
4582 /* We support everything except YUV conversions. */
4583 if (!is_yuv_fixup(fixup))
4585 TRACE("[OK]\n");
4586 return TRUE;
4589 TRACE("[FAILED]\n");
4590 return FALSE;
4593 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4594 DWORD shift;
4595 char write_mask[20], regstr[50];
4596 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4597 BOOL is_color = FALSE;
4598 const struct wined3d_shader_dst_param *dst;
4600 if (!ins->dst_count) return;
4602 dst = &ins->dst[0];
4603 shift = dst->shift;
4604 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4606 shader_arb_get_write_mask(ins, dst, write_mask);
4607 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4609 /* Generate a line that does the output modifier computation
4610 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4611 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4613 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4614 regstr, write_mask, regstr, shift_tab[shift]);
4617 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4619 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4620 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4621 /* WINED3DSIH_BEM */ pshader_hw_bem,
4622 /* WINED3DSIH_BREAK */ shader_hw_break,
4623 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4624 /* WINED3DSIH_BREAKP */ NULL,
4625 /* WINED3DSIH_CALL */ shader_hw_call,
4626 /* WINED3DSIH_CALLNZ */ NULL,
4627 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4628 /* WINED3DSIH_CND */ pshader_hw_cnd,
4629 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4630 /* WINED3DSIH_DCL */ NULL,
4631 /* WINED3DSIH_DEF */ NULL,
4632 /* WINED3DSIH_DEFB */ NULL,
4633 /* WINED3DSIH_DEFI */ NULL,
4634 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4635 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4636 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4637 /* WINED3DSIH_DST */ shader_hw_map2gl,
4638 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4639 /* WINED3DSIH_DSY */ shader_hw_dsy,
4640 /* WINED3DSIH_ELSE */ shader_hw_else,
4641 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4642 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4643 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4644 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4645 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4646 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4647 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4648 /* WINED3DSIH_IFC */ shader_hw_ifc,
4649 /* WINED3DSIH_LABEL */ shader_hw_label,
4650 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4651 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4652 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4653 /* WINED3DSIH_LOOP */ shader_hw_loop,
4654 /* WINED3DSIH_LRP */ shader_hw_lrp,
4655 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4656 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4657 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4658 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4659 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4660 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4661 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4662 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4663 /* WINED3DSIH_MOV */ shader_hw_mov,
4664 /* WINED3DSIH_MOVA */ shader_hw_mov,
4665 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4666 /* WINED3DSIH_NOP */ shader_hw_nop,
4667 /* WINED3DSIH_NRM */ shader_hw_nrm,
4668 /* WINED3DSIH_PHASE */ NULL,
4669 /* WINED3DSIH_POW */ shader_hw_log_pow,
4670 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4671 /* WINED3DSIH_REP */ shader_hw_rep,
4672 /* WINED3DSIH_RET */ shader_hw_ret,
4673 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4674 /* WINED3DSIH_SETP */ NULL,
4675 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4676 /* WINED3DSIH_SGN */ shader_hw_sgn,
4677 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4678 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4679 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4680 /* WINED3DSIH_TEX */ pshader_hw_tex,
4681 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4682 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4683 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4684 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4685 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4686 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4687 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4688 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4689 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4690 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4691 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4692 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4693 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4694 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4695 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4696 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4697 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4698 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4699 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4700 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4701 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4704 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4706 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4707 WORD bools = 0;
4708 WORD flag = (1 << idx);
4709 const local_constant *constant;
4710 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4712 if(This->baseShader.reg_maps.local_bool_consts & flag)
4714 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4715 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4717 if (constant->idx == idx)
4719 return constant->value[0];
4722 ERR("Local constant not found\n");
4723 return FALSE;
4725 else
4727 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4728 else bools = priv->cur_ps_args->bools;
4729 return bools & flag;
4733 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4734 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
4736 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4738 /* Integer constants can either be a local constant, or they can be stored in the shader
4739 * type specific compile args. */
4740 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4742 const local_constant *constant;
4744 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4746 if (constant->idx == idx)
4748 loop_control->count = constant->value[0];
4749 loop_control->start = constant->value[1];
4750 /* Step is signed. */
4751 loop_control->step = (int)constant->value[2];
4752 return;
4755 /* If this happens the flag was set incorrectly */
4756 ERR("Local constant not found\n");
4757 loop_control->count = 0;
4758 loop_control->start = 0;
4759 loop_control->step = 0;
4760 return;
4763 switch (This->baseShader.reg_maps.shader_version.type)
4765 case WINED3D_SHADER_TYPE_VERTEX:
4766 /* Count and aL start value are unsigned */
4767 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4768 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4769 /* Step is signed. */
4770 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4771 break;
4773 case WINED3D_SHADER_TYPE_PIXEL:
4774 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4775 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4776 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4777 break;
4779 default:
4780 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4781 break;
4785 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4787 unsigned int i;
4788 struct wined3d_shader_dst_param *dst_param = NULL;
4789 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4790 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4791 if(!rec)
4793 ERR("Out of memory\n");
4794 return;
4797 rec->ins = *ins;
4798 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4799 if(!dst_param) goto free;
4800 *dst_param = *ins->dst;
4801 if(ins->dst->reg.rel_addr)
4803 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4804 if(!rel_addr) goto free;
4805 *rel_addr = *ins->dst->reg.rel_addr;
4806 dst_param->reg.rel_addr = rel_addr;
4808 rec->ins.dst = dst_param;
4810 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4811 if(!src_param) goto free;
4812 for(i = 0; i < ins->src_count; i++)
4814 src_param[i] = ins->src[i];
4815 if(ins->src[i].reg.rel_addr)
4817 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4818 if(!rel_addr) goto free;
4819 *rel_addr = *ins->src[i].reg.rel_addr;
4820 src_param[i].reg.rel_addr = rel_addr;
4823 rec->ins.src = src_param;
4824 list_add_tail(list, &rec->entry);
4825 return;
4827 free:
4828 ERR("Out of memory\n");
4829 if(dst_param)
4831 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4832 HeapFree(GetProcessHeap(), 0, dst_param);
4834 if(src_param)
4836 for(i = 0; i < ins->src_count; i++)
4838 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4840 HeapFree(GetProcessHeap(), 0, src_param);
4842 HeapFree(GetProcessHeap(), 0, rec);
4845 static void free_recorded_instruction(struct list *list)
4847 struct recorded_instruction *rec_ins, *entry2;
4848 unsigned int i;
4850 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4852 list_remove(&rec_ins->entry);
4853 if(rec_ins->ins.dst)
4855 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4856 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4858 if(rec_ins->ins.src)
4860 for(i = 0; i < rec_ins->ins.src_count; i++)
4862 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4864 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4866 HeapFree(GetProcessHeap(), 0, rec_ins);
4870 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4871 SHADER_HANDLER hw_fct;
4872 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4873 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4874 struct control_frame *control_frame;
4875 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4876 BOOL bool_const;
4878 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4880 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4881 list_add_head(&priv->control_frames, &control_frame->entry);
4883 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4884 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4886 if(priv->target_version >= NV2)
4888 control_frame->loop_no = priv->num_loops++;
4889 priv->loop_depth++;
4891 else
4893 /* Don't bother recording when we're in a not used if branch */
4894 if(priv->muted)
4896 return;
4899 if(!priv->recording)
4901 list_init(&priv->record);
4902 priv->recording = TRUE;
4903 control_frame->outer_loop = TRUE;
4904 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
4905 return; /* Instruction is handled */
4907 /* Record this loop in the outer loop's recording */
4910 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4912 if(priv->target_version >= NV2)
4914 /* Nothing to do. The control frame is popped after the HW instr handler */
4916 else
4918 struct list *e = list_head(&priv->control_frames);
4919 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4920 list_remove(&control_frame->entry);
4922 if(control_frame->outer_loop)
4924 int iteration, aL = 0;
4925 struct list copy;
4927 /* Turn off recording before playback */
4928 priv->recording = FALSE;
4930 /* Move the recorded instructions to a separate list and get them out of the private data
4931 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4932 * be recorded again, thus priv->record might be overwritten
4934 list_init(&copy);
4935 list_move_tail(&copy, &priv->record);
4936 list_init(&priv->record);
4938 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4940 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4941 control_frame->loop_control.count, control_frame->loop_control.start,
4942 control_frame->loop_control.step);
4943 aL = control_frame->loop_control.start;
4945 else
4947 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
4950 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
4952 struct recorded_instruction *rec_ins;
4953 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4955 priv->aL = aL;
4956 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4958 else
4960 shader_addline(buffer, "#Iteration %d\n", iteration);
4963 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
4965 shader_arb_handle_instruction(&rec_ins->ins);
4968 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4970 aL += control_frame->loop_control.step;
4973 shader_addline(buffer, "#end loop/rep\n");
4975 free_recorded_instruction(&copy);
4976 HeapFree(GetProcessHeap(), 0, control_frame);
4977 return; /* Instruction is handled */
4979 else
4981 /* This is a nested loop. Proceed to the normal recording function */
4982 HeapFree(GetProcessHeap(), 0, control_frame);
4987 if(priv->recording)
4989 record_instruction(&priv->record, ins);
4990 return;
4993 /* boolean if */
4994 if(ins->handler_idx == WINED3DSIH_IF)
4996 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4997 list_add_head(&priv->control_frames, &control_frame->entry);
4998 control_frame->type = IF;
5000 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5001 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5002 if(!priv->muted && bool_const == FALSE)
5004 shader_addline(buffer, "#if(FALSE){\n");
5005 priv->muted = TRUE;
5006 control_frame->muting = TRUE;
5008 else shader_addline(buffer, "#if(TRUE) {\n");
5010 return; /* Instruction is handled */
5012 else if(ins->handler_idx == WINED3DSIH_IFC)
5014 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5015 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5016 control_frame->type = IFC;
5017 control_frame->ifc_no = priv->num_ifcs++;
5018 list_add_head(&priv->control_frames, &control_frame->entry);
5020 else if(ins->handler_idx == WINED3DSIH_ELSE)
5022 struct list *e = list_head(&priv->control_frames);
5023 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5025 if(control_frame->type == IF)
5027 shader_addline(buffer, "#} else {\n");
5028 if(!priv->muted && !control_frame->muting)
5030 priv->muted = TRUE;
5031 control_frame->muting = TRUE;
5033 else if(control_frame->muting) priv->muted = FALSE;
5034 return; /* Instruction is handled. */
5036 /* In case of an ifc, generate a HW shader instruction */
5038 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5040 struct list *e = list_head(&priv->control_frames);
5041 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5043 if(control_frame->type == IF)
5045 shader_addline(buffer, "#} endif\n");
5046 if(control_frame->muting) priv->muted = FALSE;
5047 list_remove(&control_frame->entry);
5048 HeapFree(GetProcessHeap(), 0, control_frame);
5049 return; /* Instruction is handled */
5053 if(priv->muted) return;
5055 /* Select handler */
5056 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5058 /* Unhandled opcode */
5059 if (!hw_fct)
5061 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5062 return;
5064 hw_fct(ins);
5066 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5068 struct list *e = list_head(&priv->control_frames);
5069 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5070 list_remove(&control_frame->entry);
5071 HeapFree(GetProcessHeap(), 0, control_frame);
5072 priv->loop_depth--;
5074 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5076 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5077 struct list *e = list_head(&priv->control_frames);
5078 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5079 list_remove(&control_frame->entry);
5080 HeapFree(GetProcessHeap(), 0, control_frame);
5084 shader_arb_add_instruction_modifiers(ins);
5087 const shader_backend_t arb_program_shader_backend = {
5088 shader_arb_handle_instruction,
5089 shader_arb_select,
5090 shader_arb_select_depth_blt,
5091 shader_arb_deselect_depth_blt,
5092 shader_arb_update_float_vertex_constants,
5093 shader_arb_update_float_pixel_constants,
5094 shader_arb_load_constants,
5095 shader_arb_load_np2fixup_constants,
5096 shader_arb_destroy,
5097 shader_arb_alloc,
5098 shader_arb_free,
5099 shader_arb_dirty_const,
5100 shader_arb_get_caps,
5101 shader_arb_color_fixup_supported,
5104 /* ARB_fragment_program fixed function pipeline replacement definitions */
5105 #define ARB_FFP_CONST_TFACTOR 0
5106 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5107 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5108 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5109 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5111 struct arbfp_ffp_desc
5113 struct ffp_frag_desc parent;
5114 GLuint shader;
5115 unsigned int num_textures_used;
5118 /* Context activation is done by the caller. */
5119 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5120 ENTER_GL();
5121 if(enable) {
5122 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5123 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5124 } else {
5125 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5126 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5128 LEAVE_GL();
5131 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5132 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5133 struct shader_arb_priv *priv;
5134 /* Share private data between the shader backend and the pipeline replacement, if both
5135 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5136 * if no pixel shader is bound or not
5138 if(This->shader_backend == &arb_program_shader_backend) {
5139 This->fragment_priv = This->shader_priv;
5140 } else {
5141 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5142 if(!This->fragment_priv) return E_OUTOFMEMORY;
5144 priv = This->fragment_priv;
5145 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5147 ERR("Failed to initialize rbtree.\n");
5148 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5149 return E_OUTOFMEMORY;
5151 priv->use_arbfp_fixed_func = TRUE;
5152 return WINED3D_OK;
5155 /* Context activation is done by the caller. */
5156 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5158 const struct wined3d_gl_info *gl_info = context;
5159 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5161 ENTER_GL();
5162 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5163 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5164 HeapFree(GetProcessHeap(), 0, entry_arb);
5165 LEAVE_GL();
5168 /* Context activation is done by the caller. */
5169 static void arbfp_free(IWineD3DDevice *iface) {
5170 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5171 struct shader_arb_priv *priv = This->fragment_priv;
5173 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5174 priv->use_arbfp_fixed_func = FALSE;
5176 if(This->shader_backend != &arb_program_shader_backend) {
5177 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5181 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5183 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5184 WINED3DTEXOPCAPS_SELECTARG1 |
5185 WINED3DTEXOPCAPS_SELECTARG2 |
5186 WINED3DTEXOPCAPS_MODULATE4X |
5187 WINED3DTEXOPCAPS_MODULATE2X |
5188 WINED3DTEXOPCAPS_MODULATE |
5189 WINED3DTEXOPCAPS_ADDSIGNED2X |
5190 WINED3DTEXOPCAPS_ADDSIGNED |
5191 WINED3DTEXOPCAPS_ADD |
5192 WINED3DTEXOPCAPS_SUBTRACT |
5193 WINED3DTEXOPCAPS_ADDSMOOTH |
5194 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5195 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5196 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5197 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5198 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5199 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5200 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5201 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5202 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5203 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5204 WINED3DTEXOPCAPS_MULTIPLYADD |
5205 WINED3DTEXOPCAPS_LERP |
5206 WINED3DTEXOPCAPS_BUMPENVMAP |
5207 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5209 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5211 caps->MaxTextureBlendStages = 8;
5212 caps->MaxSimultaneousTextures = min(gl_info->max_fragment_samplers, 8);
5214 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
5216 #undef GLINFO_LOCATION
5218 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5219 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5221 float col[4];
5222 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5224 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5225 * application provided constants
5227 if(device->shader_backend == &arb_program_shader_backend) {
5228 if (use_ps(stateblock)) return;
5230 device = stateblock->wineD3DDevice;
5231 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5232 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5235 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5236 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5237 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5241 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5243 float col[4];
5244 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5246 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5247 * application provided constants
5249 if(device->shader_backend == &arb_program_shader_backend) {
5250 if (use_ps(stateblock)) return;
5252 device = stateblock->wineD3DDevice;
5253 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5254 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5257 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5258 /* The specular color has no alpha */
5259 col[0] = 1.0f; col[1] = 1.0f;
5260 col[2] = 1.0f; col[3] = 0.0f;
5261 } else {
5262 col[0] = 0.0f; col[1] = 0.0f;
5263 col[2] = 0.0f; col[3] = 0.0f;
5265 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5266 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5269 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5271 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5272 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5273 float mat[2][2];
5275 if (use_ps(stateblock))
5277 if (stage != 0
5278 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5280 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5281 * anyway
5283 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5284 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5288 if(device->shader_backend == &arb_program_shader_backend) {
5289 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5290 return;
5292 } else if(device->shader_backend == &arb_program_shader_backend) {
5293 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5294 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5297 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5298 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5299 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5300 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5302 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5303 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5306 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5308 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5309 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5310 float param[4];
5312 if (use_ps(stateblock))
5314 if (stage != 0
5315 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
5317 /* The pixel shader has to know the luminance offset. Do a constants update if it
5318 * isn't scheduled anyway
5320 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5321 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5325 if(device->shader_backend == &arb_program_shader_backend) {
5326 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5327 return;
5329 } else if(device->shader_backend == &arb_program_shader_backend) {
5330 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5331 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5334 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5335 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5336 param[2] = 0.0f;
5337 param[3] = 0.0f;
5339 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5340 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5343 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5345 const char *ret;
5347 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5349 switch(arg & WINED3DTA_SELECTMASK) {
5350 case WINED3DTA_DIFFUSE:
5351 ret = "fragment.color.primary"; break;
5353 case WINED3DTA_CURRENT:
5354 if(stage == 0) ret = "fragment.color.primary";
5355 else ret = "ret";
5356 break;
5358 case WINED3DTA_TEXTURE:
5359 switch(stage) {
5360 case 0: ret = "tex0"; break;
5361 case 1: ret = "tex1"; break;
5362 case 2: ret = "tex2"; break;
5363 case 3: ret = "tex3"; break;
5364 case 4: ret = "tex4"; break;
5365 case 5: ret = "tex5"; break;
5366 case 6: ret = "tex6"; break;
5367 case 7: ret = "tex7"; break;
5368 default: ret = "unknown texture";
5370 break;
5372 case WINED3DTA_TFACTOR:
5373 ret = "tfactor"; break;
5375 case WINED3DTA_SPECULAR:
5376 ret = "fragment.color.secondary"; break;
5378 case WINED3DTA_TEMP:
5379 ret = "tempreg"; break;
5381 case WINED3DTA_CONSTANT:
5382 FIXME("Implement perstage constants\n");
5383 switch(stage) {
5384 case 0: ret = "const0"; break;
5385 case 1: ret = "const1"; break;
5386 case 2: ret = "const2"; break;
5387 case 3: ret = "const3"; break;
5388 case 4: ret = "const4"; break;
5389 case 5: ret = "const5"; break;
5390 case 6: ret = "const6"; break;
5391 case 7: ret = "const7"; break;
5392 default: ret = "unknown constant";
5394 break;
5396 default:
5397 return "unknown";
5400 if(arg & WINED3DTA_COMPLEMENT) {
5401 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5402 if(argnum == 0) ret = "arg0";
5403 if(argnum == 1) ret = "arg1";
5404 if(argnum == 2) ret = "arg2";
5406 if(arg & WINED3DTA_ALPHAREPLICATE) {
5407 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5408 if(argnum == 0) ret = "arg0";
5409 if(argnum == 1) ret = "arg1";
5410 if(argnum == 2) ret = "arg2";
5412 return ret;
5415 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5416 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5418 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5419 unsigned int mul = 1;
5420 BOOL mul_final_dest = FALSE;
5422 if(color && alpha) dstmask = "";
5423 else if(color) dstmask = ".xyz";
5424 else dstmask = ".w";
5426 if(dst == tempreg) dstreg = "tempreg";
5427 else dstreg = "ret";
5429 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5430 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5431 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5433 switch(op) {
5434 case WINED3DTOP_DISABLE:
5435 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5436 break;
5438 case WINED3DTOP_SELECTARG2:
5439 arg1 = arg2;
5440 case WINED3DTOP_SELECTARG1:
5441 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5442 break;
5444 case WINED3DTOP_MODULATE4X:
5445 mul = 2;
5446 case WINED3DTOP_MODULATE2X:
5447 mul *= 2;
5448 if(strcmp(dstreg, "result.color") == 0) {
5449 dstreg = "ret";
5450 mul_final_dest = TRUE;
5452 case WINED3DTOP_MODULATE:
5453 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5454 break;
5456 case WINED3DTOP_ADDSIGNED2X:
5457 mul = 2;
5458 if(strcmp(dstreg, "result.color") == 0) {
5459 dstreg = "ret";
5460 mul_final_dest = TRUE;
5462 case WINED3DTOP_ADDSIGNED:
5463 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5464 arg2 = "arg2";
5465 case WINED3DTOP_ADD:
5466 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5467 break;
5469 case WINED3DTOP_SUBTRACT:
5470 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5471 break;
5473 case WINED3DTOP_ADDSMOOTH:
5474 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5475 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5476 break;
5478 case WINED3DTOP_BLENDCURRENTALPHA:
5479 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5480 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5481 break;
5482 case WINED3DTOP_BLENDFACTORALPHA:
5483 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5484 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5485 break;
5486 case WINED3DTOP_BLENDTEXTUREALPHA:
5487 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5488 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5489 break;
5490 case WINED3DTOP_BLENDDIFFUSEALPHA:
5491 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5492 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5493 break;
5495 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5496 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5497 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5498 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5499 break;
5501 /* D3DTOP_PREMODULATE ???? */
5503 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5504 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5505 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5506 break;
5507 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5508 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5509 break;
5510 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5511 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5512 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5513 break;
5514 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5515 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5516 break;
5518 case WINED3DTOP_DOTPRODUCT3:
5519 mul = 4;
5520 if(strcmp(dstreg, "result.color") == 0) {
5521 dstreg = "ret";
5522 mul_final_dest = TRUE;
5524 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5525 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5526 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5527 break;
5529 case WINED3DTOP_MULTIPLYADD:
5530 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5531 break;
5533 case WINED3DTOP_LERP:
5534 /* The msdn is not quite right here */
5535 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5536 break;
5538 case WINED3DTOP_BUMPENVMAP:
5539 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5540 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5541 break;
5543 default:
5544 FIXME("Unhandled texture op %08x\n", op);
5547 if(mul == 2) {
5548 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5549 } else if(mul == 4) {
5550 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5554 /* The stateblock is passed for GLINFO_LOCATION */
5555 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5557 unsigned int stage;
5558 struct wined3d_shader_buffer buffer;
5559 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5560 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5561 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5562 const char *textype;
5563 const char *instr, *sat;
5564 char colorcor_dst[8];
5565 GLuint ret;
5566 DWORD arg0, arg1, arg2;
5567 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5568 BOOL op_equal;
5569 const char *final_combiner_src = "ret";
5570 GLint pos;
5572 /* Find out which textures are read */
5573 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5574 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5575 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5576 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5577 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5578 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5579 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5580 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5582 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5583 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5584 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5585 bump_used[stage] = TRUE;
5586 tex_read[stage] = TRUE;
5588 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5589 bump_used[stage] = TRUE;
5590 tex_read[stage] = TRUE;
5591 luminance_used[stage] = TRUE;
5592 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5593 tfactor_used = TRUE;
5596 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5597 tfactor_used = TRUE;
5600 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5601 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5602 tempreg_used = TRUE;
5605 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5606 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5607 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5608 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5609 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5610 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5611 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5613 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5614 tempreg_used = TRUE;
5616 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5617 tfactor_used = TRUE;
5621 /* Shader header */
5622 if (!shader_buffer_init(&buffer))
5624 ERR("Failed to initialize shader buffer.\n");
5625 return 0;
5628 shader_addline(&buffer, "!!ARBfp1.0\n");
5630 switch(settings->fog) {
5631 case FOG_OFF: break;
5632 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5633 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5634 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5635 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5638 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5639 shader_addline(&buffer, "TEMP TMP;\n");
5640 shader_addline(&buffer, "TEMP ret;\n");
5641 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5642 shader_addline(&buffer, "TEMP arg0;\n");
5643 shader_addline(&buffer, "TEMP arg1;\n");
5644 shader_addline(&buffer, "TEMP arg2;\n");
5645 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5646 if(!tex_read[stage]) continue;
5647 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5648 if(!bump_used[stage]) continue;
5649 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5650 if(!luminance_used[stage]) continue;
5651 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5653 if(tfactor_used) {
5654 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5656 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5658 if(settings->sRGB_write) {
5659 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5660 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5661 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5662 srgb_sub_high, 0.0, 0.0, 0.0);
5665 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5667 /* Generate texture sampling instructions) */
5668 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5669 if(!tex_read[stage]) continue;
5671 switch(settings->op[stage].tex_type) {
5672 case tex_1d: textype = "1D"; break;
5673 case tex_2d: textype = "2D"; break;
5674 case tex_3d: textype = "3D"; break;
5675 case tex_cube: textype = "CUBE"; break;
5676 case tex_rect: textype = "RECT"; break;
5677 default: textype = "unexpected_textype"; break;
5680 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5681 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5682 sat = "";
5683 } else {
5684 sat = "_SAT";
5687 if(settings->op[stage].projected == proj_none) {
5688 instr = "TEX";
5689 } else if(settings->op[stage].projected == proj_count4 ||
5690 settings->op[stage].projected == proj_count3) {
5691 instr = "TXP";
5692 } else {
5693 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5694 instr = "TXP";
5697 if(stage > 0 &&
5698 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5699 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5700 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5701 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5702 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5703 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5705 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5706 * so multiply the displacement with the dividing parameter before passing it to TXP
5708 if (settings->op[stage].projected != proj_none) {
5709 if(settings->op[stage].projected == proj_count4) {
5710 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5711 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5712 } else {
5713 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5714 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5716 } else {
5717 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5720 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5721 instr, sat, stage, stage, textype);
5722 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5723 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5724 stage - 1, stage - 1, stage - 1);
5725 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5727 } else if(settings->op[stage].projected == proj_count3) {
5728 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5729 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5730 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5731 instr, sat, stage, stage, textype);
5732 } else {
5733 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5734 instr, sat, stage, stage, stage, textype);
5737 sprintf(colorcor_dst, "tex%u", stage);
5738 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5739 settings->op[stage].color_fixup);
5742 /* Generate the main shader */
5743 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5744 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5745 if(stage == 0) {
5746 final_combiner_src = "fragment.color.primary";
5748 break;
5751 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5752 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5753 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5754 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5755 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5756 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5757 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5758 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5759 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5760 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5761 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5762 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5763 } else {
5764 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5765 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5766 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5767 settings->op[stage].carg2 == settings->op[stage].aarg2;
5770 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5771 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5772 settings->op[stage].cop, settings->op[stage].carg0,
5773 settings->op[stage].carg1, settings->op[stage].carg2);
5774 if(stage == 0) {
5775 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5777 } else if(op_equal) {
5778 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5779 settings->op[stage].cop, settings->op[stage].carg0,
5780 settings->op[stage].carg1, settings->op[stage].carg2);
5781 } else {
5782 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5783 settings->op[stage].cop, settings->op[stage].carg0,
5784 settings->op[stage].carg1, settings->op[stage].carg2);
5785 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5786 settings->op[stage].aop, settings->op[stage].aarg0,
5787 settings->op[stage].aarg1, settings->op[stage].aarg2);
5791 if(settings->sRGB_write) {
5792 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5793 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5794 shader_addline(&buffer, "MOV result.color, ret;\n");
5795 } else {
5796 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5799 /* Footer */
5800 shader_addline(&buffer, "END\n");
5802 /* Generate the shader */
5803 GL_EXTCALL(glGenProgramsARB(1, &ret));
5804 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5805 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
5806 strlen(buffer.buffer), buffer.buffer));
5807 checkGLcall("glProgramStringARB()");
5809 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5810 if (pos != -1)
5812 FIXME("Fragment program error at position %d: %s\n", pos,
5813 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5815 else
5817 GLint native;
5819 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
5820 checkGLcall("glGetProgramivARB()");
5821 if (!native) WARN("Program exceeds native resource limits.\n");
5824 shader_buffer_free(&buffer);
5825 return ret;
5828 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5830 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5831 struct shader_arb_priv *priv = device->fragment_priv;
5832 BOOL use_pshader = use_ps(stateblock);
5833 BOOL use_vshader = use_vs(stateblock);
5834 struct ffp_frag_settings settings;
5835 const struct arbfp_ffp_desc *desc;
5836 unsigned int i;
5838 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5840 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5841 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5842 /* Reload fixed function constants since they collide with the pixel shader constants */
5843 for(i = 0; i < MAX_TEXTURES; i++) {
5844 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5846 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5847 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5848 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5849 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5851 return;
5854 if(!use_pshader) {
5855 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5856 gen_ffp_frag_op(stateblock, &settings, FALSE);
5857 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5858 if(!desc) {
5859 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5860 if (!new_desc)
5862 ERR("Out of memory\n");
5863 return;
5865 new_desc->num_textures_used = 0;
5866 for (i = 0; i < context->gl_info->max_texture_stages; ++i)
5868 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5869 new_desc->num_textures_used = i;
5872 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5873 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5874 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5875 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5876 desc = new_desc;
5879 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5880 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5881 * deactivate it.
5883 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5884 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5885 priv->current_fprogram_id = desc->shader;
5887 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5888 /* Reload fixed function constants since they collide with the pixel shader constants */
5889 for(i = 0; i < MAX_TEXTURES; i++) {
5890 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5892 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5893 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5895 context->last_was_pshader = FALSE;
5896 } else {
5897 context->last_was_pshader = TRUE;
5900 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5901 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5902 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5903 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5904 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5906 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5907 * shader handler
5909 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5910 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5912 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5913 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5916 if(use_pshader) {
5917 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5921 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5922 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5923 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5924 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5925 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5927 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5929 enum fogsource new_source;
5931 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5933 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5934 fragment_prog_arbfp(state, stateblock, context);
5937 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5939 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5940 if(use_vs(stateblock)) {
5941 new_source = FOGSOURCE_VS;
5942 } else {
5943 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5944 new_source = FOGSOURCE_COORD;
5945 } else {
5946 new_source = FOGSOURCE_FFP;
5949 } else {
5950 new_source = FOGSOURCE_FFP;
5952 if(new_source != context->fog_source) {
5953 context->fog_source = new_source;
5954 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5958 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5960 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5961 fragment_prog_arbfp(state, stateblock, context);
5965 #undef GLINFO_LOCATION
5967 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5968 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5969 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5970 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5971 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5972 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5973 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5974 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5975 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5976 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5977 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5978 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5979 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5980 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5981 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5982 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5983 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5984 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5985 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5986 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5987 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5988 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5989 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5990 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5991 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5992 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5993 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5994 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5995 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5996 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5997 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5998 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5999 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6000 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6001 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6002 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6003 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6004 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6005 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6006 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6007 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6008 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6009 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6010 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6011 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6012 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6013 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6014 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6015 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6016 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6017 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6018 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6019 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6020 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6021 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6022 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6023 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6024 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6025 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6026 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6027 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6028 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6029 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6030 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6031 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6032 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6033 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6034 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6035 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6036 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6037 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6038 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6039 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6040 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6041 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6042 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6043 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6044 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6045 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6046 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6047 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6048 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6049 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6050 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6051 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6052 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6053 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6054 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6055 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6056 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6057 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6058 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6059 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6060 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6061 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6062 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6063 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6064 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6065 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6066 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6067 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6068 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6069 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6070 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6071 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6072 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6073 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6074 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6075 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6076 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6077 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6078 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6079 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6080 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6081 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6082 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6083 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6084 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6085 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6086 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6087 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6088 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6089 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6090 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6091 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6092 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6093 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6094 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6095 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6096 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6097 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6098 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6099 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6100 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6101 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6102 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6103 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6104 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6105 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6106 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6107 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6108 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6109 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6110 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6111 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6112 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6113 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6114 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6115 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6118 const struct fragment_pipeline arbfp_fragment_pipeline = {
6119 arbfp_enable,
6120 arbfp_get_caps,
6121 arbfp_alloc,
6122 arbfp_free,
6123 shader_arb_color_fixup_supported,
6124 arbfp_fragmentstate_template,
6125 TRUE /* We can disable projected textures */
6128 #define GLINFO_LOCATION device->adapter->gl_info
6130 struct arbfp_blit_priv {
6131 GLenum yuy2_rect_shader, yuy2_2d_shader;
6132 GLenum uyvy_rect_shader, uyvy_2d_shader;
6133 GLenum yv12_rect_shader, yv12_2d_shader;
6136 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6137 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6138 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6139 if(!device->blit_priv) {
6140 ERR("Out of memory\n");
6141 return E_OUTOFMEMORY;
6143 return WINED3D_OK;
6146 /* Context activation is done by the caller. */
6147 static void arbfp_blit_free(IWineD3DDevice *iface) {
6148 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6149 struct arbfp_blit_priv *priv = device->blit_priv;
6151 ENTER_GL();
6152 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6153 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6154 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6155 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6156 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6157 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6158 checkGLcall("Delete yuv programs");
6159 LEAVE_GL();
6161 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6162 device->blit_priv = NULL;
6165 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
6166 GLenum textype, char *luminance)
6168 char chroma;
6169 const char *tex, *texinstr;
6171 if (yuv_fixup == YUV_FIXUP_UYVY) {
6172 chroma = 'x';
6173 *luminance = 'w';
6174 } else {
6175 chroma = 'w';
6176 *luminance = 'x';
6178 switch(textype) {
6179 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6180 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6181 default:
6182 /* This is more tricky than just replacing the texture type - we have to navigate
6183 * properly in the texture to find the correct chroma values
6185 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6186 return FALSE;
6189 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6190 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6191 * filtering when we sample the texture.
6193 * These are the rules for reading the chroma:
6195 * Even pixel: Cr
6196 * Even pixel: U
6197 * Odd pixel: V
6199 * So we have to get the sampling x position in non-normalized coordinates in integers
6201 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6202 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6203 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6204 } else {
6205 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6207 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6208 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6209 * 0.5, so add 0.5.
6211 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6212 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6214 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6215 * even and odd pixels respectively
6217 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6218 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6220 /* Sample Pixel 1 */
6221 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6223 /* Put the value into either of the chroma values */
6224 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6225 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6226 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6227 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6229 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6230 * the pixel right to the current one. Otherwise, sample the left pixel.
6231 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6233 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6234 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6235 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6237 /* Put the value into the other chroma */
6238 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6239 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6240 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6241 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6243 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6244 * the current one and lerp the two U and V values
6247 /* This gives the correctly filtered luminance value */
6248 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6250 return TRUE;
6253 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6255 const char *tex;
6257 switch(textype) {
6258 case GL_TEXTURE_2D: tex = "2D"; break;
6259 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6260 default:
6261 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6262 return FALSE;
6265 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6266 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6267 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6268 * pitch of the luminance plane, the packing into the gl texture is a bit
6269 * unfortunate. If the whole texture is interpreted as luminance data it looks
6270 * approximately like this:
6272 * +----------------------------------+----
6273 * | |
6274 * | |
6275 * | |
6276 * | |
6277 * | | 2
6278 * | LUMINANCE | -
6279 * | | 3
6280 * | |
6281 * | |
6282 * | |
6283 * | |
6284 * +----------------+-----------------+----
6285 * | | |
6286 * | U even rows | U odd rows |
6287 * | | | 1
6288 * +----------------+------------------ -
6289 * | | | 3
6290 * | V even rows | V odd rows |
6291 * | | |
6292 * +----------------+-----------------+----
6293 * | | |
6294 * | 0.5 | 0.5 |
6296 * So it appears as if there are 4 chroma images, but in fact the odd rows
6297 * in the chroma images are in the same row as the even ones. So its is
6298 * kinda tricky to read
6300 * When reading from rectangle textures, keep in mind that the input y coordinates
6301 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6303 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6304 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6306 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6307 /* the chroma planes have only half the width */
6308 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6310 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6311 * the coordinate. Also read the right side of the image when reading odd lines
6313 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6314 * bleeding
6316 if(textype == GL_TEXTURE_2D) {
6318 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6320 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6322 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6323 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6325 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6326 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6327 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6328 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6329 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6331 /* clamp, keep the half pixel origin in mind */
6332 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6333 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6334 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6335 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6336 } else {
6337 /* Read from [size - size+size/4] */
6338 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6339 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6341 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6342 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6343 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6344 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6345 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6346 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6348 /* Make sure to read exactly from the pixel center */
6349 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6350 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6352 /* Clamp */
6353 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6354 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6355 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6356 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6357 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6359 /* Read the texture, put the result into the output register */
6360 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6361 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6363 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6364 * No need to clamp because we're just reusing the already clamped value from above
6366 if(textype == GL_TEXTURE_2D) {
6367 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6368 } else {
6369 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6371 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6372 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6374 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6375 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6376 * values due to filtering
6378 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6379 if(textype == GL_TEXTURE_2D) {
6380 /* Multiply the y coordinate by 2/3 and clamp it */
6381 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6382 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6383 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6384 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6385 } else {
6386 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6387 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6388 * is bigger
6390 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6391 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6392 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6394 *luminance = 'a';
6396 return TRUE;
6399 /* Context activation is done by the caller. */
6400 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
6402 GLenum shader;
6403 struct wined3d_shader_buffer buffer;
6404 char luminance_component;
6405 struct arbfp_blit_priv *priv = device->blit_priv;
6406 GLint pos;
6408 /* Shader header */
6409 if (!shader_buffer_init(&buffer))
6411 ERR("Failed to initialize shader buffer.\n");
6412 return 0;
6415 ENTER_GL();
6416 GL_EXTCALL(glGenProgramsARB(1, &shader));
6417 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6418 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6419 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6420 LEAVE_GL();
6421 if(!shader) {
6422 shader_buffer_free(&buffer);
6423 return 0;
6426 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6427 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6428 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6429 * each single pixel it contains, and one U and one V value shared between both
6430 * pixels.
6432 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6433 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6434 * take the format into account when generating the read swizzles
6436 * Reading the Y value is straightforward - just sample the texture. The hardware
6437 * takes care of filtering in the horizontal and vertical direction.
6439 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6440 * because that would mix the U and V values of one pixel or two adjacent pixels.
6441 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6442 * regardless of the filtering setting. Vertical filtering works automatically
6443 * though - the U and V values of two rows are mixed nicely.
6445 * Appart of avoiding filtering issues, the code has to know which value it just
6446 * read, and where it can find the other one. To determine this, it checks if
6447 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6449 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6450 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6452 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6453 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6454 * in an unfiltered situation. Finding the luminance on the other hand requires
6455 * finding out if it is an odd or even pixel. The real drawback of this approach
6456 * is filtering. This would have to be emulated completely in the shader, reading
6457 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6458 * vertically. Beyond that it would require adjustments to the texture handling
6459 * code to deal with the width scaling
6461 shader_addline(&buffer, "!!ARBfp1.0\n");
6462 shader_addline(&buffer, "TEMP luminance;\n");
6463 shader_addline(&buffer, "TEMP temp;\n");
6464 shader_addline(&buffer, "TEMP chroma;\n");
6465 shader_addline(&buffer, "TEMP texcrd;\n");
6466 shader_addline(&buffer, "TEMP texcrd2;\n");
6467 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6468 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6469 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6471 switch (yuv_fixup)
6473 case YUV_FIXUP_UYVY:
6474 case YUV_FIXUP_YUY2:
6475 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6477 shader_buffer_free(&buffer);
6478 return 0;
6480 break;
6482 case YUV_FIXUP_YV12:
6483 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6485 shader_buffer_free(&buffer);
6486 return 0;
6488 break;
6490 default:
6491 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6492 shader_buffer_free(&buffer);
6493 return 0;
6496 /* Calculate the final result. Formula is taken from
6497 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6498 * ranges from -0.5 to 0.5
6500 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6502 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6503 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6504 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6505 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6506 shader_addline(&buffer, "END\n");
6508 ENTER_GL();
6509 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6510 strlen(buffer.buffer), buffer.buffer));
6511 checkGLcall("glProgramStringARB()");
6513 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6514 if (pos != -1)
6516 FIXME("Fragment program error at position %d: %s\n", pos,
6517 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6519 else
6521 GLint native;
6523 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6524 checkGLcall("glGetProgramivARB()");
6525 if (!native) WARN("Program exceeds native resource limits.\n");
6528 shader_buffer_free(&buffer);
6529 LEAVE_GL();
6531 switch (yuv_fixup)
6533 case YUV_FIXUP_YUY2:
6534 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6535 else priv->yuy2_2d_shader = shader;
6536 break;
6538 case YUV_FIXUP_UYVY:
6539 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6540 else priv->uyvy_2d_shader = shader;
6541 break;
6543 case YUV_FIXUP_YV12:
6544 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6545 else priv->yv12_2d_shader = shader;
6546 break;
6549 return shader;
6552 /* Context activation is done by the caller. */
6553 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6554 GLenum textype, UINT width, UINT height)
6556 GLenum shader;
6557 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6558 float size[4] = {width, height, 1, 1};
6559 struct arbfp_blit_priv *priv = device->blit_priv;
6560 enum yuv_fixup yuv_fixup;
6562 if (!is_yuv_fixup(format_desc->color_fixup))
6564 TRACE("Fixup:\n");
6565 dump_color_fixup_desc(format_desc->color_fixup);
6566 /* Don't bother setting up a shader for unconverted formats */
6567 ENTER_GL();
6568 glEnable(textype);
6569 checkGLcall("glEnable(textype)");
6570 LEAVE_GL();
6571 return WINED3D_OK;
6574 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6576 switch(yuv_fixup)
6578 case YUV_FIXUP_YUY2:
6579 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6580 break;
6582 case YUV_FIXUP_UYVY:
6583 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6584 break;
6586 case YUV_FIXUP_YV12:
6587 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6588 break;
6590 default:
6591 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6592 ENTER_GL();
6593 glEnable(textype);
6594 checkGLcall("glEnable(textype)");
6595 LEAVE_GL();
6596 return E_NOTIMPL;
6599 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6601 ENTER_GL();
6602 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6603 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6604 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6605 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6606 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6607 checkGLcall("glProgramLocalParameter4fvARB");
6608 LEAVE_GL();
6610 return WINED3D_OK;
6613 /* Context activation is done by the caller. */
6614 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6615 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6617 ENTER_GL();
6618 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6619 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6620 glDisable(GL_TEXTURE_2D);
6621 checkGLcall("glDisable(GL_TEXTURE_2D)");
6622 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6623 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6624 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6626 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6627 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6628 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6630 LEAVE_GL();
6633 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6635 enum yuv_fixup yuv_fixup;
6637 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6639 TRACE("Checking support for fixup:\n");
6640 dump_color_fixup_desc(fixup);
6643 if (is_identity_fixup(fixup))
6645 TRACE("[OK]\n");
6646 return TRUE;
6649 /* We only support YUV conversions. */
6650 if (!is_yuv_fixup(fixup))
6652 TRACE("[FAILED]\n");
6653 return FALSE;
6656 yuv_fixup = get_yuv_fixup(fixup);
6657 switch(yuv_fixup)
6659 case YUV_FIXUP_YUY2:
6660 case YUV_FIXUP_UYVY:
6661 case YUV_FIXUP_YV12:
6662 TRACE("[OK]\n");
6663 return TRUE;
6665 default:
6666 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6667 TRACE("[FAILED]\n");
6668 return FALSE;
6672 const struct blit_shader arbfp_blit = {
6673 arbfp_blit_alloc,
6674 arbfp_blit_free,
6675 arbfp_blit_set,
6676 arbfp_blit_unset,
6677 arbfp_blit_color_fixup_supported,
6680 #undef GLINFO_LOCATION