2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr
)
48 if (!(q
= strstr(p
, "\n")))
60 static void shader_arb_dump_program_source(const char *source
)
63 char *ptr
, *line
, *tmp
;
65 source_size
= strlen(source
) + 1;
66 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
72 memcpy(tmp
, source
, source_size
);
75 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
78 HeapFree(GetProcessHeap(), 0, tmp
);
81 /* GL locking for state handlers is done by the caller. */
82 static BOOL
need_rel_addr_const(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
)
84 if (shader
->baseShader
.reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
86 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
) return TRUE
;
88 if (!shader
->baseShader
.reg_maps
.usesmova
) return FALSE
;
89 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
92 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
93 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
95 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
96 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
99 static BOOL
need_helper_const(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
)
101 if (need_rel_addr_const(shader
, gl_info
)) return TRUE
;
102 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
103 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
104 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
105 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
106 if (shader
->baseShader
.reg_maps
.usesnrm
) return TRUE
; /* 0.0 */
107 if (shader
->baseShader
.reg_maps
.usesrcp
) return TRUE
; /* EPS */
111 static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
)
113 unsigned int ret
= 1;
114 /* We use one PARAM for the pos fixup, and in some cases one to load
115 * some immediate values into the shader
117 if(need_helper_const(shader
, gl_info
)) ret
++;
118 if(need_rel_addr_const(shader
, gl_info
)) ret
++;
122 enum arb_helper_value
133 static const char *arb_get_helper_value(enum wined3d_shader_type shader
, enum arb_helper_value value
)
135 if (shader
== WINED3D_SHADER_TYPE_GEOMETRY
)
137 ERR("Geometry shaders are unsupported\n");
141 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
145 case ARB_ZERO
: return "ps_helper_const.x";
146 case ARB_ONE
: return "ps_helper_const.y";
147 case ARB_TWO
: return "coefmul.x";
148 case ARB_0001
: return "helper_const.xxxy";
149 case ARB_EPS
: return "ps_helper_const.z";
157 case ARB_ZERO
: return "helper_const.x";
158 case ARB_ONE
: return "helper_const.y";
159 case ARB_TWO
: return "helper_const.z";
160 case ARB_EPS
: return "helper_const.w";
161 case ARB_0001
: return "helper_const.xxxy";
162 case ARB_VS_REL_OFFSET
: return "rel_addr_const.y";
165 FIXME("Unmanaged %s shader helper constant requested: %u\n",
166 shader
== WINED3D_SHADER_TYPE_PIXEL
? "pixel" : "vertex", value
);
169 case ARB_ZERO
: return "0.0";
170 case ARB_ONE
: return "1.0";
171 case ARB_TWO
: return "2.0";
172 case ARB_0001
: return "{0.0, 0.0, 0.0, 1.0}";
173 case ARB_EPS
: return "1e-8";
174 default: return "bad";
178 static inline BOOL
ffp_clip_emul(const struct wined3d_state
*state
)
180 return state
->lowest_disabled_stage
< 7;
183 /* ARB_program_shader private data */
202 struct wined3d_shader_loop_control loop_control
;
206 struct arb_ps_np2fixup_info
208 struct ps_np2fixup_info super
;
209 /* For ARB we need a offset value:
210 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
211 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
212 * array we need an offset to the index inside the program local parameter array. */
216 struct arb_ps_compile_args
218 struct ps_compile_args super
;
220 WORD clip
; /* only a boolean, use a WORD for alignment */
221 unsigned char loop_ctrl
[MAX_CONST_I
][3];
224 struct stb_const_desc
226 unsigned char texunit
;
230 struct arb_ps_compiled_shader
232 struct arb_ps_compile_args args
;
233 struct arb_ps_np2fixup_info np2fixup_info
;
234 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
235 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
236 UINT int_consts
[MAX_CONST_I
];
239 unsigned char numbumpenvmatconsts
;
243 struct arb_vs_compile_args
245 struct vs_compile_args super
;
251 unsigned char clip_texcoord
;
252 unsigned char clipplane_mask
;
254 DWORD boolclip_compare
;
259 unsigned char samplers
[4];
260 DWORD samplers_compare
;
262 unsigned char loop_ctrl
[MAX_CONST_I
][3];
265 struct arb_vs_compiled_shader
267 struct arb_vs_compile_args args
;
269 UINT int_consts
[MAX_CONST_I
];
271 char need_color_unclamp
;
275 struct recorded_instruction
277 struct wined3d_shader_instruction ins
;
281 struct shader_arb_ctx_priv
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
294 const struct arb_vs_compile_args
*cur_vs_args
;
295 const struct arb_ps_compile_args
*cur_ps_args
;
296 const struct arb_ps_compiled_shader
*compiled_fprog
;
297 const struct arb_vs_compiled_shader
*compiled_vprog
;
298 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
299 struct list control_frames
;
303 unsigned int num_loops
, loop_depth
, num_ifcs
;
306 unsigned int vs_clipplanes
;
310 /* For 3.0 vertex shaders */
311 const char *vs_output
[MAX_REG_OUTPUT
];
312 /* For 2.x and earlier vertex shaders */
313 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
315 /* 3.0 pshader input for compatibility with fixed function */
316 const char *ps_input
[MAX_REG_INPUT
];
321 struct wined3d_shader_signature_element
*sig
;
323 struct wine_rb_entry entry
;
326 struct arb_pshader_private
{
327 struct arb_ps_compiled_shader
*gl_shaders
;
328 UINT num_gl_shaders
, shader_array_size
;
329 BOOL has_signature_idx
;
330 DWORD input_signature_idx
;
331 DWORD clipplane_emulation
;
335 struct arb_vshader_private
{
336 struct arb_vs_compiled_shader
*gl_shaders
;
337 UINT num_gl_shaders
, shader_array_size
;
340 struct shader_arb_priv
342 GLuint current_vprogram_id
;
343 GLuint current_fprogram_id
;
344 const struct arb_ps_compiled_shader
*compiled_fprog
;
345 const struct arb_vs_compiled_shader
*compiled_vprog
;
346 GLuint depth_blt_vprogram_id
;
347 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
348 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
349 BOOL use_arbfp_fixed_func
;
350 struct wine_rb_tree fragment_shaders
;
351 BOOL last_ps_const_clamped
;
352 BOOL last_vs_color_unclamp
;
354 struct wine_rb_tree signature_tree
;
358 /********************************************************
359 * ARB_[vertex/fragment]_program helper functions follow
360 ********************************************************/
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
370 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
372 local_constant
* lconst
;
376 if (TRACE_ON(d3d_constants
))
378 for(i
= 0; i
< max_constants
; i
++) {
379 if(!dirty_consts
[i
]) continue;
380 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
381 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
382 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
392 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393 * shaders, the first 8 constants are marked dirty for reload
395 for(; i
< min(8, max_constants
); i
++) {
396 if(!dirty_consts
[i
]) continue;
400 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
401 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
402 else lcl_const
[0] = constants
[j
+ 0];
404 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
405 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
406 else lcl_const
[1] = constants
[j
+ 1];
408 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
409 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
410 else lcl_const
[2] = constants
[j
+ 2];
412 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
413 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
414 else lcl_const
[3] = constants
[j
+ 3];
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
419 /* If further constants are dirty, reload them without clamping.
421 * The alternative is not to touch them, but then we cannot reset the dirty constant count
422 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423 * above would always re-check the first 8 constants since max_constant remains at the init
428 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
435 for(; i
< max_constants
; i
++) {
436 if(!dirty_consts
[i
]) continue;
438 /* Find the next block of dirty constants */
441 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
448 for(; i
< max_constants
; i
++) {
449 if(dirty_consts
[i
]) {
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
455 checkGLcall("glProgramEnvParameter4fvARB()");
457 /* Load immediate constants */
458 if(This
->baseShader
.load_local_constsF
) {
459 if (TRACE_ON(d3d_shader
)) {
460 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
461 GLfloat
* values
= (GLfloat
*)lconst
->value
;
462 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
463 values
[0], values
[1], values
[2], values
[3]);
466 /* Immediate constants are clamped for 1.X shaders at loading times */
468 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
469 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470 ret
= max(ret
, lconst
->idx
+ 1);
471 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
473 checkGLcall("glProgramEnvParameter4fvARB()");
474 return ret
; /* The loaded immediate constants need reloading for the next shader */
476 return 0; /* No constants are dirty now */
481 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
483 static void shader_arb_load_np2fixup_constants(void *shader_priv
,
484 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
486 const struct shader_arb_priv
* priv
= shader_priv
;
488 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
489 if (!use_ps(state
)) return;
491 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
492 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
494 WORD active
= fixup
->super
.active
;
495 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
497 for (i
= 0; active
; active
>>= 1, ++i
)
499 const IWineD3DBaseTextureImpl
*tex
= state
->textures
[i
];
500 const unsigned char idx
= fixup
->super
.idx
[i
];
501 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
503 if (!(active
& 1)) continue;
506 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
511 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
513 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
517 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
518 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
519 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
524 /* GL locking is done by the caller. */
525 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
527 const struct wined3d_context
*context
= context_get_current();
528 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
529 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
531 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
532 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
534 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
536 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
538 /* The state manager takes care that this function is always called if the bump env matrix changes */
539 const float *data
= (const float *)&stateBlock
->state
.texture_states
[texunit
][WINED3DTSS_BUMPENVMAT00
];
540 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
541 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
543 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
545 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
546 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
547 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
548 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
550 const float *scale
= (const float *)&stateBlock
->state
.texture_states
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
551 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
552 gl_shader
->luminanceconst
[i
].const_num
, scale
));
555 checkGLcall("Load bumpmap consts");
557 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
559 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
560 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
565 val
[0] = context
->render_offscreen
? 0.0f
566 : deviceImpl
->render_targets
[0]->currentDesc
.Height
;
567 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
570 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
571 checkGLcall("y correction loading");
574 if (!gl_shader
->num_int_consts
) return;
576 for(i
= 0; i
< MAX_CONST_I
; i
++)
578 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
581 val
[0] = (float)stateBlock
->state
.ps_consts_i
[4 * i
];
582 val
[1] = (float)stateBlock
->state
.ps_consts_i
[4 * i
+ 1];
583 val
[2] = (float)stateBlock
->state
.ps_consts_i
[4 * i
+ 2];
586 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
589 checkGLcall("Load ps int consts");
592 /* GL locking is done by the caller. */
593 static void shader_arb_vs_local_constants(const struct wined3d_context
*context
, IWineD3DDeviceImpl
*deviceImpl
)
595 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
596 const struct wined3d_state
*state
= &deviceImpl
->stateBlock
->state
;
598 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
599 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
600 float position_fixup
[4];
602 /* Upload the position fixup */
603 shader_get_position_fixup(context
, state
, position_fixup
);
604 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
606 if (!gl_shader
->num_int_consts
) return;
608 for(i
= 0; i
< MAX_CONST_I
; i
++)
610 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
613 val
[0] = (float)state
->vs_consts_i
[4 * i
];
614 val
[1] = (float)state
->vs_consts_i
[4 * i
+ 1];
615 val
[2] = (float)state
->vs_consts_i
[4 * i
+ 2];
618 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
621 checkGLcall("Load vs int consts");
625 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
627 * We only support float constants in ARB at the moment, so don't
628 * worry about the Integers or Booleans
630 /* GL locking is done by the caller (state handler) */
631 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
633 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
634 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
635 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
639 IWineD3DBaseShaderImpl
*vshader
= (IWineD3DBaseShaderImpl
*)stateBlock
->state
.vertex_shader
;
641 /* Load DirectX 9 float constants for vertex shader */
642 device
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
643 device
->highest_dirty_vs_const
, stateBlock
->state
.vs_consts_f
, context
->vshader_const_dirty
);
644 shader_arb_vs_local_constants(context
, device
);
649 IWineD3DBaseShaderImpl
*pshader
= (IWineD3DBaseShaderImpl
*)stateBlock
->state
.pixel_shader
;
651 /* Load DirectX 9 float constants for pixel shader */
652 device
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
653 device
->highest_dirty_ps_const
, stateBlock
->state
.ps_consts_f
, context
->pshader_const_dirty
);
654 shader_arb_ps_local_constants(device
);
658 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
660 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
661 struct wined3d_context
*context
= context_get_current();
663 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
664 * context. On a context switch the old context will be fully dirtified */
665 if (!context
|| context
->swapchain
->device
!= This
) return;
667 memset(context
->vshader_const_dirty
+ start
, 1, sizeof(*context
->vshader_const_dirty
) * count
);
668 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
);
671 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
673 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
674 struct wined3d_context
*context
= context_get_current();
676 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
677 * context. On a context switch the old context will be fully dirtified */
678 if (!context
|| context
->swapchain
->device
!= This
) return;
680 memset(context
->pshader_const_dirty
+ start
, 1, sizeof(*context
->pshader_const_dirty
) * count
);
681 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
);
684 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
688 const local_constant
*lconst
;
690 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
692 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
694 ERR("Out of memory\n");
698 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
699 ret
[lconst
->idx
] = idx
++;
704 /* Generate the variable & register declarations for the ARB_vertex_program output target */
705 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
706 struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, DWORD
*lconst_map
,
707 DWORD
*num_clipplanes
, struct shader_arb_ctx_priv
*ctx
)
709 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
710 DWORD i
, next_local
= 0;
711 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
712 unsigned max_constantsF
;
713 const local_constant
*lconst
;
716 /* In pixel shaders, all private constants are program local, we don't need anything
717 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
718 * If we need a private constant the GL implementation will squeeze it in somewhere
720 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
721 * immediate values. The posFixup is loaded using program.env for now, so always
722 * subtract one from the number of constants. If the shader uses indirect addressing,
723 * account for the helper const too because we have to declare all availabke d3d constants
724 * and don't know which are actually used.
728 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
729 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
730 if (max_constantsF
< 24)
731 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
735 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
736 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
737 * Also prevents max_constantsF from becoming less than 0 and
739 if (max_constantsF
< 96)
740 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
742 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
743 DWORD highest_constf
= 0, clip_limit
;
745 max_constantsF
-= reserved_vs_const(This
, gl_info
);
746 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
748 for(i
= 0; i
< This
->baseShader
.limits
.constant_float
; i
++)
751 DWORD shift
= i
& 0x1f;
752 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
755 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
757 if(ctx
->cur_vs_args
->super
.clip_enabled
)
758 clip_limit
= gl_info
->limits
.clipplanes
;
764 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
765 clip_limit
= min(count_bits(mask
), 4);
767 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
768 max_constantsF
-= *num_clipplanes
;
769 if(*num_clipplanes
< clip_limit
)
771 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
776 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
777 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
781 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
783 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
786 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
788 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
791 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
793 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
795 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
799 /* Load local constants using the program-local space,
800 * this avoids reloading them each time the shader is used
803 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
804 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
805 lconst_map
[lconst
->idx
]);
806 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
810 /* After subtracting privately used constants from the hardware limit(they are loaded as
811 * local constants), make sure the shader doesn't violate the env constant limit
815 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
819 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
822 /* Avoid declaring more constants than needed */
823 max_constantsF
= min(max_constantsF
, This
->baseShader
.limits
.constant_float
);
825 /* we use the array-based constants array if the local constants are marked for loading,
826 * because then we use indirect addressing, or when the local constant list is empty,
827 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
828 * local constants do not declare the loaded constants as an array because ARB compilers usually
829 * do not optimize unused constants away
831 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
832 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
833 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
834 max_constantsF
, max_constantsF
- 1);
836 for(i
= 0; i
< max_constantsF
; i
++) {
839 mask
= 1 << (i
& 0x1f);
840 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
841 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
849 static const char * const shift_tab
[] = {
850 "dummy", /* 0 (none) */
851 "coefmul.x", /* 1 (x2) */
852 "coefmul.y", /* 2 (x4) */
853 "coefmul.z", /* 3 (x8) */
854 "coefmul.w", /* 4 (x16) */
855 "dummy", /* 5 (x32) */
856 "dummy", /* 6 (x64) */
857 "dummy", /* 7 (x128) */
858 "dummy", /* 8 (d256) */
859 "dummy", /* 9 (d128) */
860 "dummy", /* 10 (d64) */
861 "dummy", /* 11 (d32) */
862 "coefdiv.w", /* 12 (d16) */
863 "coefdiv.z", /* 13 (d8) */
864 "coefdiv.y", /* 14 (d4) */
865 "coefdiv.x" /* 15 (d2) */
868 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
869 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
871 char *ptr
= write_mask
;
873 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
876 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
877 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
878 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
879 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
885 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
887 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
888 * but addressed as "rgba". To fix this we need to swap the register's x
889 * and z components. */
890 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
891 char *ptr
= swizzle_str
;
893 /* swizzle bits fields: wwzzyyxx */
894 DWORD swizzle
= param
->swizzle
;
895 DWORD swizzle_x
= swizzle
& 0x03;
896 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
897 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
898 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
900 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
901 * generate a swizzle string. Unless we need to our own swizzling. */
902 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
905 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
906 *ptr
++ = swizzle_chars
[swizzle_x
];
908 *ptr
++ = swizzle_chars
[swizzle_x
];
909 *ptr
++ = swizzle_chars
[swizzle_y
];
910 *ptr
++ = swizzle_chars
[swizzle_z
];
911 *ptr
++ = swizzle_chars
[swizzle_w
];
918 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
920 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
921 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
923 if (!strcmp(priv
->addr_reg
, src
)) return;
925 strcpy(priv
->addr_reg
, src
);
926 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
929 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
930 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
932 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
933 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
935 /* oPos, oFog and oPts in D3D */
936 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
937 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
938 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
939 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
945 case WINED3DSPR_TEMP
:
946 sprintf(register_name
, "R%u", reg
->idx
);
949 case WINED3DSPR_INPUT
:
952 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
954 if (!reg
->idx
) strcpy(register_name
, "fragment.color.primary");
955 else strcpy(register_name
, "fragment.color.secondary");
962 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
964 if (!strcmp(rel_reg
, "**aL_emul**"))
966 DWORD idx
= ctx
->aL
+ reg
->idx
;
967 if(idx
< MAX_REG_INPUT
)
969 strcpy(register_name
, ctx
->ps_input
[idx
]);
973 ERR("Pixel shader input register out of bounds: %u\n", idx
);
974 sprintf(register_name
, "out_of_bounds_%u", idx
);
977 else if(This
->baseShader
.reg_maps
.input_registers
& 0x0300)
979 /* There are two ways basically:
981 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
982 * That means trouble if the loop also contains a breakc or if the control values
983 * aren't local constants.
984 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
985 * source dynamically. The trouble is that we cannot simply read aL.y because it
986 * is an ADDRESS register. We could however push it, load .zw with a value and use
987 * ADAC to load the condition code register and pop it again afterwards
989 FIXME("Relative input register addressing with more than 8 registers\n");
991 /* This is better than nothing for now */
992 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
994 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
996 /* This is problematic because we'd have to consult the ctx->ps_input strings
997 * for where to find the varying. Some may be "0.0", others can be texcoords or
998 * colors. This needs either a pipeline replacement to make the vertex shader feed
999 * proper varyings, or loop unrolling
1001 * For now use the texcoords and hope for the best
1003 FIXME("Non-vertex shader varying input with indirect addressing\n");
1004 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1008 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1009 * pulls GL_NV_fragment_program2 in
1011 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1016 if(reg
->idx
< MAX_REG_INPUT
)
1018 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
1022 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
1023 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
1030 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1031 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
1035 case WINED3DSPR_CONST
:
1036 if (!pshader
&& reg
->rel_addr
)
1040 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
1041 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
1042 sprintf(rel_reg
, "A0.x");
1044 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
1045 if(ctx
->target_version
== ARB
) {
1046 if (!strcmp(rel_reg
, "**aL_emul**"))
1050 shader_arb_request_a0(ins
, rel_reg
);
1051 sprintf(rel_reg
, "A0.x");
1056 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
1057 else if (reg
->idx
>= rel_offset
)
1058 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
1060 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
);
1064 if (This
->baseShader
.reg_maps
.usesrelconstF
)
1065 sprintf(register_name
, "C[%u]", reg
->idx
);
1067 sprintf(register_name
, "C%u", reg
->idx
);
1071 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1073 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 &&
1074 This
->baseShader
.reg_maps
.shader_version
.minor
<= 3) {
1075 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1076 * and as source to most instructions. For some instructions it is the texcoord
1077 * input. Those instructions know about the special use
1079 sprintf(register_name
, "T%u", reg
->idx
);
1081 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1082 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1087 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1089 sprintf(register_name
, "A%u", reg
->idx
);
1093 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1098 case WINED3DSPR_COLOROUT
:
1099 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
)
1101 strcpy(register_name
, "TMP_COLOR");
1105 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
1106 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
1108 sprintf(register_name
, "result.color[%u]", reg
->idx
);
1112 strcpy(register_name
, "result.color");
1117 case WINED3DSPR_RASTOUT
:
1118 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
1119 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1122 case WINED3DSPR_DEPTHOUT
:
1123 strcpy(register_name
, "result.depth");
1126 case WINED3DSPR_ATTROUT
:
1127 /* case WINED3DSPR_OUTPUT: */
1128 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1129 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1132 case WINED3DSPR_TEXCRDOUT
:
1135 sprintf(register_name
, "oT[%u]", reg
->idx
);
1139 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1141 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1145 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1150 case WINED3DSPR_LOOP
:
1151 if(ctx
->target_version
>= NV2
)
1153 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1154 if(pshader
) sprintf(register_name
, "A0.x");
1155 else sprintf(register_name
, "aL.y");
1159 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1160 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1161 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1162 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1165 sprintf(register_name
, "**aL_emul**");
1170 case WINED3DSPR_CONSTINT
:
1171 sprintf(register_name
, "I%u", reg
->idx
);
1174 case WINED3DSPR_MISCTYPE
:
1177 sprintf(register_name
, "vpos");
1179 else if(reg
->idx
== 1)
1181 sprintf(register_name
, "fragment.facing.x");
1185 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1190 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1191 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1196 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1197 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1199 char register_name
[255];
1203 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1204 strcpy(str
, register_name
);
1206 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1207 strcat(str
, write_mask
);
1210 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1212 switch(channel_source
)
1214 case CHANNEL_SOURCE_ZERO
: return "0";
1215 case CHANNEL_SOURCE_ONE
: return "1";
1216 case CHANNEL_SOURCE_X
: return "x";
1217 case CHANNEL_SOURCE_Y
: return "y";
1218 case CHANNEL_SOURCE_Z
: return "z";
1219 case CHANNEL_SOURCE_W
: return "w";
1221 FIXME("Unhandled channel source %#x\n", channel_source
);
1226 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1227 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1231 if (is_complex_fixup(fixup
))
1233 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1234 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1239 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1240 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1241 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1242 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1247 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1248 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1249 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1253 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1254 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1255 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1256 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1262 char *ptr
= reg_mask
;
1264 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1267 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1268 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1269 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1270 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1274 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1278 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1281 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1282 if (!ins
->dst_count
) return "";
1284 mod
= ins
->dst
[0].modifiers
;
1286 /* Silently ignore PARTIALPRECISION if its not supported */
1287 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1289 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1291 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1292 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1297 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1300 case WINED3DSPDM_SATURATE
:
1303 case WINED3DSPDM_PARTIALPRECISION
:
1310 FIXME("Unknown modifiers 0x%08x\n", mod
);
1315 #define TEX_PROJ 0x1
1316 #define TEX_BIAS 0x2
1318 #define TEX_DERIV 0x10
1320 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1321 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1323 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1324 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1325 IWineD3DBaseTextureImpl
*texture
;
1326 const char *tex_type
;
1327 BOOL np2_fixup
= FALSE
;
1328 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1329 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1330 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1332 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1334 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1335 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1337 switch(sampler_type
) {
1343 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
1344 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
1350 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1352 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1354 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1355 else np2_fixup
= TRUE
;
1360 case WINED3DSTT_VOLUME
:
1364 case WINED3DSTT_CUBE
:
1369 ERR("Unexpected texture type %d\n", sampler_type
);
1373 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1374 * so don't use shader_arb_get_modifier
1376 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1379 /* Fragment samplers always have indentity mapping */
1380 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1382 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1385 if (flags
& TEX_DERIV
)
1387 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1388 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1389 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1390 dsx
, dsy
,sampler_idx
, tex_type
);
1392 else if(flags
& TEX_LOD
)
1394 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1395 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1396 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1397 sampler_idx
, tex_type
);
1399 else if (flags
& TEX_BIAS
)
1401 /* Shouldn't be possible, but let's check for it */
1402 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1403 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1404 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1406 else if (flags
& TEX_PROJ
)
1408 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1414 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1415 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1416 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1418 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1421 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1426 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1427 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1428 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1429 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1433 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1434 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1436 /* Generate a line that does the input modifier computation and return the input register to use */
1437 BOOL is_color
= FALSE
;
1441 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1442 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1443 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1444 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1446 /* Assume a new line will be added */
1449 /* Get register name */
1450 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1451 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1453 switch (src
->modifiers
)
1455 case WINED3DSPSM_NONE
:
1456 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1459 case WINED3DSPSM_NEG
:
1460 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1463 case WINED3DSPSM_BIAS
:
1464 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1466 case WINED3DSPSM_BIASNEG
:
1467 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1469 case WINED3DSPSM_SIGN
:
1470 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1472 case WINED3DSPSM_SIGNNEG
:
1473 shader_addline(buffer
, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1475 case WINED3DSPSM_COMP
:
1476 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1478 case WINED3DSPSM_X2
:
1479 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1481 case WINED3DSPSM_X2NEG
:
1482 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1484 case WINED3DSPSM_DZ
:
1485 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1486 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1488 case WINED3DSPSM_DW
:
1489 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1490 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1492 case WINED3DSPSM_ABS
:
1493 if(ctx
->target_version
>= NV2
) {
1494 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1497 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1500 case WINED3DSPSM_ABSNEG
:
1501 if(ctx
->target_version
>= NV2
) {
1502 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1504 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1505 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1510 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1514 /* Return modified or original register, with swizzle */
1516 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1519 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1521 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1522 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1524 char src_name
[2][50];
1525 DWORD sampler_code
= dst
->reg
.idx
;
1527 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1529 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1531 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1532 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1535 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1536 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1537 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1538 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1539 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1541 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1542 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1545 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1550 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1551 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1552 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1553 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1554 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1555 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1556 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1557 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1558 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1559 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1560 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1561 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1562 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1564 FIXME("Unknown modifier %u\n", mod
);
1568 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1570 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1571 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1573 char src_name
[3][50];
1574 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1575 ins
->ctx
->reg_maps
->shader_version
.minor
);
1578 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1579 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1581 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1582 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1584 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1586 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1589 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1590 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1592 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1593 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1594 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1595 /* No modifiers supported on CMP */
1596 shader_addline(buffer
, "CMP %s, TA, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
1598 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1599 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1601 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1602 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, dst_name
);
1607 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1609 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1610 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1612 char src_name
[3][50];
1615 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1617 /* Generate input register names (with modifiers) */
1618 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1619 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1620 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1622 /* No modifiers are supported on CMP */
1623 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
1624 src_name
[0], src_name
[2], src_name
[1]);
1626 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1628 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1629 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name
[0]);
1633 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1634 * dst = dot2(src0, src1) + src2 */
1635 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1637 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1638 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1640 char src_name
[3][50];
1641 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1643 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1644 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1645 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1647 if(ctx
->target_version
>= NV3
)
1649 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1650 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1651 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1652 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1654 else if(ctx
->target_version
>= NV2
)
1656 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1657 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1658 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1659 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1661 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1663 * .xyxy and other swizzles that we could get with this are not valid in
1664 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1666 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1667 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1668 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1670 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1672 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1673 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1677 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1678 /* 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]
1679 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1681 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1682 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1683 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1684 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1688 /* Map the opcode 1-to-1 to the GL code */
1689 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1691 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1692 const char *instruction
;
1693 char arguments
[256], dst_str
[50];
1695 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1697 switch (ins
->handler_idx
)
1699 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1700 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1701 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1702 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1703 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1704 case WINED3DSIH_DST
: instruction
= "DST"; break;
1705 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1706 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1707 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1708 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1709 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1710 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1711 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1712 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1713 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1714 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1715 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1716 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1717 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1718 default: instruction
= "";
1719 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1723 /* Note that shader_arb_add_dst_param() adds spaces. */
1724 arguments
[0] = '\0';
1725 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1726 for (i
= 0; i
< ins
->src_count
; ++i
)
1729 strcat(arguments
, ", ");
1730 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1731 strcat(arguments
, operand
);
1733 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1736 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1738 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1739 shader_addline(buffer
, "NOP;\n");
1742 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1744 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1745 BOOL pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
1746 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1747 const char *zero
= arb_get_helper_value(shader
->baseShader
.reg_maps
.shader_version
.type
, ARB_ZERO
);
1748 const char *one
= arb_get_helper_value(shader
->baseShader
.reg_maps
.shader_version
.type
, ARB_ONE
);
1749 const char *two
= arb_get_helper_value(shader
->baseShader
.reg_maps
.shader_version
.type
, ARB_TWO
);
1751 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1752 char src0_param
[256];
1754 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1756 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1758 if(ctx
->target_version
>= NV2
) {
1759 shader_hw_map2gl(ins
);
1762 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1763 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1765 /* This implements the mova formula used in GLSL. The first two instructions
1766 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1770 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1772 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1773 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1775 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1776 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1778 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1779 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1780 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1781 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1783 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1785 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1787 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1788 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1789 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1790 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1792 src0_param
[0] = '\0';
1793 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1795 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1796 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1797 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1798 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1802 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1803 * with more than one component. Thus replicate the first source argument over all
1804 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1805 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1806 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1807 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1808 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1811 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
&& pshader
)
1813 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1814 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1816 shader_addline(buffer
, "#mov handled in srgb write code\n");
1819 shader_hw_map2gl(ins
);
1823 shader_hw_map2gl(ins
);
1827 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1829 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1830 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1833 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1834 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1836 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1838 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1840 const char *kilsrc
= "TA";
1843 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1844 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1850 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1851 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1852 * masked out components to 0(won't kill)
1854 char x
= '0', y
= '0', z
= '0', w
= '0';
1855 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1856 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1857 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1858 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1859 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1861 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1863 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1864 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1866 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1867 * or pass in any temporary register(in shader phase 2)
1869 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1870 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1872 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1874 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1875 shader_addline(buffer
, "KIL TA;\n");
1879 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1881 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1882 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1883 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1884 ins
->ctx
->reg_maps
->shader_version
.minor
);
1885 struct wined3d_shader_src_param src
;
1889 DWORD reg_sampler_code
;
1892 /* All versions have a destination register */
1893 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1895 /* 1.0-1.4: Use destination register number as texture code.
1896 2.0+: Use provided sampler number as texure code. */
1897 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1898 reg_sampler_code
= dst
->reg
.idx
;
1900 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1902 /* 1.0-1.3: Use the texcoord varying.
1903 1.4+: Use provided coordinate source register. */
1904 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1905 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1907 /* TEX is the only instruction that can handle DW and DZ natively */
1909 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1910 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1911 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1915 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1916 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1917 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1919 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1922 if (reg_sampler_code
< MAX_TEXTURES
)
1923 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg_sampler_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1924 if (flags
& WINED3D_PSARGS_PROJECTED
)
1925 myflags
|= TEX_PROJ
;
1927 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1929 DWORD src_mod
= ins
->src
[0].modifiers
;
1930 if (src_mod
== WINED3DSPSM_DZ
) {
1931 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1932 * varying register, so we need a temp reg
1934 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1935 strcpy(reg_coord
, "TA");
1936 myflags
|= TEX_PROJ
;
1937 } else if(src_mod
== WINED3DSPSM_DW
) {
1938 myflags
|= TEX_PROJ
;
1941 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1942 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1944 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1947 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1949 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1950 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1951 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1952 ins
->ctx
->reg_maps
->shader_version
.minor
);
1955 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1957 DWORD reg
= dst
->reg
.idx
;
1959 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1960 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1964 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1965 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1966 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1970 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1972 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1975 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1979 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1980 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1981 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1982 /* Move .x first in case src_str is "TA" */
1983 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1984 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1985 if (reg1
< MAX_TEXTURES
)
1987 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1988 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg1
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1990 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1993 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1995 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1997 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2001 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2002 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2003 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2004 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2005 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2006 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2009 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2011 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2015 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2016 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2017 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2018 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2021 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2023 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2024 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2025 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2026 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2027 DWORD reg_dest_code
;
2029 /* All versions have a destination register. The Tx where the texture coordinates come
2030 * from is the varying incarnation of the texture register
2032 reg_dest_code
= dst
->reg
.idx
;
2033 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2034 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2035 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2037 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2038 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2040 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2041 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2043 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2044 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2047 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2048 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2049 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2050 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2052 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2053 * so we can't let the GL handle this.
2055 if ((priv
->cur_ps_args
->super
.tex_transform
>> reg_dest_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
2056 & WINED3D_PSARGS_PROJECTED
)
2058 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2059 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2060 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2062 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2065 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2067 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2069 /* No src swizzles are allowed, so this is ok */
2070 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2071 src_reg
, reg_dest_code
, reg_dest_code
);
2072 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2076 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2078 DWORD reg
= ins
->dst
[0].reg
.idx
;
2079 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2080 char src0_name
[50], dst_name
[50];
2082 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2084 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2085 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2086 * T<reg+1> register. Use this register to store the calculated vector
2088 tmp_reg
.idx
= reg
+ 1;
2089 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2090 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2093 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2095 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2096 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2098 DWORD reg
= ins
->dst
[0].reg
.idx
;
2099 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2105 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2106 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2108 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2109 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2110 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2111 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2112 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2115 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2117 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2118 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2119 DWORD reg
= ins
->dst
[0].reg
.idx
;
2120 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2121 char src0_name
[50], dst_name
[50];
2122 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2125 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2126 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2127 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2129 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
2130 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2132 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2133 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2134 dst_name
, 'x' + current_state
->current_row
, reg
, src0_name
);
2135 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2138 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2140 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2141 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2142 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2144 DWORD reg
= ins
->dst
[0].reg
.idx
;
2145 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2147 char src0_name
[50], dst_name
[50];
2150 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2151 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2152 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2154 /* Sample the texture using the calculated coordinates */
2155 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2156 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2157 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2158 current_state
->current_row
= 0;
2161 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2163 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2164 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2165 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2167 DWORD reg
= ins
->dst
[0].reg
.idx
;
2168 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2174 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2175 * components for temporary data storage
2177 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2178 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2179 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2181 /* Construct the eye-ray vector from w coordinates */
2182 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
2183 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
2184 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2186 /* Calculate reflection vector
2188 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2189 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2190 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2191 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2192 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2193 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2194 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2196 /* Sample the texture using the calculated coordinates */
2197 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2198 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2199 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2200 current_state
->current_row
= 0;
2203 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2205 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2206 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2207 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2209 DWORD reg
= ins
->dst
[0].reg
.idx
;
2210 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2217 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2218 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2219 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2220 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2221 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2223 /* Calculate reflection vector.
2226 * dst_reg.xyz = 2 * --------- * N - E
2229 * Which normalizes the normal vector
2231 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2232 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2233 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2234 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2235 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2236 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2238 /* Sample the texture using the calculated coordinates */
2239 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2240 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2241 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2242 current_state
->current_row
= 0;
2245 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2247 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2248 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2250 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2251 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2253 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2254 * which is essentially an input, is the destination register because it is the first
2255 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2256 * here(writemasks/swizzles are not valid on texdepth)
2258 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2260 /* According to the msdn, the source register(must be r5) is unusable after
2261 * the texdepth instruction, so we're free to modify it
2263 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2265 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2266 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2267 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2269 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2270 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2271 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2272 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2275 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2276 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2277 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2278 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2280 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2281 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2285 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2286 shader_addline(buffer
, "MOV TB, 0.0;\n");
2287 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2289 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2290 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2293 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2294 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2295 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2297 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2300 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2302 /* Handle output register */
2303 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2304 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2305 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2308 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2309 * Perform the 3rd row of a 3x3 matrix multiply */
2310 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2312 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2313 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2314 char dst_str
[50], dst_name
[50];
2318 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2319 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2320 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2321 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2322 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2325 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2326 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2327 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2328 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2330 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2332 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2333 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2334 char src0
[50], dst_name
[50];
2336 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2337 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2339 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2340 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2341 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2343 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2344 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2345 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2347 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2348 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2349 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2350 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2353 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2354 Vertex/Pixel shaders to ARB_vertex_program codes */
2355 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2358 int nComponents
= 0;
2359 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2360 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2361 struct wined3d_shader_instruction tmp_ins
;
2363 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2365 /* Set constants for the temporary argument */
2366 tmp_ins
.ctx
= ins
->ctx
;
2367 tmp_ins
.dst_count
= 1;
2368 tmp_ins
.dst
= &tmp_dst
;
2369 tmp_ins
.src_count
= 2;
2370 tmp_ins
.src
= tmp_src
;
2372 switch(ins
->handler_idx
)
2374 case WINED3DSIH_M4x4
:
2376 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2378 case WINED3DSIH_M4x3
:
2380 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2382 case WINED3DSIH_M3x4
:
2384 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2386 case WINED3DSIH_M3x3
:
2388 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2390 case WINED3DSIH_M3x2
:
2392 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2395 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2399 tmp_dst
= ins
->dst
[0];
2400 tmp_src
[0] = ins
->src
[0];
2401 tmp_src
[1] = ins
->src
[1];
2402 for (i
= 0; i
< nComponents
; i
++) {
2403 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2404 shader_hw_map2gl(&tmp_ins
);
2405 ++tmp_src
[1].reg
.idx
;
2409 static void shader_hw_rcp(const struct wined3d_shader_instruction
*ins
)
2411 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2412 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2413 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2418 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2419 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2420 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2422 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2428 /* TODO: If the destination is readable, and not the same as the source, the destination
2429 * can be used instead of TA
2431 if (priv
->target_version
>= NV2
)
2433 shader_addline(buffer
, "MOVC TA.x, %s;\n", src
);
2434 shader_addline(buffer
, "MOV TA.x (EQ.x), %s;\n", flt_eps
);
2435 shader_addline(buffer
, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins
), dst
);
2439 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2440 shader_addline(buffer
, "ABS TA.x, %s;\n", src
);
2441 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2442 shader_addline(buffer
, "MAD TA.x, TA.y, %s, %s;\n", flt_eps
, src
);
2443 shader_addline(buffer
, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins
), dst
);
2447 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2449 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2450 const char *instruction
;
2455 switch(ins
->handler_idx
)
2457 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2458 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2459 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2460 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2461 default: instruction
= "";
2462 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2466 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2467 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2468 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2470 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2476 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2479 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2481 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2484 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2485 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2486 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2488 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2489 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2491 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2492 * otherwise NRM or RSQ would return NaN */
2493 if(pshader
&& priv
->target_version
>= NV3
)
2495 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2497 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2499 shader_addline(buffer
, "DP3C TA, %s, %s;\n", src_name
, src_name
);
2500 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2501 shader_addline(buffer
, "MOV %s (EQ), %s;\n", dst_name
, zero
);
2503 else if(priv
->target_version
>= NV2
)
2505 shader_addline(buffer
, "DP3C TA.x, %s, %s;\n", src_name
, src_name
);
2506 shader_addline(buffer
, "RSQ TA.x (NE), TA.x;\n");
2507 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2512 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2514 shader_addline(buffer
, "DP3 TA.x, %s, %s;\n", src_name
, src_name
);
2515 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2516 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2518 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2519 shader_addline(buffer
, "MAD TA.x, %s, TA.y, TA.x;\n", one
);
2521 shader_addline(buffer
, "RSQ TA.x, TA.x;\n");
2522 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2523 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2528 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2530 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2532 char src_name
[3][50];
2534 /* ARB_fragment_program has a convenient LRP instruction */
2535 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2536 shader_hw_map2gl(ins
);
2540 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2541 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2542 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2543 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2545 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2546 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2547 dst_name
, src_name
[0], src_name
[2]);
2550 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2552 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2553 * must contain fixed constants. So we need a separate function to filter those constants and
2556 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2557 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2558 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2560 char src_name0
[50], src_name1
[50], src_name2
[50];
2563 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2564 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2565 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2566 /* No modifiers are supported on SCS */
2567 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2569 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2571 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2572 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2574 } else if(priv
->target_version
>= NV2
) {
2575 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2577 /* Sincos writemask must be .x, .y or .xy */
2578 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2579 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2580 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2581 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2583 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2584 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2586 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2587 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2589 * The constants we get are:
2591 * +1 +1, -1 -1 +1 +1 -1 -1
2592 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2593 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2595 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2599 * (x/2)^4 = x^4 / 16
2600 * (x/2)^5 = x^5 / 32
2603 * To get the final result:
2604 * sin(x) = 2 * sin(x/2) * cos(x/2)
2605 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2606 * (from sin(x+y) and cos(x+y) rules)
2608 * As per MSDN, dst.z is undefined after the operation, and so is
2609 * dst.x and dst.y if they're masked out by the writemask. Ie
2610 * sincos dst.y, src1, c0, c1
2611 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2612 * vsa.exe also stops with an error if the dest register is the same register as the source
2613 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2614 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2616 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2617 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2618 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2620 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2621 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2622 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2623 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2624 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2625 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2629 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2630 * properly merge that with MULs in the code above?
2631 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2632 * we can merge the sine and cosine MAD rows to calculate them together.
2634 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2635 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2636 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2637 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2640 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2641 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2642 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2644 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2646 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2647 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2649 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2651 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2652 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2657 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2659 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2662 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2664 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2665 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2667 /* SGN is only valid in vertex shaders */
2668 if(ctx
->target_version
>= NV2
) {
2669 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2673 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2674 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2676 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2677 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2679 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2680 * Then use TA, and calculate the final result
2682 * Not reading from TA? Store the first result in TA to avoid overwriting the
2683 * destination if src reg = dst reg
2685 if(strstr(src_name
, "TA"))
2687 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2688 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2689 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2693 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2694 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2695 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2700 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2702 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2708 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2709 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2710 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2712 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2713 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2716 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2722 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2723 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2724 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2725 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2726 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2727 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2728 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2729 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2730 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2731 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2732 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2733 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2734 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2736 FIXME("Unknown modifier %u\n", mod
);
2740 static void shader_hw_log_pow(const struct wined3d_shader_instruction
*ins
)
2742 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2743 char src0
[50], src1
[50], dst
[50];
2744 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2745 BOOL need_abs
= FALSE
;
2749 switch(ins
->handler_idx
)
2751 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2752 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2753 case WINED3DSIH_POW
: instr
= "POW"; arg2
= TRUE
; break;
2755 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2759 /* LOG, LOGP and POW operate on the absolute value of the input */
2760 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2762 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2763 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2764 if(arg2
) shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2768 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2771 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2775 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2780 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
2784 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2788 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2790 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2792 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2795 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2799 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2800 struct list
*e
= list_head(&priv
->control_frames
);
2801 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2803 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2804 /* The constant loader makes sure to load -1 into iX.w */
2805 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2806 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2807 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2811 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2815 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2817 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2819 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2821 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2823 /* The constant loader makes sure to load -1 into iX.w */
2826 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2827 struct list
*e
= list_head(&priv
->control_frames
);
2828 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2830 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2832 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2833 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2834 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2838 shader_addline(buffer
, "REP %s;\n", src_name
);
2842 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2844 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2845 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2849 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2850 struct list
*e
= list_head(&priv
->control_frames
);
2851 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2853 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2854 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2855 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2857 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2861 shader_addline(buffer
, "ENDLOOP;\n");
2865 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2867 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2868 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2872 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2873 struct list
*e
= list_head(&priv
->control_frames
);
2874 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2876 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2877 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2878 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2880 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2884 shader_addline(buffer
, "ENDREP;\n");
2888 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2890 struct control_frame
*control_frame
;
2892 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2894 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2896 ERR("Could not find loop for break\n");
2900 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2902 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2903 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2904 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2908 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2912 shader_addline(buffer
, "BRK;\n");
2916 static const char *get_compare(COMPARISON_TYPE flags
)
2920 case COMPARISON_GT
: return "GT";
2921 case COMPARISON_EQ
: return "EQ";
2922 case COMPARISON_GE
: return "GE";
2923 case COMPARISON_LT
: return "LT";
2924 case COMPARISON_NE
: return "NE";
2925 case COMPARISON_LE
: return "LE";
2927 FIXME("Unrecognized comparison value: %u\n", flags
);
2932 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE flags
)
2936 case COMPARISON_GT
: return COMPARISON_LE
;
2937 case COMPARISON_EQ
: return COMPARISON_NE
;
2938 case COMPARISON_GE
: return COMPARISON_LT
;
2939 case COMPARISON_LT
: return COMPARISON_GE
;
2940 case COMPARISON_NE
: return COMPARISON_EQ
;
2941 case COMPARISON_LE
: return COMPARISON_GT
;
2943 FIXME("Unrecognized comparison value: %u\n", flags
);
2948 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2950 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2951 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2952 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2955 const char *comp
= get_compare(ins
->flags
);
2957 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2958 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2962 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2963 * away the subtraction result
2965 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2966 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
2970 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2971 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
2975 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
2977 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2978 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2979 struct list
*e
= list_head(&priv
->control_frames
);
2980 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2984 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2986 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2987 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2991 /* Invert the flag. We jump to the else label if the condition is NOT true */
2992 comp
= get_compare(invert_compare(ins
->flags
));
2993 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2994 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
2998 comp
= get_compare(ins
->flags
);
2999 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3000 shader_addline(buffer
, "IF %s.x;\n", comp
);
3004 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3006 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3007 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3008 struct list
*e
= list_head(&priv
->control_frames
);
3009 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3010 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3014 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3015 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3016 control_frame
->had_else
= TRUE
;
3020 shader_addline(buffer
, "ELSE;\n");
3024 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3026 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3027 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3028 struct list
*e
= list_head(&priv
->control_frames
);
3029 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3030 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3034 if(control_frame
->had_else
)
3036 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3040 shader_addline(buffer
, "#No else branch. else is endif\n");
3041 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3046 shader_addline(buffer
, "ENDIF;\n");
3050 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3052 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3054 char reg_src
[3][40];
3055 WORD flags
= TEX_DERIV
;
3057 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3058 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3059 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3060 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3062 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3063 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3065 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3068 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3070 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3073 WORD flags
= TEX_LOD
;
3075 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3076 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3078 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3079 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3081 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3084 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3086 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3087 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3089 priv
->in_main_func
= FALSE
;
3090 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3091 * subroutine, don't generate a label that will make GL complain
3093 if(priv
->target_version
== ARB
) return;
3095 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
3098 static void vshader_add_footer(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3099 const struct arb_vs_compile_args
*args
, struct shader_arb_ctx_priv
*priv_ctx
)
3101 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3102 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3103 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3106 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3107 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3108 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3109 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3111 if(args
->super
.fog_src
== VS_FOG_Z
) {
3112 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3113 } else if (!reg_maps
->fog
) {
3114 /* posFixup.x is always 1.0, so we can savely use it */
3115 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3118 /* Write the final position.
3120 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3121 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3122 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3123 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3125 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3126 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3127 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3129 if(use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3131 if(args
->super
.clip_enabled
)
3133 for(i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3135 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3139 else if(args
->clip
.boolclip
.clip_texcoord
)
3141 unsigned int cur_clip
= 0;
3142 char component
[4] = {'x', 'y', 'z', 'w'};
3143 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3145 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3147 if(args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3149 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3150 component
[cur_clip
++], i
);
3156 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3159 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3162 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3165 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3168 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3169 args
->clip
.boolclip
.clip_texcoord
- 1);
3172 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3173 * and the glsl equivalent
3175 if(need_helper_const((IWineD3DBaseShaderImpl
*) This
, gl_info
)) {
3176 const char *two
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_TWO
);
3177 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two
);
3179 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3180 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3183 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3185 priv_ctx
->footer_written
= TRUE
;
3188 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3190 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3191 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3192 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*) ins
->ctx
->shader
;
3193 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3195 if(priv
->target_version
== ARB
) return;
3199 if(priv
->in_main_func
) vshader_add_footer((IWineD3DVertexShaderImpl
*) shader
, buffer
, priv
->cur_vs_args
, priv
);
3202 shader_addline(buffer
, "RET;\n");
3205 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3207 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3208 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3211 /* GL locking is done by the caller */
3212 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3214 GLuint program_id
= 0;
3217 const char *blt_vprogram
=
3219 "PARAM c[1] = { { 1, 0.5 } };\n"
3220 "MOV result.position, vertex.position;\n"
3221 "MOV result.color, c[0].x;\n"
3222 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3225 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3226 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3227 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3228 strlen(blt_vprogram
), blt_vprogram
));
3229 checkGLcall("glProgramStringARB()");
3231 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3234 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3235 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3236 shader_arb_dump_program_source(blt_vprogram
);
3242 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3243 checkGLcall("glGetProgramivARB()");
3244 if (!native
) WARN("Program exceeds native resource limits.\n");
3250 /* GL locking is done by the caller */
3251 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3252 enum tex_types tex_type
, BOOL masked
)
3254 GLuint program_id
= 0;
3255 const char *fprogram
;
3258 static const char * const blt_fprograms_full
[tex_type_count
] =
3265 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3266 "MOV result.depth.z, R0.x;\n"
3273 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3274 "MOV result.depth.z, R0.x;\n"
3279 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3280 "MOV result.depth.z, R0.x;\n"
3284 static const char * const blt_fprograms_masked
[tex_type_count
] =
3290 "PARAM mask = program.local[0];\n"
3292 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3293 "MUL R0.x, R0.x, R0.y;\n"
3295 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3296 "MOV result.depth.z, R0.x;\n"
3302 "PARAM mask = program.local[0];\n"
3304 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3305 "MUL R0.x, R0.x, R0.y;\n"
3307 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3308 "MOV result.depth.z, R0.x;\n"
3312 "PARAM mask = program.local[0];\n"
3314 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3315 "MUL R0.x, R0.x, R0.y;\n"
3317 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3318 "MOV result.depth.z, R0.x;\n"
3322 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3325 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
3327 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3330 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3331 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3332 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fprogram
), fprogram
));
3333 checkGLcall("glProgramStringARB()");
3335 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3338 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3339 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3340 shader_arb_dump_program_source(fprogram
);
3346 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3347 checkGLcall("glGetProgramivARB()");
3348 if (!native
) WARN("Program exceeds native resource limits.\n");
3354 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3355 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3357 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3361 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3362 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3363 /* Calculate the > 0.0031308 case */
3364 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3365 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3366 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3367 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3368 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3369 /* Calculate the < case */
3370 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3374 /* Calculate the > 0.0031308 case */
3375 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3376 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3377 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3378 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3379 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3380 /* Calculate the < case */
3381 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3382 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3383 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3384 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3385 /* Store the components > 0.0031308 in the destination */
3386 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3387 /* Add the components that are < 0.0031308 */
3388 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3389 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3390 * result.color writes(.rgb first, then .a), or handle overwriting already written
3391 * components. The assembler uses a temporary register in this case, which is usually
3392 * not allocated from one of our registers that were used earlier.
3395 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3398 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3400 const local_constant
*constant
;
3402 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3404 if (constant
->idx
== idx
)
3406 return constant
->value
;
3412 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3413 struct shader_arb_ctx_priv
*priv
)
3415 static const char * const texcoords
[8] =
3417 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3418 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3421 const struct wined3d_shader_signature_element
*sig
= This
->baseShader
.input_signature
;
3422 const char *semantic_name
;
3425 switch(args
->super
.vp_mode
)
3427 case pretransformed
:
3429 /* The pixelshader has to collect the varyings on its own. In any case properly load
3430 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3431 * other attribs to 0.0.
3433 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3434 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3435 * load the texcoord attrib pointers to match the pixel shader signature
3437 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3439 semantic_name
= sig
[i
].semantic_name
;
3440 semantic_idx
= sig
[i
].semantic_idx
;
3441 if (!semantic_name
) continue;
3443 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3445 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.color.primary";
3446 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3447 else priv
->ps_input
[i
] = "0.0";
3449 else if(args
->super
.vp_mode
== fixedfunction
)
3451 priv
->ps_input
[i
] = "0.0";
3453 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3455 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3456 else priv
->ps_input
[i
] = "0.0";
3458 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3460 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.fogcoord";
3461 else priv
->ps_input
[i
] = "0.0";
3465 priv
->ps_input
[i
] = "0.0";
3468 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3473 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3476 for(i
= 0; i
< 8; i
++)
3478 priv
->ps_input
[i
] = texcoords
[i
];
3480 priv
->ps_input
[8] = "fragment.color.primary";
3481 priv
->ps_input
[9] = "fragment.color.secondary";
3486 /* GL locking is done by the caller */
3487 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3488 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3490 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3491 CONST DWORD
*function
= This
->baseShader
.function
;
3492 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3493 const local_constant
*lconst
;
3496 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3497 struct shader_arb_ctx_priv priv_ctx
;
3498 BOOL dcl_td
= FALSE
;
3499 BOOL want_nv_prog
= FALSE
;
3500 struct arb_pshader_private
*shader_priv
= This
->baseShader
.backend_data
;
3505 unsigned int i
, found
= 0;
3507 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3510 || (This
->color0_mov
&& i
== This
->color0_reg
)
3511 || (reg_maps
->shader_version
.major
< 2 && !i
))
3514 sprintf(srgbtmp
[found
], "R%u", i
);
3516 if (found
== 4) break;
3521 sprintf(srgbtmp
[0], "TA");
3522 sprintf(srgbtmp
[1], "TB");
3523 sprintf(srgbtmp
[2], "TC");
3524 sprintf(srgbtmp
[3], "TD");
3528 sprintf(srgbtmp
[1], "TA");
3529 sprintf(srgbtmp
[2], "TB");
3530 sprintf(srgbtmp
[3], "TC");
3533 sprintf(srgbtmp
[2], "TA");
3534 sprintf(srgbtmp
[3], "TB");
3537 sprintf(srgbtmp
[3], "TA");
3543 /* Create the hw ARB shader */
3544 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3545 priv_ctx
.cur_ps_args
= args
;
3546 priv_ctx
.compiled_fprog
= compiled
;
3547 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3548 init_ps_input(This
, args
, &priv_ctx
);
3549 list_init(&priv_ctx
.control_frames
);
3551 /* Avoid enabling NV_fragment_program* if we do not need it.
3553 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3554 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3555 * is faster than what we gain from using higher native instructions. There are some things though
3556 * that cannot be emulated. In that case enable the extensions.
3557 * If the extension is enabled, instruction handlers that support both ways will use it.
3559 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3560 * So enable the best we can get.
3562 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3563 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3565 want_nv_prog
= TRUE
;
3568 shader_addline(buffer
, "!!ARBfp1.0\n");
3569 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3571 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3572 priv_ctx
.target_version
= NV3
;
3574 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3576 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3577 priv_ctx
.target_version
= NV2
;
3581 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3584 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3587 priv_ctx
.target_version
= ARB
;
3590 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
3592 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3595 if (reg_maps
->shader_version
.major
< 3)
3597 switch(args
->super
.fog
) {
3601 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3604 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3607 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3612 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3613 * unused temps away(but occupies them for the whole shader if they're used once). Always
3614 * declaring them avoids tricky bookkeeping work
3616 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3617 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3618 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3619 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3620 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3621 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3622 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps
);
3624 if (reg_maps
->shader_version
.major
< 2)
3626 strcpy(fragcolor
, "R0");
3628 if(args
->super
.srgb_correction
) {
3629 if(This
->color0_mov
) {
3630 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3632 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3633 strcpy(fragcolor
, "TMP_COLOR");
3636 strcpy(fragcolor
, "result.color");
3640 if(args
->super
.srgb_correction
) {
3641 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3642 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3643 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3644 srgb_sub_high
, 0.0, 0.0, 0.0);
3647 /* Base Declarations */
3648 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
3649 reg_maps
, buffer
, gl_info
, lconst_map
, NULL
, &priv_ctx
);
3651 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3653 if (!(map
& 1)) continue;
3655 cur
= compiled
->numbumpenvmatconsts
;
3656 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3657 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3658 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3659 compiled
->luminanceconst
[cur
].texunit
= i
;
3661 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3662 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3663 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3664 * textures due to conditional NP2 restrictions)
3666 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3667 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3668 * their location is shader dependent anyway and they cannot be loaded globally.
3670 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3671 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3672 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3673 compiled
->numbumpenvmatconsts
= cur
+ 1;
3675 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3677 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3678 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3679 i
, compiled
->luminanceconst
[cur
].const_num
);
3682 for(i
= 0; i
< MAX_CONST_I
; i
++)
3684 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3685 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3687 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3691 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3692 control_values
[0], control_values
[1], control_values
[2]);
3696 compiled
->int_consts
[i
] = next_local
;
3697 compiled
->num_int_consts
++;
3698 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3703 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3705 compiled
->ycorrection
= next_local
;
3706 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3710 shader_addline(buffer
, "TEMP vpos;\n");
3711 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3712 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3713 * ycorrection.z: 1.0
3714 * ycorrection.w: 0.0
3716 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3717 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3722 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3725 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3726 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3727 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3728 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3729 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3730 * shader compilation errors and the subsequent errors when drawing with this shader. */
3731 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3733 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3734 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3735 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3737 fixup
->offset
= next_local
;
3738 fixup
->super
.active
= 0;
3741 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3742 if (!(map
& (1 << i
))) continue;
3744 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3745 fixup
->super
.active
|= (1 << i
);
3746 fixup
->super
.idx
[i
] = cur
++;
3748 FIXME("No free constant found to load NP2 fixup data into shader. "
3749 "Sampling from this texture will probably look wrong.\n");
3754 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3755 if (fixup
->super
.num_consts
) {
3756 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3757 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3760 next_local
+= fixup
->super
.num_consts
;
3763 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3765 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3768 /* Base Shader Body */
3769 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3771 if(args
->super
.srgb_correction
) {
3772 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3773 priv_ctx
.target_version
>= NV2
);
3776 if(strcmp(fragcolor
, "result.color")) {
3777 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3779 shader_addline(buffer
, "END\n");
3781 /* TODO: change to resource.glObjectHandle or something like that */
3782 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3784 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3785 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3787 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3788 /* Create the program and check for errors */
3789 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3790 buffer
->bsize
, buffer
->buffer
));
3791 checkGLcall("glProgramStringARB()");
3793 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3796 FIXME("HW PixelShader Error at position %d: %s\n\n",
3797 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3798 shader_arb_dump_program_source(buffer
->buffer
);
3805 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3806 checkGLcall("glGetProgramivARB()");
3807 if (!native
) WARN("Program exceeds native resource limits.\n");
3810 /* Load immediate constants */
3812 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3813 const float *value
= (const float *)lconst
->value
;
3814 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3815 checkGLcall("glProgramLocalParameter4fvARB");
3817 HeapFree(GetProcessHeap(), 0, lconst_map
);
3823 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3828 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3830 if (!sig1
[i
].semantic_name
|| !sig2
[i
].semantic_name
)
3832 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3833 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3837 if ((ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
))) return ret
;
3838 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3839 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3840 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3841 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3842 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3847 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3849 struct wined3d_shader_signature_element
*new;
3853 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3854 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3856 if (!sig
[i
].semantic_name
) continue;
3859 /* Clone the semantic string */
3860 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3861 strcpy(name
, sig
[i
].semantic_name
);
3862 new[i
].semantic_name
= name
;
3867 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3869 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3870 struct ps_signature
*found_sig
;
3874 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3875 TRACE("Found existing signature %u\n", found_sig
->idx
);
3876 return found_sig
->idx
;
3878 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3879 found_sig
->sig
= clone_sig(sig
);
3880 found_sig
->idx
= priv
->ps_sig_number
++;
3881 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3882 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3884 ERR("Failed to insert program entry.\n");
3886 return found_sig
->idx
;
3889 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3890 struct arb_vs_compiled_shader
*compiled
)
3893 static const char * const texcoords
[8] =
3895 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3896 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3898 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3899 IWineD3DBaseShaderClass
*baseshader
= &shader
->baseShader
;
3900 const struct wined3d_shader_signature_element
*sig
;
3901 const char *semantic_name
;
3902 DWORD semantic_idx
, reg_idx
;
3904 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3905 * and varying 9 to result.color.secondary
3907 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
3909 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3910 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3911 "result.color.primary", "result.color.secondary"
3916 TRACE("Pixel shader uses builtin varyings\n");
3917 /* Map builtins to builtins */
3918 for(i
= 0; i
< 8; i
++)
3920 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3922 priv_ctx
->color_output
[0] = "result.color.primary";
3923 priv_ctx
->color_output
[1] = "result.color.secondary";
3924 priv_ctx
->fog_output
= "result.fogcoord";
3926 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3927 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
3929 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
3930 if (!semantic_name
) continue;
3932 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3934 TRACE("o%u is TMP_OUT\n", i
);
3935 if (!baseshader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3936 else priv_ctx
->vs_output
[i
] = "TA";
3938 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3940 TRACE("o%u is result.pointsize\n", i
);
3941 if (!baseshader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "result.pointsize";
3942 else priv_ctx
->vs_output
[i
] = "TA";
3944 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3946 TRACE("o%u is result.color.?, idx %u\n", i
, baseshader
->output_signature
[i
].semantic_idx
);
3947 if (!baseshader
->output_signature
[i
].semantic_idx
)
3948 priv_ctx
->vs_output
[i
] = "result.color.primary";
3949 else if (baseshader
->output_signature
[i
].semantic_idx
== 1)
3950 priv_ctx
->vs_output
[i
] = "result.color.secondary";
3951 else priv_ctx
->vs_output
[i
] = "TA";
3953 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3955 TRACE("o%u is %s\n", i
, texcoords
[baseshader
->output_signature
[i
].semantic_idx
]);
3956 if (baseshader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3957 else priv_ctx
->vs_output
[i
] = texcoords
[baseshader
->output_signature
[i
].semantic_idx
];
3959 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3961 TRACE("o%u is result.fogcoord\n", i
);
3962 if (baseshader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3963 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3967 priv_ctx
->vs_output
[i
] = "TA";
3973 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3974 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3976 sig
= device
->stateBlock
->state
.pixel_shader
->baseShader
.input_signature
;
3977 TRACE("Pixel shader uses declared varyings\n");
3979 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3980 for(i
= 0; i
< 8; i
++)
3982 priv_ctx
->texcrd_output
[i
] = "TA";
3984 priv_ctx
->color_output
[0] = "TA";
3985 priv_ctx
->color_output
[1] = "TA";
3986 priv_ctx
->fog_output
= "TA";
3988 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3990 semantic_name
= sig
[i
].semantic_name
;
3991 semantic_idx
= sig
[i
].semantic_idx
;
3992 reg_idx
= sig
[i
].register_idx
;
3993 if (!semantic_name
) continue;
3995 /* If a declared input register is not written by builtin arguments, don't write to it.
3996 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3998 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3999 * to TMP_OUT in any case
4001 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
4003 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4005 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
4007 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4009 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
4011 if (!semantic_idx
) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
4018 if (!strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary")
4019 || !strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary"))
4021 compiled
->need_color_unclamp
= TRUE
;
4025 /* Map declared to declared */
4026 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
4028 /* Write unread output to TA to throw them away */
4029 priv_ctx
->vs_output
[i
] = "TA";
4030 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
4031 if (!semantic_name
) continue;
4033 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
)
4034 && !baseshader
->output_signature
[i
].semantic_idx
)
4036 priv_ctx
->vs_output
[i
] = "TMP_OUT";
4039 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
)
4040 && !baseshader
->output_signature
[i
].semantic_idx
)
4042 priv_ctx
->vs_output
[i
] = "result.pointsize";
4046 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
4048 if (!sig
[j
].semantic_name
) continue;
4050 if (!strcmp(sig
[j
].semantic_name
, semantic_name
)
4051 && sig
[j
].semantic_idx
== baseshader
->output_signature
[i
].semantic_idx
)
4053 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
4055 if (!strcmp(priv_ctx
->vs_output
[i
], "result.color.primary")
4056 || !strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary"))
4058 compiled
->need_color_unclamp
= TRUE
;
4065 /* GL locking is done by the caller */
4066 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
4067 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
4069 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4070 CONST DWORD
*function
= This
->baseShader
.function
;
4071 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4072 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4073 const local_constant
*lconst
;
4075 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
4076 struct shader_arb_ctx_priv priv_ctx
;
4080 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4081 priv_ctx
.cur_vs_args
= args
;
4082 list_init(&priv_ctx
.control_frames
);
4083 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
4085 /* Create the hw ARB shader */
4086 shader_addline(buffer
, "!!ARBvp1.0\n");
4088 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4089 * mesurable performance penalty, and we can always make use of it for clipplanes.
4091 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4093 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4094 priv_ctx
.target_version
= NV3
;
4095 shader_addline(buffer
, "ADDRESS aL;\n");
4097 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4099 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4100 priv_ctx
.target_version
= NV2
;
4101 shader_addline(buffer
, "ADDRESS aL;\n");
4103 priv_ctx
.target_version
= ARB
;
4106 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4107 if(need_helper_const((IWineD3DBaseShaderImpl
*) This
, gl_info
)) {
4108 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps
);
4110 if(need_rel_addr_const((IWineD3DBaseShaderImpl
*) This
, gl_info
)) {
4111 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", This
->rel_offset
);
4112 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4115 shader_addline(buffer
, "TEMP TA;\n");
4117 /* Base Declarations */
4118 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
4119 reg_maps
, buffer
, gl_info
, lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4121 for(i
= 0; i
< MAX_CONST_I
; i
++)
4123 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4124 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
4126 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
4130 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4131 control_values
[0], control_values
[1], control_values
[2]);
4135 compiled
->int_consts
[i
] = next_local
;
4136 compiled
->num_int_consts
++;
4137 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4142 /* We need a constant to fixup the final position */
4143 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4144 compiled
->pos_fixup
= next_local
++;
4146 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4147 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4148 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4149 * a replacement shader depend on the texcoord.w being set properly.
4151 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4152 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4153 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4154 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4155 * this can eat a number of instructions, so skip it unless this cap is set as well
4157 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4159 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4160 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4162 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
4165 const char *one
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ONE
);
4166 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++)
4168 if (This
->baseShader
.reg_maps
.texcoord_mask
[i
]
4169 && This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
4170 shader_addline(buffer
, "MOV result.texcoord[%u].w, %s\n", i
, one
);
4175 /* The shader starts with the main function */
4176 priv_ctx
.in_main_func
= TRUE
;
4177 /* Base Shader Body */
4178 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4180 if(!priv_ctx
.footer_written
) vshader_add_footer(This
, buffer
, args
, &priv_ctx
);
4182 shader_addline(buffer
, "END\n");
4184 /* TODO: change to resource.glObjectHandle or something like that */
4185 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4187 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4188 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4190 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4191 /* Create the program and check for errors */
4192 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4193 buffer
->bsize
, buffer
->buffer
));
4194 checkGLcall("glProgramStringARB()");
4196 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4199 FIXME("HW VertexShader Error at position %d: %s\n\n",
4200 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4201 shader_arb_dump_program_source(buffer
->buffer
);
4208 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4209 checkGLcall("glGetProgramivARB()");
4210 if (!native
) WARN("Program exceeds native resource limits.\n");
4212 /* Load immediate constants */
4214 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
4215 const float *value
= (const float *)lconst
->value
;
4216 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
4220 HeapFree(GetProcessHeap(), 0, lconst_map
);
4225 /* GL locking is done by the caller */
4226 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
4228 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4231 struct arb_ps_compiled_shader
*new_array
;
4232 struct wined3d_shader_buffer buffer
;
4233 struct arb_pshader_private
*shader_data
;
4236 if (!shader
->baseShader
.backend_data
)
4238 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4239 struct shader_arb_priv
*priv
= device
->shader_priv
;
4241 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4242 shader_data
= shader
->baseShader
.backend_data
;
4243 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
4245 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
4246 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->baseShader
.input_signature
);
4248 shader_data
->has_signature_idx
= TRUE
;
4249 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4251 if (!device
->vs_clipping
)
4252 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->baseShader
.reg_maps
,
4253 gl_info
->limits
.texture_stages
- 1);
4255 shader_data
->clipplane_emulation
= ~0U;
4257 shader_data
= shader
->baseShader
.backend_data
;
4259 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4260 * so a linear search is more performant than a hashmap or a binary search
4261 * (cache coherency etc)
4263 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4265 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4266 return &shader_data
->gl_shaders
[i
];
4269 TRACE("No matching GL shader found, compiling a new shader\n");
4270 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4271 if (shader_data
->num_gl_shaders
)
4273 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4274 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4275 new_size
* sizeof(*shader_data
->gl_shaders
));
4277 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4282 ERR("Out of memory\n");
4285 shader_data
->gl_shaders
= new_array
;
4286 shader_data
->shader_array_size
= new_size
;
4289 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4291 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4292 (IWineD3DBaseTexture
**)device
->stateBlock
->state
.textures
);
4294 if (!shader_buffer_init(&buffer
))
4296 ERR("Failed to initialize shader buffer.\n");
4300 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
,
4301 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4302 shader_buffer_free(&buffer
);
4303 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4305 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4308 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4309 const DWORD use_map
, BOOL skip_int
) {
4310 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4311 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4312 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4313 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4314 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4315 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4316 if(skip_int
) return TRUE
;
4318 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4321 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4325 struct arb_vs_compiled_shader
*new_array
;
4326 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4327 struct wined3d_shader_buffer buffer
;
4328 struct arb_vshader_private
*shader_data
;
4330 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4332 if (!shader
->baseShader
.backend_data
)
4334 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4336 shader_data
= shader
->baseShader
.backend_data
;
4338 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4339 * so a linear search is more performant than a hashmap or a binary search
4340 * (cache coherency etc)
4342 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4343 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4344 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4346 return &shader_data
->gl_shaders
[i
];
4350 TRACE("No matching GL shader found, compiling a new shader\n");
4352 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4353 if (shader_data
->num_gl_shaders
)
4355 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4356 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4357 new_size
* sizeof(*shader_data
->gl_shaders
));
4359 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4364 ERR("Out of memory\n");
4367 shader_data
->gl_shaders
= new_array
;
4368 shader_data
->shader_array_size
= new_size
;
4371 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4373 if (!shader_buffer_init(&buffer
))
4375 ERR("Failed to initialize shader buffer.\n");
4379 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
,
4380 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4381 shader_buffer_free(&buffer
);
4382 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4384 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4387 static void find_arb_ps_compile_args(const struct wined3d_state
*state
,
4388 IWineD3DPixelShaderImpl
*shader
, struct arb_ps_compile_args
*args
)
4392 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4394 find_ps_compile_args(state
, shader
, &args
->super
);
4396 /* This forces all local boolean constants to 1 to make them stateblock independent */
4397 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4399 for(i
= 0; i
< MAX_CONST_B
; i
++)
4401 if (state
->ps_consts_b
[i
])
4402 args
->bools
|= ( 1 << i
);
4405 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4406 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4407 * duplicate the shader than have a no-op KIL instruction in every shader
4409 if ((!((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->vs_clipping
) && use_vs(state
)
4410 && state
->render_states
[WINED3DRS_CLIPPING
]
4411 && state
->render_states
[WINED3DRS_CLIPPLANEENABLE
])
4416 /* Skip if unused or local, or supported natively */
4417 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4418 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4420 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4424 for(i
= 0; i
< MAX_CONST_I
; i
++)
4426 if(int_skip
& (1 << i
))
4428 args
->loop_ctrl
[i
][0] = 0;
4429 args
->loop_ctrl
[i
][1] = 0;
4430 args
->loop_ctrl
[i
][2] = 0;
4434 args
->loop_ctrl
[i
][0] = state
->ps_consts_i
[i
* 4];
4435 args
->loop_ctrl
[i
][1] = state
->ps_consts_i
[i
* 4 + 1];
4436 args
->loop_ctrl
[i
][2] = state
->ps_consts_i
[i
* 4 + 2];
4441 static void find_arb_vs_compile_args(const struct wined3d_state
*state
,
4442 IWineD3DVertexShaderImpl
*shader
, struct arb_vs_compile_args
*args
)
4446 IWineD3DDeviceImpl
*dev
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4447 const struct wined3d_gl_info
*gl_info
= &dev
->adapter
->gl_info
;
4449 find_vs_compile_args(state
, shader
, &args
->super
);
4451 args
->clip
.boolclip_compare
= 0;
4454 IWineD3DPixelShaderImpl
*ps
= state
->pixel_shader
;
4455 struct arb_pshader_private
*shader_priv
= ps
->baseShader
.backend_data
;
4456 args
->ps_signature
= shader_priv
->input_signature_idx
;
4458 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4462 args
->ps_signature
= ~0;
4463 if(!dev
->vs_clipping
)
4465 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(state
) ? gl_info
->limits
.texture_stages
: 0;
4467 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4470 if (args
->clip
.boolclip
.clip_texcoord
)
4472 if (state
->render_states
[WINED3DRS_CLIPPING
])
4473 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)state
->render_states
[WINED3DRS_CLIPPLANEENABLE
];
4474 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4477 /* This forces all local boolean constants to 1 to make them stateblock independent */
4478 args
->clip
.boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4479 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4480 for(i
= 0; i
< MAX_CONST_B
; i
++)
4482 if (state
->vs_consts_b
[i
])
4483 args
->clip
.boolclip
.bools
|= ( 1 << i
);
4486 args
->vertex
.samplers
[0] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4487 args
->vertex
.samplers
[1] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4488 args
->vertex
.samplers
[2] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4489 args
->vertex
.samplers
[3] = 0;
4491 /* Skip if unused or local */
4492 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4493 /* This is about flow control, not clipping. */
4494 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4496 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4500 for(i
= 0; i
< MAX_CONST_I
; i
++)
4502 if(int_skip
& (1 << i
))
4504 args
->loop_ctrl
[i
][0] = 0;
4505 args
->loop_ctrl
[i
][1] = 0;
4506 args
->loop_ctrl
[i
][2] = 0;
4510 args
->loop_ctrl
[i
][0] = state
->vs_consts_i
[i
* 4];
4511 args
->loop_ctrl
[i
][1] = state
->vs_consts_i
[i
* 4 + 1];
4512 args
->loop_ctrl
[i
][2] = state
->vs_consts_i
[i
* 4 + 2];
4517 /* GL locking is done by the caller */
4518 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4520 IWineD3DDeviceImpl
*This
= context
->swapchain
->device
;
4521 struct shader_arb_priv
*priv
= This
->shader_priv
;
4522 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4523 const struct wined3d_state
*state
= &This
->stateBlock
->state
;
4526 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4529 IWineD3DPixelShaderImpl
*ps
= state
->pixel_shader
;
4530 struct arb_ps_compile_args compile_args
;
4531 struct arb_ps_compiled_shader
*compiled
;
4533 TRACE("Using pixel shader %p.\n", ps
);
4534 find_arb_ps_compile_args(state
, ps
, &compile_args
);
4535 compiled
= find_arb_pshader(ps
, &compile_args
);
4536 priv
->current_fprogram_id
= compiled
->prgId
;
4537 priv
->compiled_fprog
= compiled
;
4539 /* Bind the fragment program */
4540 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4541 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4543 if(!priv
->use_arbfp_fixed_func
) {
4544 /* Enable OpenGL fragment programs */
4545 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4546 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4548 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4550 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4551 * a 1.x and newer shader, reload the first 8 constants
4553 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
)
4555 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
;
4556 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4557 for(i
= 0; i
< 8; i
++)
4559 context
->pshader_const_dirty
[i
] = 1;
4561 /* Also takes care of loading local constants */
4562 shader_arb_load_constants(context
, TRUE
, FALSE
);
4566 shader_arb_ps_local_constants(This
);
4569 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4570 if (compiled
->np2fixup_info
.super
.active
)
4571 shader_arb_load_np2fixup_constants(priv
, gl_info
, state
);
4573 else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4575 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4576 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4577 * replacement shader
4579 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4580 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4581 priv
->current_fprogram_id
= 0;
4586 IWineD3DVertexShaderImpl
*vs
= state
->vertex_shader
;
4587 struct arb_vs_compile_args compile_args
;
4588 struct arb_vs_compiled_shader
*compiled
;
4590 TRACE("Using vertex shader %p\n", vs
);
4591 find_arb_vs_compile_args(state
, vs
, &compile_args
);
4592 compiled
= find_arb_vshader(vs
, &compile_args
);
4593 priv
->current_vprogram_id
= compiled
->prgId
;
4594 priv
->compiled_vprog
= compiled
;
4596 /* Bind the vertex program */
4597 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4598 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4600 /* Enable OpenGL vertex programs */
4601 glEnable(GL_VERTEX_PROGRAM_ARB
);
4602 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4603 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4604 shader_arb_vs_local_constants(context
, This
);
4606 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4607 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4609 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4611 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4612 checkGLcall("glClampColorARB");
4614 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4618 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4620 priv
->current_vprogram_id
= 0;
4621 glDisable(GL_VERTEX_PROGRAM_ARB
);
4622 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4626 /* GL locking is done by the caller */
4627 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4629 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4630 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4631 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4632 struct shader_arb_priv
*priv
= This
->shader_priv
;
4633 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4634 GLuint
*blt_fprogram
;
4636 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4637 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4638 glEnable(GL_VERTEX_PROGRAM_ARB
);
4640 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4641 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4642 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4643 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4644 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4647 /* GL locking is done by the caller */
4648 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
4649 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4650 struct shader_arb_priv
*priv
= This
->shader_priv
;
4651 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4653 if (priv
->current_vprogram_id
) {
4654 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4655 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4657 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4659 glDisable(GL_VERTEX_PROGRAM_ARB
);
4660 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4663 if (priv
->current_fprogram_id
) {
4664 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4665 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4667 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4668 } else if(!priv
->use_arbfp_fixed_func
) {
4669 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4670 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4674 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
4675 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
4676 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
;
4677 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4679 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
4681 struct arb_pshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
4684 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4686 if (shader_data
->num_gl_shaders
)
4688 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4691 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4693 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4694 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4698 context_release(context
);
4701 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4702 HeapFree(GetProcessHeap(), 0, shader_data
);
4703 baseShader
->baseShader
.backend_data
= NULL
;
4707 struct arb_vshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
4710 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4712 if (shader_data
->num_gl_shaders
)
4714 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4717 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4719 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4720 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4724 context_release(context
);
4727 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4728 HeapFree(GetProcessHeap(), 0, shader_data
);
4729 baseShader
->baseShader
.backend_data
= NULL
;
4733 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4735 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4736 return compare_sig(key
, e
->sig
);
4739 static const struct wine_rb_functions sig_tree_functions
=
4747 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
4748 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4749 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4750 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4752 ERR("RB tree init failed\n");
4753 HeapFree(GetProcessHeap(), 0, priv
);
4754 return E_OUTOFMEMORY
;
4756 This
->shader_priv
= priv
;
4760 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4762 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4764 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4766 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4768 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4769 HeapFree(GetProcessHeap(), 0, sig
);
4772 /* Context activation is done by the caller. */
4773 static void shader_arb_free(IWineD3DDevice
*iface
) {
4774 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4775 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4776 struct shader_arb_priv
*priv
= This
->shader_priv
;
4780 if(priv
->depth_blt_vprogram_id
) {
4781 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4783 for (i
= 0; i
< tex_type_count
; ++i
)
4785 if (priv
->depth_blt_fprogram_id_full
[i
])
4787 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
4789 if (priv
->depth_blt_fprogram_id_masked
[i
])
4791 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
4796 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4797 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4800 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
4804 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4806 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4810 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4811 * for vertex programs. If the native limit is less than that it's
4812 * not very useful, and e.g. Mesa swrast returns 0, probably to
4813 * indicate it's a software implementation. */
4814 if (gl_info
->limits
.arb_vs_native_constants
< 96)
4815 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
4817 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4819 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4821 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4822 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4824 else if (vs_consts
>= 256)
4826 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4827 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4828 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4832 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4833 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4835 pCaps
->MaxVertexShaderConst
= vs_consts
;
4839 pCaps
->VertexShaderVersion
= 0;
4840 pCaps
->MaxVertexShaderConst
= 0;
4843 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4847 /* Similar as above for vertex programs, but the minimum for fragment
4848 * programs is 24. */
4849 if (gl_info
->limits
.arb_ps_native_constants
< 24)
4850 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
4852 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4854 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4856 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4857 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4859 else if (ps_consts
>= 32)
4861 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4862 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4863 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4867 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4868 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4870 pCaps
->PixelShader1xMaxValue
= 8.0f
;
4871 pCaps
->MaxPixelShaderConst
= ps_consts
;
4875 pCaps
->PixelShaderVersion
= 0;
4876 pCaps
->PixelShader1xMaxValue
= 0.0f
;
4877 pCaps
->MaxPixelShaderConst
= 0;
4880 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4883 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4885 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4887 TRACE("Checking support for color_fixup:\n");
4888 dump_color_fixup_desc(fixup
);
4891 /* We support everything except complex conversions. */
4892 if (!is_complex_fixup(fixup
))
4898 TRACE("[FAILED]\n");
4902 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4904 char write_mask
[20], regstr
[50];
4905 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4906 BOOL is_color
= FALSE
;
4907 const struct wined3d_shader_dst_param
*dst
;
4909 if (!ins
->dst_count
) return;
4913 if (!shift
) return; /* Saturate alone is handled by the instructions */
4915 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4916 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4918 /* Generate a line that does the output modifier computation
4919 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4920 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4922 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4923 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4926 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4928 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4929 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4930 /* WINED3DSIH_AND */ NULL
,
4931 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4932 /* WINED3DSIH_BREAK */ shader_hw_break
,
4933 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4934 /* WINED3DSIH_BREAKP */ NULL
,
4935 /* WINED3DSIH_CALL */ shader_hw_call
,
4936 /* WINED3DSIH_CALLNZ */ NULL
,
4937 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4938 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4939 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4940 /* WINED3DSIH_CUT */ NULL
,
4941 /* WINED3DSIH_DCL */ NULL
,
4942 /* WINED3DSIH_DEF */ NULL
,
4943 /* WINED3DSIH_DEFB */ NULL
,
4944 /* WINED3DSIH_DEFI */ NULL
,
4945 /* WINED3DSIH_DIV */ NULL
,
4946 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4947 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4948 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4949 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4950 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4951 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4952 /* WINED3DSIH_ELSE */ shader_hw_else
,
4953 /* WINED3DSIH_EMIT */ NULL
,
4954 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4955 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4956 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4957 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
4958 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
4959 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4960 /* WINED3DSIH_FTOI */ NULL
,
4961 /* WINED3DSIH_IADD */ NULL
,
4962 /* WINED3DSIH_IEQ */ NULL
,
4963 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4964 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4965 /* WINED3DSIH_IGE */ NULL
,
4966 /* WINED3DSIH_IMUL */ NULL
,
4967 /* WINED3DSIH_ITOF */ NULL
,
4968 /* WINED3DSIH_LABEL */ shader_hw_label
,
4969 /* WINED3DSIH_LD */ NULL
,
4970 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
4971 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
4972 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
4973 /* WINED3DSIH_LOOP */ shader_hw_loop
,
4974 /* WINED3DSIH_LRP */ shader_hw_lrp
,
4975 /* WINED3DSIH_LT */ NULL
,
4976 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
4977 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
4978 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
4979 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
4980 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
4981 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
4982 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
4983 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
4984 /* WINED3DSIH_MOV */ shader_hw_mov
,
4985 /* WINED3DSIH_MOVA */ shader_hw_mov
,
4986 /* WINED3DSIH_MOVC */ NULL
,
4987 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
4988 /* WINED3DSIH_NOP */ shader_hw_nop
,
4989 /* WINED3DSIH_NRM */ shader_hw_nrm
,
4990 /* WINED3DSIH_PHASE */ NULL
,
4991 /* WINED3DSIH_POW */ shader_hw_log_pow
,
4992 /* WINED3DSIH_RCP */ shader_hw_rcp
,
4993 /* WINED3DSIH_REP */ shader_hw_rep
,
4994 /* WINED3DSIH_RET */ shader_hw_ret
,
4995 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
4996 /* WINED3DSIH_SAMPLE */ NULL
,
4997 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
4998 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
4999 /* WINED3DSIH_SETP */ NULL
,
5000 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
5001 /* WINED3DSIH_SGN */ shader_hw_sgn
,
5002 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
5003 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
5004 /* WINED3DSIH_SQRT */ NULL
,
5005 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
5006 /* WINED3DSIH_TEX */ pshader_hw_tex
,
5007 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
5008 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
5009 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
5010 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5011 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5012 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5013 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5014 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5015 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5016 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5017 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5018 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5019 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5020 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5021 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5022 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5023 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5024 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5025 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5026 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5027 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5028 /* WINED3DSIH_UTOF */ NULL
,
5031 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
5033 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
5035 WORD flag
= (1 << idx
);
5036 const local_constant
*constant
;
5037 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5039 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
5041 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5042 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
5044 if (constant
->idx
== idx
)
5046 return constant
->value
[0];
5049 ERR("Local constant not found\n");
5054 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5055 else bools
= priv
->cur_ps_args
->bools
;
5056 return bools
& flag
;
5060 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5061 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5063 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5065 /* Integer constants can either be a local constant, or they can be stored in the shader
5066 * type specific compile args. */
5067 if (This
->baseShader
.reg_maps
.local_int_consts
& (1 << idx
))
5069 const local_constant
*constant
;
5071 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
5073 if (constant
->idx
== idx
)
5075 loop_control
->count
= constant
->value
[0];
5076 loop_control
->start
= constant
->value
[1];
5077 /* Step is signed. */
5078 loop_control
->step
= (int)constant
->value
[2];
5082 /* If this happens the flag was set incorrectly */
5083 ERR("Local constant not found\n");
5084 loop_control
->count
= 0;
5085 loop_control
->start
= 0;
5086 loop_control
->step
= 0;
5090 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
5092 case WINED3D_SHADER_TYPE_VERTEX
:
5093 /* Count and aL start value are unsigned */
5094 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5095 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5096 /* Step is signed. */
5097 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5100 case WINED3D_SHADER_TYPE_PIXEL
:
5101 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5102 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5103 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5107 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
5112 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5115 struct wined3d_shader_dst_param
*dst_param
= NULL
;
5116 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
5117 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
5120 ERR("Out of memory\n");
5125 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
5126 if(!dst_param
) goto free
;
5127 *dst_param
= *ins
->dst
;
5128 if(ins
->dst
->reg
.rel_addr
)
5130 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
5131 if(!rel_addr
) goto free
;
5132 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
5133 dst_param
->reg
.rel_addr
= rel_addr
;
5135 rec
->ins
.dst
= dst_param
;
5137 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
5138 if(!src_param
) goto free
;
5139 for(i
= 0; i
< ins
->src_count
; i
++)
5141 src_param
[i
] = ins
->src
[i
];
5142 if(ins
->src
[i
].reg
.rel_addr
)
5144 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5145 if(!rel_addr
) goto free
;
5146 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
5147 src_param
[i
].reg
.rel_addr
= rel_addr
;
5150 rec
->ins
.src
= src_param
;
5151 list_add_tail(list
, &rec
->entry
);
5155 ERR("Out of memory\n");
5158 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
5159 HeapFree(GetProcessHeap(), 0, dst_param
);
5163 for(i
= 0; i
< ins
->src_count
; i
++)
5165 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
5167 HeapFree(GetProcessHeap(), 0, src_param
);
5169 HeapFree(GetProcessHeap(), 0, rec
);
5172 static void free_recorded_instruction(struct list
*list
)
5174 struct recorded_instruction
*rec_ins
, *entry2
;
5177 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5179 list_remove(&rec_ins
->entry
);
5180 if(rec_ins
->ins
.dst
)
5182 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
5183 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
5185 if(rec_ins
->ins
.src
)
5187 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
5189 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
5191 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
5193 HeapFree(GetProcessHeap(), 0, rec_ins
);
5197 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5198 SHADER_HANDLER hw_fct
;
5199 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5200 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
5201 struct control_frame
*control_frame
;
5202 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5205 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5207 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5208 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5210 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5211 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5213 if(priv
->target_version
>= NV2
)
5215 control_frame
->no
.loop
= priv
->num_loops
++;
5220 /* Don't bother recording when we're in a not used if branch */
5226 if(!priv
->recording
)
5228 list_init(&priv
->record
);
5229 priv
->recording
= TRUE
;
5230 control_frame
->outer_loop
= TRUE
;
5231 get_loop_control_const(ins
, This
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
5232 return; /* Instruction is handled */
5234 /* Record this loop in the outer loop's recording */
5237 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5239 if(priv
->target_version
>= NV2
)
5241 /* Nothing to do. The control frame is popped after the HW instr handler */
5245 struct list
*e
= list_head(&priv
->control_frames
);
5246 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5247 list_remove(&control_frame
->entry
);
5249 if(control_frame
->outer_loop
)
5251 unsigned int iteration
;
5255 /* Turn off recording before playback */
5256 priv
->recording
= FALSE
;
5258 /* Move the recorded instructions to a separate list and get them out of the private data
5259 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5260 * be recorded again, thus priv->record might be overwritten
5263 list_move_tail(©
, &priv
->record
);
5264 list_init(&priv
->record
);
5266 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5268 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5269 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5270 control_frame
->loop_control
.step
);
5271 aL
= control_frame
->loop_control
.start
;
5275 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5278 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5280 struct recorded_instruction
*rec_ins
;
5281 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5284 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5288 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5291 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5293 shader_arb_handle_instruction(&rec_ins
->ins
);
5296 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5298 aL
+= control_frame
->loop_control
.step
;
5301 shader_addline(buffer
, "#end loop/rep\n");
5303 free_recorded_instruction(©
);
5304 HeapFree(GetProcessHeap(), 0, control_frame
);
5305 return; /* Instruction is handled */
5309 /* This is a nested loop. Proceed to the normal recording function */
5310 HeapFree(GetProcessHeap(), 0, control_frame
);
5317 record_instruction(&priv
->record
, ins
);
5322 if(ins
->handler_idx
== WINED3DSIH_IF
)
5324 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5325 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5326 control_frame
->type
= IF
;
5328 bool_const
= get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
);
5329 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
5330 if (!priv
->muted
&& !bool_const
)
5332 shader_addline(buffer
, "#if(FALSE){\n");
5334 control_frame
->muting
= TRUE
;
5336 else shader_addline(buffer
, "#if(TRUE) {\n");
5338 return; /* Instruction is handled */
5340 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5342 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5343 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5344 control_frame
->type
= IFC
;
5345 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5346 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5348 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5350 struct list
*e
= list_head(&priv
->control_frames
);
5351 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5353 if(control_frame
->type
== IF
)
5355 shader_addline(buffer
, "#} else {\n");
5356 if(!priv
->muted
&& !control_frame
->muting
)
5359 control_frame
->muting
= TRUE
;
5361 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5362 return; /* Instruction is handled. */
5364 /* In case of an ifc, generate a HW shader instruction */
5366 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5368 struct list
*e
= list_head(&priv
->control_frames
);
5369 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5371 if(control_frame
->type
== IF
)
5373 shader_addline(buffer
, "#} endif\n");
5374 if(control_frame
->muting
) priv
->muted
= FALSE
;
5375 list_remove(&control_frame
->entry
);
5376 HeapFree(GetProcessHeap(), 0, control_frame
);
5377 return; /* Instruction is handled */
5381 if(priv
->muted
) return;
5383 /* Select handler */
5384 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5386 /* Unhandled opcode */
5389 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5394 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5396 struct list
*e
= list_head(&priv
->control_frames
);
5397 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5398 list_remove(&control_frame
->entry
);
5399 HeapFree(GetProcessHeap(), 0, control_frame
);
5402 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5404 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5405 struct list
*e
= list_head(&priv
->control_frames
);
5406 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5407 list_remove(&control_frame
->entry
);
5408 HeapFree(GetProcessHeap(), 0, control_frame
);
5412 shader_arb_add_instruction_modifiers(ins
);
5415 const shader_backend_t arb_program_shader_backend
= {
5416 shader_arb_handle_instruction
,
5418 shader_arb_select_depth_blt
,
5419 shader_arb_deselect_depth_blt
,
5420 shader_arb_update_float_vertex_constants
,
5421 shader_arb_update_float_pixel_constants
,
5422 shader_arb_load_constants
,
5423 shader_arb_load_np2fixup_constants
,
5427 shader_arb_dirty_const
,
5428 shader_arb_get_caps
,
5429 shader_arb_color_fixup_supported
,
5432 /* ARB_fragment_program fixed function pipeline replacement definitions */
5433 #define ARB_FFP_CONST_TFACTOR 0
5434 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5435 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5436 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5437 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5439 struct arbfp_ffp_desc
5441 struct ffp_frag_desc parent
;
5443 unsigned int num_textures_used
;
5446 /* Context activation is done by the caller. */
5447 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5450 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5451 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5453 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5454 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5459 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
5460 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5461 struct shader_arb_priv
*priv
;
5462 /* Share private data between the shader backend and the pipeline replacement, if both
5463 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5464 * if no pixel shader is bound or not
5466 if(This
->shader_backend
== &arb_program_shader_backend
) {
5467 This
->fragment_priv
= This
->shader_priv
;
5469 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5470 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
5472 priv
= This
->fragment_priv
;
5473 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5475 ERR("Failed to initialize rbtree.\n");
5476 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5477 return E_OUTOFMEMORY
;
5479 priv
->use_arbfp_fixed_func
= TRUE
;
5483 /* Context activation is done by the caller. */
5484 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5486 const struct wined3d_gl_info
*gl_info
= context
;
5487 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5490 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5491 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5492 HeapFree(GetProcessHeap(), 0, entry_arb
);
5496 /* Context activation is done by the caller. */
5497 static void arbfp_free(IWineD3DDevice
*iface
) {
5498 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5499 struct shader_arb_priv
*priv
= This
->fragment_priv
;
5501 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
5502 priv
->use_arbfp_fixed_func
= FALSE
;
5504 if(This
->shader_backend
!= &arb_program_shader_backend
) {
5505 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5509 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5511 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5512 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5513 WINED3DTEXOPCAPS_SELECTARG1
|
5514 WINED3DTEXOPCAPS_SELECTARG2
|
5515 WINED3DTEXOPCAPS_MODULATE4X
|
5516 WINED3DTEXOPCAPS_MODULATE2X
|
5517 WINED3DTEXOPCAPS_MODULATE
|
5518 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5519 WINED3DTEXOPCAPS_ADDSIGNED
|
5520 WINED3DTEXOPCAPS_ADD
|
5521 WINED3DTEXOPCAPS_SUBTRACT
|
5522 WINED3DTEXOPCAPS_ADDSMOOTH
|
5523 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5524 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5525 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5526 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5527 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5528 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5529 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5530 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5531 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5532 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5533 WINED3DTEXOPCAPS_MULTIPLYADD
|
5534 WINED3DTEXOPCAPS_LERP
|
5535 WINED3DTEXOPCAPS_BUMPENVMAP
|
5536 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5538 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5540 caps
->MaxTextureBlendStages
= 8;
5541 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5544 static void state_texfactor_arbfp(DWORD state_id
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5546 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5547 const struct wined3d_state
*state
= &stateblock
->state
;
5548 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5551 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5552 * application provided constants
5554 if (device
->shader_backend
== &arb_program_shader_backend
)
5556 if (use_ps(state
)) return;
5558 context
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5559 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5562 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3DRS_TEXTUREFACTOR
], col
);
5563 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5564 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5568 static void state_arb_specularenable(DWORD state_id
,
5569 IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5571 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5572 const struct wined3d_state
*state
= &stateblock
->state
;
5573 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5576 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5577 * application provided constants
5579 if (device
->shader_backend
== &arb_program_shader_backend
)
5581 if (use_ps(state
)) return;
5583 context
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5584 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5587 if (state
->render_states
[WINED3DRS_SPECULARENABLE
])
5589 /* The specular color has no alpha */
5590 col
[0] = 1.0f
; col
[1] = 1.0f
;
5591 col
[2] = 1.0f
; col
[3] = 0.0f
;
5593 col
[0] = 0.0f
; col
[1] = 0.0f
;
5594 col
[2] = 0.0f
; col
[3] = 0.0f
;
5596 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5597 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5600 static void set_bumpmat_arbfp(DWORD state_id
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5602 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5603 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5604 const struct wined3d_state
*state
= &stateblock
->state
;
5605 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5610 IWineD3DPixelShaderImpl
*ps
= state
->pixel_shader
;
5611 if (stage
&& (ps
->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
5613 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5616 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5617 stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5620 if(device
->shader_backend
== &arb_program_shader_backend
) {
5621 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5624 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5625 context
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5626 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5629 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5630 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5631 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5632 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5634 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5635 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5638 static void tex_bumpenvlum_arbfp(DWORD state_id
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5640 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5641 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5642 const struct wined3d_state
*state
= &stateblock
->state
;
5643 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5648 IWineD3DPixelShaderImpl
*ps
= state
->pixel_shader
;
5649 if (stage
&& (ps
->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
5651 /* The pixel shader has to know the luminance offset. Do a constants update if it
5652 * isn't scheduled anyway
5654 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5655 stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5658 if(device
->shader_backend
== &arb_program_shader_backend
) {
5659 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5662 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5663 context
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5664 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5667 param
[0] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5668 param
[1] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5672 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5673 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5676 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5680 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5682 switch(arg
& WINED3DTA_SELECTMASK
) {
5683 case WINED3DTA_DIFFUSE
:
5684 ret
= "fragment.color.primary"; break;
5686 case WINED3DTA_CURRENT
:
5687 if (!stage
) ret
= "fragment.color.primary";
5691 case WINED3DTA_TEXTURE
:
5693 case 0: ret
= "tex0"; break;
5694 case 1: ret
= "tex1"; break;
5695 case 2: ret
= "tex2"; break;
5696 case 3: ret
= "tex3"; break;
5697 case 4: ret
= "tex4"; break;
5698 case 5: ret
= "tex5"; break;
5699 case 6: ret
= "tex6"; break;
5700 case 7: ret
= "tex7"; break;
5701 default: ret
= "unknown texture";
5705 case WINED3DTA_TFACTOR
:
5706 ret
= "tfactor"; break;
5708 case WINED3DTA_SPECULAR
:
5709 ret
= "fragment.color.secondary"; break;
5711 case WINED3DTA_TEMP
:
5712 ret
= "tempreg"; break;
5714 case WINED3DTA_CONSTANT
:
5715 FIXME("Implement perstage constants\n");
5717 case 0: ret
= "const0"; break;
5718 case 1: ret
= "const1"; break;
5719 case 2: ret
= "const2"; break;
5720 case 3: ret
= "const3"; break;
5721 case 4: ret
= "const4"; break;
5722 case 5: ret
= "const5"; break;
5723 case 6: ret
= "const6"; break;
5724 case 7: ret
= "const7"; break;
5725 default: ret
= "unknown constant";
5733 if(arg
& WINED3DTA_COMPLEMENT
) {
5734 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5735 if(argnum
== 0) ret
= "arg0";
5736 if(argnum
== 1) ret
= "arg1";
5737 if(argnum
== 2) ret
= "arg2";
5739 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5740 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5741 if(argnum
== 0) ret
= "arg0";
5742 if(argnum
== 1) ret
= "arg1";
5743 if(argnum
== 2) ret
= "arg2";
5748 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5749 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5751 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5752 unsigned int mul
= 1;
5753 BOOL mul_final_dest
= FALSE
;
5755 if(color
&& alpha
) dstmask
= "";
5756 else if(color
) dstmask
= ".xyz";
5757 else dstmask
= ".w";
5759 if(dst
== tempreg
) dstreg
= "tempreg";
5760 else dstreg
= "ret";
5762 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5763 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5764 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5767 case WINED3DTOP_DISABLE
:
5768 if (!stage
) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5771 case WINED3DTOP_SELECTARG2
:
5773 case WINED3DTOP_SELECTARG1
:
5774 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5777 case WINED3DTOP_MODULATE4X
:
5779 case WINED3DTOP_MODULATE2X
:
5781 if (!strcmp(dstreg
, "result.color"))
5784 mul_final_dest
= TRUE
;
5786 case WINED3DTOP_MODULATE
:
5787 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5790 case WINED3DTOP_ADDSIGNED2X
:
5792 if (!strcmp(dstreg
, "result.color"))
5795 mul_final_dest
= TRUE
;
5797 case WINED3DTOP_ADDSIGNED
:
5798 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5800 case WINED3DTOP_ADD
:
5801 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5804 case WINED3DTOP_SUBTRACT
:
5805 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5808 case WINED3DTOP_ADDSMOOTH
:
5809 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5810 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5813 case WINED3DTOP_BLENDCURRENTALPHA
:
5814 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5815 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5817 case WINED3DTOP_BLENDFACTORALPHA
:
5818 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5819 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5821 case WINED3DTOP_BLENDTEXTUREALPHA
:
5822 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5823 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5825 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5826 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5827 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5830 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5831 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5832 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5833 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5836 /* D3DTOP_PREMODULATE ???? */
5838 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5839 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5840 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5842 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5843 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5845 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5846 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5847 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5849 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5850 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5853 case WINED3DTOP_DOTPRODUCT3
:
5855 if (!strcmp(dstreg
, "result.color"))
5858 mul_final_dest
= TRUE
;
5860 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5861 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5862 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5865 case WINED3DTOP_MULTIPLYADD
:
5866 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5869 case WINED3DTOP_LERP
:
5870 /* The msdn is not quite right here */
5871 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5874 case WINED3DTOP_BUMPENVMAP
:
5875 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5876 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5880 FIXME("Unhandled texture op %08x\n", op
);
5884 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5885 } else if(mul
== 4) {
5886 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5890 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
5892 const struct wined3d_gl_info
*gl_info
= &stateblock
->device
->adapter
->gl_info
;
5894 struct wined3d_shader_buffer buffer
;
5895 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5896 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5897 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5898 const char *textype
;
5899 const char *instr
, *sat
;
5900 char colorcor_dst
[8];
5902 DWORD arg0
, arg1
, arg2
;
5903 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5905 const char *final_combiner_src
= "ret";
5908 /* Find out which textures are read */
5909 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5910 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5911 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5912 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5913 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5914 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5915 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5916 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5918 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5919 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5920 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5921 bump_used
[stage
] = TRUE
;
5922 tex_read
[stage
] = TRUE
;
5924 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5925 bump_used
[stage
] = TRUE
;
5926 tex_read
[stage
] = TRUE
;
5927 luminance_used
[stage
] = TRUE
;
5928 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5929 tfactor_used
= TRUE
;
5932 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5933 tfactor_used
= TRUE
;
5936 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5937 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5938 tempreg_used
= TRUE
;
5941 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5942 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5943 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5944 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5945 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5946 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5947 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5949 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5950 tempreg_used
= TRUE
;
5952 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5953 tfactor_used
= TRUE
;
5958 if (!shader_buffer_init(&buffer
))
5960 ERR("Failed to initialize shader buffer.\n");
5964 shader_addline(&buffer
, "!!ARBfp1.0\n");
5966 switch(settings
->fog
) {
5967 case FOG_OFF
: break;
5968 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
5969 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
5970 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
5971 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
5974 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
5975 shader_addline(&buffer
, "TEMP TMP;\n");
5976 shader_addline(&buffer
, "TEMP ret;\n");
5977 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
5978 shader_addline(&buffer
, "TEMP arg0;\n");
5979 shader_addline(&buffer
, "TEMP arg1;\n");
5980 shader_addline(&buffer
, "TEMP arg2;\n");
5981 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5982 if(!tex_read
[stage
]) continue;
5983 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
5984 if(!bump_used
[stage
]) continue;
5985 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
5986 if(!luminance_used
[stage
]) continue;
5987 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
5990 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
5992 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
5994 if(settings
->sRGB_write
) {
5995 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5996 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
5997 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5998 srgb_sub_high
, 0.0, 0.0, 0.0);
6001 if (ffp_clip_emul(&stateblock
->state
) && settings
->emul_clipplanes
)
6002 shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
6004 /* Generate texture sampling instructions) */
6005 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
6006 if(!tex_read
[stage
]) continue;
6008 switch(settings
->op
[stage
].tex_type
) {
6009 case tex_1d
: textype
= "1D"; break;
6010 case tex_2d
: textype
= "2D"; break;
6011 case tex_3d
: textype
= "3D"; break;
6012 case tex_cube
: textype
= "CUBE"; break;
6013 case tex_rect
: textype
= "RECT"; break;
6014 default: textype
= "unexpected_textype"; break;
6017 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
6018 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
6024 if(settings
->op
[stage
].projected
== proj_none
) {
6026 } else if(settings
->op
[stage
].projected
== proj_count4
||
6027 settings
->op
[stage
].projected
== proj_count3
) {
6030 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6035 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
6036 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
6037 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6038 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6039 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6040 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6042 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6043 * so multiply the displacement with the dividing parameter before passing it to TXP
6045 if (settings
->op
[stage
].projected
!= proj_none
) {
6046 if(settings
->op
[stage
].projected
== proj_count4
) {
6047 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6048 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
6050 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6051 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
6054 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6057 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6058 instr
, sat
, stage
, stage
, textype
);
6059 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
6060 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6061 stage
- 1, stage
- 1, stage
- 1);
6062 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6064 } else if(settings
->op
[stage
].projected
== proj_count3
) {
6065 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6066 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6067 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6068 instr
, sat
, stage
, stage
, textype
);
6070 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6071 instr
, sat
, stage
, stage
, stage
, textype
);
6074 sprintf(colorcor_dst
, "tex%u", stage
);
6075 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
6076 settings
->op
[stage
].color_fixup
);
6079 /* Generate the main shader */
6080 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6082 if (settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
)
6084 if (!stage
) final_combiner_src
= "fragment.color.primary";
6088 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
6089 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
6090 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6091 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
6092 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
6093 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6094 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
6095 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
6096 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6097 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
6098 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
6099 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6101 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
6102 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
6103 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
6104 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6107 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
6108 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6109 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6110 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6112 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
6116 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6117 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6118 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6120 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6121 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6122 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6123 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6124 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6125 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6129 if(settings
->sRGB_write
) {
6130 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6131 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6132 shader_addline(&buffer
, "MOV result.color, ret;\n");
6134 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6138 shader_addline(&buffer
, "END\n");
6140 /* Generate the shader */
6141 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6142 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6143 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6144 strlen(buffer
.buffer
), buffer
.buffer
));
6145 checkGLcall("glProgramStringARB()");
6147 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6150 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6151 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6152 shader_arb_dump_program_source(buffer
.buffer
);
6158 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6159 checkGLcall("glGetProgramivARB()");
6160 if (!native
) WARN("Program exceeds native resource limits.\n");
6163 shader_buffer_free(&buffer
);
6167 static void fragment_prog_arbfp(DWORD state_id
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6169 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6170 const struct wined3d_state
*state
= &stateblock
->state
;
6171 IWineD3DDeviceImpl
*device
= stateblock
->device
;
6172 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6173 BOOL use_vshader
= use_vs(state
);
6174 BOOL use_pshader
= use_ps(state
);
6175 struct ffp_frag_settings settings
;
6176 const struct arbfp_ffp_desc
*desc
;
6179 TRACE("state_id %#x, stateblock %p, context %p\n", state_id
, stateblock
, context
);
6181 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
6182 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
6183 /* Reload fixed function constants since they collide with the pixel shader constants */
6184 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
6185 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
6187 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
6188 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
6189 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6190 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6196 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6197 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
6198 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6200 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6203 ERR("Out of memory\n");
6206 new_desc
->num_textures_used
= 0;
6207 for (i
= 0; i
< gl_info
->limits
.texture_stages
; ++i
)
6209 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
6210 new_desc
->num_textures_used
= i
;
6213 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
6214 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
6215 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6216 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6220 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6221 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6224 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6225 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6226 priv
->current_fprogram_id
= desc
->shader
;
6228 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
6229 /* Reload fixed function constants since they collide with the pixel shader constants */
6230 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
6231 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
6233 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
6234 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
6236 context
->last_was_pshader
= FALSE
;
6238 context
->last_was_pshader
= TRUE
;
6241 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6242 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6243 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6244 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6245 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6247 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6250 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6251 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6253 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
))
6254 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
6256 if (use_pshader
) stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
6259 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6260 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6261 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6262 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6263 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6265 static void state_arbfp_fog(DWORD state_id
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6267 const struct wined3d_state
*state
= &stateblock
->state
;
6268 enum fogsource new_source
;
6270 TRACE("state_id %#x, stateblock %p, context %p\n", state_id
, stateblock
, context
);
6272 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6273 fragment_prog_arbfp(state_id
, stateblock
, context
);
6276 if (!state
->render_states
[WINED3DRS_FOGENABLE
]) return;
6278 if (state
->render_states
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
6282 new_source
= FOGSOURCE_VS
;
6286 if (state
->render_states
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
)
6287 new_source
= FOGSOURCE_COORD
;
6289 new_source
= FOGSOURCE_FFP
;
6292 new_source
= FOGSOURCE_FFP
;
6294 if(new_source
!= context
->fog_source
) {
6295 context
->fog_source
= new_source
;
6296 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
6300 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6302 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6303 fragment_prog_arbfp(state
, stateblock
, context
);
6307 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
6308 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6309 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6310 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6311 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6312 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6313 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6314 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6315 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6316 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6317 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6318 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6319 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6320 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6321 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6322 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6323 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6324 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6325 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6326 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6327 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6328 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6329 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6330 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6331 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6332 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6333 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6334 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6335 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6336 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6337 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6338 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6339 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6340 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6341 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6342 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6343 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6344 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6345 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6346 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6347 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6348 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6349 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6350 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6351 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6352 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6353 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6354 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6355 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6356 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6357 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6358 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6359 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6360 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6361 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6362 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6363 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6364 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6365 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6366 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6367 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6368 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6369 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6370 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6371 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6372 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6373 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6374 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6375 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6376 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6377 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6378 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6379 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6380 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6381 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6382 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6383 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6384 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6385 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6386 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6387 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6388 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6389 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6390 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6391 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6392 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6393 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6394 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6395 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6396 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6397 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6398 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6399 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6400 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6401 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6402 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6403 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6404 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6405 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6406 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6407 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6408 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6409 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6410 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6411 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6412 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6413 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6414 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6415 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6416 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6417 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6418 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6419 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6420 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6421 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6422 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6423 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6424 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6425 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6426 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6427 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6428 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6429 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6430 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6431 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6432 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6433 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6434 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6435 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6436 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6437 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6438 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6439 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6440 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6441 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6442 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6443 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6444 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6445 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6446 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6447 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6448 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6449 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6450 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6451 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6452 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6453 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6454 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6455 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6458 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6463 shader_arb_color_fixup_supported
,
6464 arbfp_fragmentstate_template
,
6465 TRUE
/* We can disable projected textures */
6468 struct arbfp_blit_priv
{
6469 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6470 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6471 GLenum yv12_rect_shader
, yv12_2d_shader
;
6472 GLenum p8_rect_shader
, p8_2d_shader
;
6473 GLuint palette_texture
;
6476 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
6477 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6478 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6479 if(!device
->blit_priv
) {
6480 ERR("Out of memory\n");
6481 return E_OUTOFMEMORY
;
6486 /* Context activation is done by the caller. */
6487 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
6488 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6489 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6490 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6493 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6494 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6495 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6496 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6497 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6498 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6499 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6500 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6501 checkGLcall("Delete yuv and p8 programs");
6503 if(priv
->palette_texture
) glDeleteTextures(1, &priv
->palette_texture
);
6506 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6507 device
->blit_priv
= NULL
;
6510 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6511 GLenum textype
, char *luminance
)
6514 const char *tex
, *texinstr
;
6516 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6524 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6525 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6527 /* This is more tricky than just replacing the texture type - we have to navigate
6528 * properly in the texture to find the correct chroma values
6530 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6534 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6535 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6536 * filtering when we sample the texture.
6538 * These are the rules for reading the chroma:
6544 * So we have to get the sampling x position in non-normalized coordinates in integers
6546 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6547 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6548 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6550 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6552 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6553 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6556 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6557 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6559 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6560 * even and odd pixels respectively
6562 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6563 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6565 /* Sample Pixel 1 */
6566 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6568 /* Put the value into either of the chroma values */
6569 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6570 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6571 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6572 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6574 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6575 * the pixel right to the current one. Otherwise, sample the left pixel.
6576 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6578 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6579 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6580 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6582 /* Put the value into the other chroma */
6583 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6584 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6585 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6586 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6588 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6589 * the current one and lerp the two U and V values
6592 /* This gives the correctly filtered luminance value */
6593 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6598 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6603 case GL_TEXTURE_2D
: tex
= "2D"; break;
6604 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6606 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6610 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6611 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6612 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6613 * pitch of the luminance plane, the packing into the gl texture is a bit
6614 * unfortunate. If the whole texture is interpreted as luminance data it looks
6615 * approximately like this:
6617 * +----------------------------------+----
6629 * +----------------+-----------------+----
6631 * | U even rows | U odd rows |
6633 * +----------------+------------------ -
6635 * | V even rows | V odd rows |
6637 * +----------------+-----------------+----
6641 * So it appears as if there are 4 chroma images, but in fact the odd rows
6642 * in the chroma images are in the same row as the even ones. So its is
6643 * kinda tricky to read
6645 * When reading from rectangle textures, keep in mind that the input y coordinates
6646 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6648 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6649 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6651 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6652 /* the chroma planes have only half the width */
6653 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6655 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6656 * the coordinate. Also read the right side of the image when reading odd lines
6658 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6661 if(textype
== GL_TEXTURE_2D
) {
6663 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6665 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6667 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6668 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6670 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6671 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6672 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6673 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6674 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6676 /* clamp, keep the half pixel origin in mind */
6677 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6678 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6679 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6680 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6682 /* Read from [size - size+size/4] */
6683 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6684 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6686 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6687 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6688 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6689 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6690 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6691 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6693 /* Make sure to read exactly from the pixel center */
6694 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6695 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6698 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6699 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6700 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6701 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6702 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6704 /* Read the texture, put the result into the output register */
6705 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6706 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6708 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6709 * No need to clamp because we're just reusing the already clamped value from above
6711 if(textype
== GL_TEXTURE_2D
) {
6712 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6714 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6716 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6717 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6719 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6720 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6721 * values due to filtering
6723 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6724 if(textype
== GL_TEXTURE_2D
) {
6725 /* Multiply the y coordinate by 2/3 and clamp it */
6726 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6727 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6728 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6729 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6731 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6732 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6735 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6736 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6737 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6744 static GLuint
gen_p8_shader(IWineD3DDeviceImpl
*device
, GLenum textype
)
6746 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6748 struct wined3d_shader_buffer buffer
;
6749 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6753 if (!shader_buffer_init(&buffer
))
6755 ERR("Failed to initialize shader buffer.\n");
6760 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6761 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6764 shader_buffer_free(&buffer
);
6768 shader_addline(&buffer
, "!!ARBfp1.0\n");
6769 shader_addline(&buffer
, "TEMP index;\n");
6771 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6772 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6774 /* The alpha-component contains the palette index */
6775 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
6776 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6778 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6780 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6781 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
6783 /* Use the alpha-component as an index in the palette to get the final color */
6784 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
6785 shader_addline(&buffer
, "END\n");
6788 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6789 strlen(buffer
.buffer
), buffer
.buffer
));
6790 checkGLcall("glProgramStringARB()");
6792 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6795 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6796 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6797 shader_arb_dump_program_source(buffer
.buffer
);
6800 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
6801 priv
->p8_rect_shader
= shader
;
6803 priv
->p8_2d_shader
= shader
;
6805 shader_buffer_free(&buffer
);
6811 /* Context activation is done by the caller. */
6812 static void upload_palette(IWineD3DSurfaceImpl
*surface
)
6815 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
6816 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6817 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6818 BOOL colorkey
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
6820 d3dfmt_p8_init_palette(surface
, table
, colorkey
);
6823 if (!priv
->palette_texture
)
6824 glGenTextures(1, &priv
->palette_texture
);
6826 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
6827 glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
6829 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
6831 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
6832 /* Make sure we have discrete color levels. */
6833 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
6834 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
6835 /* Upload the palette */
6836 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6837 glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
);
6839 /* Switch back to unit 0 in which the 2D texture will be stored. */
6840 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
));
6844 /* Context activation is done by the caller. */
6845 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum complex_fixup yuv_fixup
, GLenum textype
)
6847 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6849 struct wined3d_shader_buffer buffer
;
6850 char luminance_component
;
6851 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6855 if (!shader_buffer_init(&buffer
))
6857 ERR("Failed to initialize shader buffer.\n");
6862 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6863 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6864 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6865 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6868 shader_buffer_free(&buffer
);
6872 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6873 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6874 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6875 * each single pixel it contains, and one U and one V value shared between both
6878 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6879 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6880 * take the format into account when generating the read swizzles
6882 * Reading the Y value is straightforward - just sample the texture. The hardware
6883 * takes care of filtering in the horizontal and vertical direction.
6885 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6886 * because that would mix the U and V values of one pixel or two adjacent pixels.
6887 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6888 * regardless of the filtering setting. Vertical filtering works automatically
6889 * though - the U and V values of two rows are mixed nicely.
6891 * Appart of avoiding filtering issues, the code has to know which value it just
6892 * read, and where it can find the other one. To determine this, it checks if
6893 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6895 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6896 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6898 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6899 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6900 * in an unfiltered situation. Finding the luminance on the other hand requires
6901 * finding out if it is an odd or even pixel. The real drawback of this approach
6902 * is filtering. This would have to be emulated completely in the shader, reading
6903 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6904 * vertically. Beyond that it would require adjustments to the texture handling
6905 * code to deal with the width scaling
6907 shader_addline(&buffer
, "!!ARBfp1.0\n");
6908 shader_addline(&buffer
, "TEMP luminance;\n");
6909 shader_addline(&buffer
, "TEMP temp;\n");
6910 shader_addline(&buffer
, "TEMP chroma;\n");
6911 shader_addline(&buffer
, "TEMP texcrd;\n");
6912 shader_addline(&buffer
, "TEMP texcrd2;\n");
6913 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6914 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6915 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6919 case COMPLEX_FIXUP_UYVY
:
6920 case COMPLEX_FIXUP_YUY2
:
6921 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6923 shader_buffer_free(&buffer
);
6928 case COMPLEX_FIXUP_YV12
:
6929 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6931 shader_buffer_free(&buffer
);
6937 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6938 shader_buffer_free(&buffer
);
6942 /* Calculate the final result. Formula is taken from
6943 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6944 * ranges from -0.5 to 0.5
6946 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6948 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6949 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6950 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6951 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6952 shader_addline(&buffer
, "END\n");
6955 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6956 strlen(buffer
.buffer
), buffer
.buffer
));
6957 checkGLcall("glProgramStringARB()");
6959 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6962 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6963 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6964 shader_arb_dump_program_source(buffer
.buffer
);
6970 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6971 checkGLcall("glGetProgramivARB()");
6972 if (!native
) WARN("Program exceeds native resource limits.\n");
6975 shader_buffer_free(&buffer
);
6980 case COMPLEX_FIXUP_YUY2
:
6981 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6982 else priv
->yuy2_2d_shader
= shader
;
6985 case COMPLEX_FIXUP_UYVY
:
6986 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6987 else priv
->uyvy_2d_shader
= shader
;
6990 case COMPLEX_FIXUP_YV12
:
6991 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6992 else priv
->yv12_2d_shader
= shader
;
6995 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
7001 /* Context activation is done by the caller. */
7002 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
7005 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
7006 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7007 float size
[4] = {(float) surface
->pow2Width
, (float) surface
->pow2Height
, 1.0f
, 1.0f
};
7008 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
7009 enum complex_fixup fixup
;
7010 GLenum textype
= surface
->texture_target
;
7012 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
7015 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
7016 /* Don't bother setting up a shader for unconverted formats */
7019 checkGLcall("glEnable(textype)");
7024 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7028 case COMPLEX_FIXUP_YUY2
:
7029 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7032 case COMPLEX_FIXUP_UYVY
:
7033 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7036 case COMPLEX_FIXUP_YV12
:
7037 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
7040 case COMPLEX_FIXUP_P8
:
7041 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
7042 if (!shader
) shader
= gen_p8_shader(device
, textype
);
7044 upload_palette(surface
);
7048 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7051 checkGLcall("glEnable(textype)");
7056 if (!shader
) shader
= gen_yuv_shader(device
, fixup
, textype
);
7059 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7060 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7061 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7062 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7063 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
7064 checkGLcall("glProgramLocalParameter4fvARB");
7070 /* Context activation is done by the caller. */
7071 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
7072 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
7073 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7076 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7077 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7078 glDisable(GL_TEXTURE_2D
);
7079 checkGLcall("glDisable(GL_TEXTURE_2D)");
7080 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
7082 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
7083 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7085 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7087 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
7088 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7093 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
7094 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
7095 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
7097 enum complex_fixup src_fixup
;
7099 if (blit_op
!= BLIT_OP_BLIT
)
7101 TRACE("Unsupported blit_op=%d\n", blit_op
);
7105 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7106 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7108 TRACE("Checking support for fixup:\n");
7109 dump_color_fixup_desc(src_format
->color_fixup
);
7112 if (!is_identity_fixup(dst_format
->color_fixup
))
7114 TRACE("Destination fixups are not supported\n");
7118 if (is_identity_fixup(src_format
->color_fixup
))
7124 /* We only support YUV conversions. */
7125 if (!is_complex_fixup(src_format
->color_fixup
))
7127 TRACE("[FAILED]\n");
7133 case COMPLEX_FIXUP_YUY2
:
7134 case COMPLEX_FIXUP_UYVY
:
7135 case COMPLEX_FIXUP_YV12
:
7136 case COMPLEX_FIXUP_P8
:
7141 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7142 TRACE("[FAILED]\n");
7147 HRESULT
arbfp_blit_surface(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
,
7148 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
, enum blit_operation blit_op
,
7151 IWineD3DSwapChainImpl
*dst_swapchain
;
7152 struct wined3d_context
*context
;
7153 RECT dst_rect
= *dst_rect_in
;
7155 /* Now load the surface */
7156 surface_internal_preload(src_surface
, SRGB_RGB
);
7158 /* Activate the destination context, set it up for blitting */
7159 context
= context_acquire(device
, dst_surface
);
7160 context_apply_blit_state(context
, device
);
7162 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7163 * while OpenGL coordinates are window relative.
7164 * Also beware of the origin difference(top left vs bottom left).
7165 * Also beware that the front buffer's surface size is screen width x screen height,
7166 * whereas the real gl drawable size is the size of the window. */
7167 dst_swapchain
= dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
7168 ? dst_surface
->container
.u
.swapchain
: NULL
;
7169 if (dst_swapchain
&& dst_surface
== dst_swapchain
->front_buffer
)
7170 surface_translate_frontbuffer_coords(dst_surface
, context
->win_handle
, &dst_rect
);
7171 else if (surface_is_offscreen(dst_surface
))
7173 dst_rect
.top
= dst_surface
->currentDesc
.Height
- dst_rect
.top
;
7174 dst_rect
.bottom
= dst_surface
->currentDesc
.Height
- dst_rect
.bottom
;
7177 arbfp_blit_set((IWineD3DDevice
*)device
, src_surface
);
7181 /* Draw a textured quad */
7182 draw_textured_quad(src_surface
, src_rect
, &dst_rect
, Filter
);
7186 /* Leave the opengl state valid for blitting */
7187 arbfp_blit_unset((IWineD3DDevice
*)device
);
7189 if (wined3d_settings
.strict_draw_ordering
|| (dst_swapchain
7190 && (dst_surface
== dst_swapchain
->front_buffer
7191 || dst_swapchain
->num_contexts
> 1)))
7192 wglFlush(); /* Flush to ensure ordering across contexts. */
7194 context_release(context
);
7196 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
7200 /* Do not call while under the GL lock. */
7201 static HRESULT
arbfp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
7202 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
7204 FIXME("Color filling not implemented by arbfp_blit\n");
7205 return WINED3DERR_INVALIDCALL
;
7208 const struct blit_shader arbfp_blit
= {
7213 arbfp_blit_supported
,
7214 arbfp_blit_color_fill