wined3d: Get rid of the posFixup field from the device.
[wine/multimedia.git] / dlls / wined3d / arb_program_shader.c
bloba76373b1f1d805796751f949400eed778533e51b
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
45 char *p, *q;
47 p = *ptr;
48 if (!(q = strstr(p, "\n")))
50 if (!*p) return NULL;
51 *ptr += strlen(p);
52 return p;
54 *q = '\0';
55 *ptr = q + 1;
57 return p;
60 static void shader_arb_dump_program_source(const char *source)
62 ULONG source_size;
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67 if (!tmp)
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70 return;
72 memcpy(tmp, source, source_size);
74 ptr = tmp;
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
76 FIXME("\n");
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 */
108 return FALSE;
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++;
119 return ret;
122 enum arb_helper_value
124 ARB_ZERO,
125 ARB_ONE,
126 ARB_TWO,
127 ARB_0001,
128 ARB_EPS,
130 ARB_VS_REL_OFFSET
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");
138 return "bad";
141 if (shader == WINED3D_SHADER_TYPE_PIXEL)
143 switch (value)
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";
150 default: break;
153 else
155 switch (value)
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);
167 switch (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 */
185 struct control_frame
187 struct list entry;
188 enum
191 IFC,
192 LOOP,
194 } type;
195 BOOL muting;
196 BOOL outer_loop;
197 union
199 unsigned int loop;
200 unsigned int ifc;
201 } no;
202 struct wined3d_shader_loop_control loop_control;
203 BOOL had_else;
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. */
213 UINT offset;
216 struct arb_ps_compile_args
218 struct ps_compile_args super;
219 WORD bools;
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;
227 UINT const_num;
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];
237 GLuint prgId;
238 UINT ycorrection;
239 unsigned char numbumpenvmatconsts;
240 char num_int_consts;
243 struct arb_vs_compile_args
245 struct vs_compile_args super;
246 union
248 struct
250 WORD bools;
251 unsigned char clip_texcoord;
252 unsigned char clipplane_mask;
253 } boolclip;
254 DWORD boolclip_compare;
255 } clip;
256 DWORD ps_signature;
257 union
259 unsigned char samplers[4];
260 DWORD samplers_compare;
261 } vertex;
262 unsigned char loop_ctrl[MAX_CONST_I][3];
265 struct arb_vs_compiled_shader
267 struct arb_vs_compile_args args;
268 GLuint prgId;
269 UINT int_consts[MAX_CONST_I];
270 char num_int_consts;
271 char need_color_unclamp;
272 UINT pos_fixup;
275 struct recorded_instruction
277 struct wined3d_shader_instruction ins;
278 struct list entry;
281 struct shader_arb_ctx_priv
283 char addr_reg[20];
284 enum
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
287 ARB,
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
289 NV2,
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
292 } target_version;
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;
300 struct list record;
301 BOOL recording;
302 BOOL muted;
303 unsigned int num_loops, loop_depth, num_ifcs;
304 int aL;
306 unsigned int vs_clipplanes;
307 BOOL footer_written;
308 BOOL in_main_func;
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];
319 struct ps_signature
321 struct wined3d_shader_signature_element *sig;
322 DWORD idx;
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;
332 BOOL clamp_consts;
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;
355 DWORD ps_sig_number;
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;
373 DWORD i, j;
374 unsigned int ret;
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]);
386 i = 0;
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)
391 float lcl_const[4];
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;
397 dirty_consts[i] = 0;
399 j = 4 * i;
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
424 * value
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 */
439 dirty_consts[i] = 0;
440 j = i;
441 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
442 dirty_consts[i] = 0;
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
447 } else {
448 for(; i < max_constants; i++) {
449 if(dirty_consts[i]) {
450 dirty_consts[i] = 0;
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 */
467 ret = 0;
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 */
475 } else {
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;
493 UINT i;
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;
505 if (!tex) {
506 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
507 continue;
510 if (idx % 2) {
511 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
512 } else {
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;
530 unsigned char i;
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)
561 * ycorrection.z: 1.0
562 * ycorrection.w: 0.0
564 float val[4];
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;
568 val[2] = 1.0f;
569 val[3] = 0.0f;
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)
580 float val[4];
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];
584 val[3] = -1.0f;
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;
597 unsigned char i;
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)
612 float val[4];
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];
616 val[3] = -1.0f;
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;
637 if (useVertexShader)
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);
647 if (usePixelShader)
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)
686 DWORD *ret;
687 DWORD idx = 0;
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);
693 if(!ret) {
694 ERR("Out of memory\n");
695 return NULL;
698 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
699 ret[lconst->idx] = idx++;
701 return ret;
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;
714 DWORD map;
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.
726 if (pshader)
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;
733 else
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
738 * wrapping . */
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++)
750 DWORD idx = i >> 5;
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;
759 else
760 clip_limit = 0;
762 else
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);
774 else
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
802 if(lconst_map) {
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
813 if(pshader)
815 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
817 else
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);
835 } else {
836 for(i = 0; i < max_constantsF; i++) {
837 DWORD idx, mask;
838 idx = i >> 5;
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);
846 return next_local;
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)
875 *ptr++ = '.';
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';
882 *ptr = '\0';
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)
904 *ptr++ = '.';
905 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
906 *ptr++ = swizzle_chars[swizzle_x];
907 } else {
908 *ptr++ = swizzle_chars[swizzle_x];
909 *ptr++ = swizzle_chars[swizzle_y];
910 *ptr++ = swizzle_chars[swizzle_z];
911 *ptr++ = swizzle_chars[swizzle_w];
915 *ptr = '\0';
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;
941 *is_color = FALSE;
943 switch (reg->type)
945 case WINED3DSPR_TEMP:
946 sprintf(register_name, "R%u", reg->idx);
947 break;
949 case WINED3DSPR_INPUT:
950 if (pshader)
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");
957 else
959 if(reg->rel_addr)
961 char rel_reg[50];
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]);
971 else
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);
1006 else
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);
1014 else
1016 if(reg->idx < MAX_REG_INPUT)
1018 strcpy(register_name, ctx->ps_input[reg->idx]);
1020 else
1022 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1023 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1028 else
1030 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1031 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1033 break;
1035 case WINED3DSPR_CONST:
1036 if (!pshader && reg->rel_addr)
1038 BOOL aL = FALSE;
1039 char rel_reg[50];
1040 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
1041 if(This->baseShader.reg_maps.shader_version.major < 2) {
1042 sprintf(rel_reg, "A0.x");
1043 } else {
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**"))
1048 aL = TRUE;
1049 } else {
1050 shader_arb_request_a0(ins, rel_reg);
1051 sprintf(rel_reg, "A0.x");
1055 if(aL)
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);
1059 else
1060 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1062 else
1064 if (This->baseShader.reg_maps.usesrelconstF)
1065 sprintf(register_name, "C[%u]", reg->idx);
1066 else
1067 sprintf(register_name, "C%u", reg->idx);
1069 break;
1071 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1072 if (pshader) {
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);
1080 } else {
1081 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1082 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1085 else
1087 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1089 sprintf(register_name, "A%u", reg->idx);
1091 else
1093 sprintf(register_name, "A%u_SHADOW", reg->idx);
1096 break;
1098 case WINED3DSPR_COLOROUT:
1099 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1101 strcpy(register_name, "TMP_COLOR");
1103 else
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);
1110 else
1112 strcpy(register_name, "result.color");
1115 break;
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]);
1120 break;
1122 case WINED3DSPR_DEPTHOUT:
1123 strcpy(register_name, "result.depth");
1124 break;
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]);
1130 break;
1132 case WINED3DSPR_TEXCRDOUT:
1133 if (pshader)
1135 sprintf(register_name, "oT[%u]", reg->idx);
1137 else
1139 if(This->baseShader.reg_maps.shader_version.major < 3)
1141 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1143 else
1145 strcpy(register_name, ctx->vs_output[reg->idx]);
1148 break;
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");
1157 else
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
1163 * indexing
1165 sprintf(register_name, "**aL_emul**");
1168 break;
1170 case WINED3DSPR_CONSTINT:
1171 sprintf(register_name, "I%u", reg->idx);
1172 break;
1174 case WINED3DSPR_MISCTYPE:
1175 if (!reg->idx)
1177 sprintf(register_name, "vpos");
1179 else if(reg->idx == 1)
1181 sprintf(register_name, "fragment.facing.x");
1183 else
1185 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1187 break;
1189 default:
1190 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1191 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1192 break;
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];
1200 char write_mask[6];
1201 BOOL is_color;
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";
1220 default:
1221 FIXME("Unhandled channel source %#x\n", channel_source);
1222 return "undefined";
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)
1229 DWORD mask;
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);
1235 return;
1238 mask = 0;
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;
1243 mask &= dst_mask;
1245 if (mask)
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));
1252 mask = 0;
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;
1257 mask &= dst_mask;
1259 if (mask)
1261 char reg_mask[6];
1262 char *ptr = reg_mask;
1264 if (mask != WINED3DSP_WRITEMASK_ALL)
1266 *ptr++ = '.';
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';
1272 *ptr = '\0';
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)
1280 DWORD mod;
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;
1295 switch(mod)
1297 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1298 return "H_SAT";
1300 case WINED3DSPDM_SATURATE:
1301 return "_SAT";
1303 case WINED3DSPDM_PARTIALPRECISION:
1304 return "H";
1306 case 0:
1307 return "";
1309 default:
1310 FIXME("Unknown modifiers 0x%08x\n", mod);
1311 return "";
1315 #define TEX_PROJ 0x1
1316 #define TEX_BIAS 0x2
1317 #define TEX_LOD 0x4
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;
1331 const char *mod;
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) {
1338 case WINED3DSTT_1D:
1339 tex_type = "1D";
1340 break;
1342 case WINED3DSTT_2D:
1343 texture = device->stateBlock->state.textures[sampler_idx];
1344 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1346 tex_type = "RECT";
1347 } else {
1348 tex_type = "2D";
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;
1358 break;
1360 case WINED3DSTT_VOLUME:
1361 tex_type = "3D";
1362 break;
1364 case WINED3DSTT_CUBE:
1365 tex_type = "CUBE";
1366 break;
1368 default:
1369 ERR("Unexpected texture type %d\n", sampler_type);
1370 tex_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";
1377 else mod = "";
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);
1410 else
1412 if (np2_fixup)
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);
1420 else
1421 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1424 if (pshader)
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;
1438 char regstr[256];
1439 char swzstr[20];
1440 int insert_line;
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 */
1447 insert_line = 1;
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);
1457 insert_line = 0;
1458 break;
1459 case WINED3DSPSM_NEG:
1460 sprintf(outregstr, "-%s%s", regstr, swzstr);
1461 insert_line = 0;
1462 break;
1463 case WINED3DSPSM_BIAS:
1464 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1465 break;
1466 case WINED3DSPSM_BIASNEG:
1467 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1468 break;
1469 case WINED3DSPSM_SIGN:
1470 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1471 break;
1472 case WINED3DSPSM_SIGNNEG:
1473 shader_addline(buffer, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg, regstr, two, one);
1474 break;
1475 case WINED3DSPSM_COMP:
1476 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1477 break;
1478 case WINED3DSPSM_X2:
1479 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1480 break;
1481 case WINED3DSPSM_X2NEG:
1482 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1483 break;
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);
1487 break;
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);
1491 break;
1492 case WINED3DSPSM_ABS:
1493 if(ctx->target_version >= NV2) {
1494 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1495 insert_line = 0;
1496 } else {
1497 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1499 break;
1500 case WINED3DSPSM_ABSNEG:
1501 if(ctx->target_version >= NV2) {
1502 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1503 } else {
1504 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1505 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1507 insert_line = 0;
1508 break;
1509 default:
1510 sprintf(outregstr, "%s%s", regstr, swzstr);
1511 insert_line = 0;
1514 /* Return modified or original register, with swizzle */
1515 if (insert_line)
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;
1523 char dst_name[50];
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
1533 * temps is done.
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)
1547 *extra_char = ' ';
1548 switch(mod)
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);
1565 return 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;
1572 char dst_name[50];
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);
1576 BOOL is_color;
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]);
1585 } else {
1586 struct wined3d_shader_src_param src0_copy = ins->src[0];
1587 char extra_neg;
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;
1611 char dst_name[50];
1612 char src_name[3][50];
1613 BOOL is_color;
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;
1639 char dst_name[50];
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]);
1675 else
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];
1694 unsigned int i;
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);
1720 break;
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)
1728 char operand[100];
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) {
1755 char write_mask[6];
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);
1760 return;
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
1767 * in this case:
1768 * mova A0.x, 0.0
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");
1800 else
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");
1817 return;
1819 shader_hw_map2gl(ins);
1821 else
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;
1831 char reg_dest[40];
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";
1841 BOOL is_color;
1843 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1844 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1846 kilsrc = reg_dest;
1848 else
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);
1862 } else {
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);
1871 } else {
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;
1887 char reg_dest[40];
1888 char reg_coord[40];
1889 DWORD reg_sampler_code;
1890 WORD myflags = 0;
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;
1899 else
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);
1906 else {
1907 /* TEX is the only instruction that can handle DW and DZ natively */
1908 src = ins->src[0];
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);
1914 /* projection flag:
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))
1921 DWORD flags = 0;
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;
1940 } else {
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);
1953 char dst_str[50];
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);
1961 } else {
1962 char reg_src[40];
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;
1973 DWORD flags = 0;
1975 DWORD reg1 = ins->dst[0].reg.idx;
1976 char dst_str[50];
1977 char src_str[50];
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;
1998 char dst_str[50];
1999 char src_str[50];
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;
2012 char dst_str[50];
2013 char src_str[50];
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
2045 * extension.
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");
2061 } else {
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];
2081 BOOL is_color;
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;
2097 DWORD flags;
2098 DWORD reg = ins->dst[0].reg.idx;
2099 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2100 char dst_str[50];
2101 char src0_name[50];
2102 char dst_reg[50];
2103 BOOL is_color;
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;
2123 BOOL is_color;
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;
2143 DWORD flags;
2144 DWORD reg = ins->dst[0].reg.idx;
2145 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2146 char dst_str[50];
2147 char src0_name[50], dst_name[50];
2148 BOOL is_color;
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;
2166 DWORD flags;
2167 DWORD reg = ins->dst[0].reg.idx;
2168 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2169 char dst_str[50];
2170 char src0_name[50];
2171 char dst_reg[50];
2172 BOOL is_color;
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;
2208 DWORD flags;
2209 DWORD reg = ins->dst[0].reg.idx;
2210 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2211 char dst_str[50];
2212 char src0_name[50];
2213 char src1_name[50];
2214 char dst_reg[50];
2215 BOOL is_color;
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.
2225 * dot(N, E)
2226 * dst_reg.xyz = 2 * --------- * N - E
2227 * dot(N, N)
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;
2249 char dst_name[50];
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;
2282 char src0[50];
2283 char dst_str[50];
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];
2298 char src0[50];
2299 char dst_str[50];
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];
2315 char src0[50];
2316 BOOL is_color;
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];
2335 BOOL is_color;
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)
2357 int i;
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:
2375 nComponents = 4;
2376 tmp_ins.handler_idx = WINED3DSIH_DP4;
2377 break;
2378 case WINED3DSIH_M4x3:
2379 nComponents = 3;
2380 tmp_ins.handler_idx = WINED3DSIH_DP4;
2381 break;
2382 case WINED3DSIH_M3x4:
2383 nComponents = 4;
2384 tmp_ins.handler_idx = WINED3DSIH_DP3;
2385 break;
2386 case WINED3DSIH_M3x3:
2387 nComponents = 3;
2388 tmp_ins.handler_idx = WINED3DSIH_DP3;
2389 break;
2390 case WINED3DSIH_M3x2:
2391 nComponents = 2;
2392 tmp_ins.handler_idx = WINED3DSIH_DP3;
2393 break;
2394 default:
2395 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2396 break;
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);
2415 char dst[50];
2416 char src[50];
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
2423 * .w is used
2425 strcat(src, ".w");
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);
2437 else
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;
2452 char dst[50];
2453 char src[50];
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);
2463 break;
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
2471 * .w is used
2473 strcat(src, ".w");
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;
2482 char dst_name[50];
2483 char src_name[50];
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,
2508 src_name);
2510 else
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,
2524 src_name);
2528 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2530 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2531 char dst_name[50];
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);
2537 return;
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
2554 * can't use map2gl
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];
2559 char dst_name[50];
2560 char src_name0[50], src_name1[50], src_name2[50];
2561 BOOL is_color;
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);
2582 } else {
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):
2597 * (x/2)^2 = x^2 / 4
2598 * (x/2)^3 = x^3 / 8
2599 * (x/2)^4 = x^4 / 16
2600 * (x/2)^5 = x^5 / 32
2601 * etc
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 */
2627 /* sin(x/2)
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) */
2639 /* cos(x/2) */
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) {
2645 /* cos x */
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) {
2650 /* sin x */
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;
2660 char dst_name[50];
2661 char src_name[50];
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);
2670 return;
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);
2678 } else {
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);
2691 else
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;
2703 char src[50];
2704 char dst[50];
2705 char dst_name[50];
2706 BOOL is_color;
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)
2718 *need_abs = FALSE;
2720 switch(mod)
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);
2737 return 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;
2746 const char *instr;
2747 BOOL arg2 = 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;
2754 default:
2755 ERR("Unexpected instruction %d\n", ins->handler_idx);
2756 return;
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);
2766 if(need_abs)
2768 shader_addline(buffer, "ABS TA, %s;\n", src0);
2769 if(arg2)
2771 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2773 else
2775 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2778 else if(arg2)
2780 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2782 else
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;
2791 char src_name[50];
2792 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2794 /* src0 is aL */
2795 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2797 if(vshader)
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);
2809 else
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;
2818 char src_name[50];
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 */
2824 if(vshader)
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);
2836 else
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);
2847 if(vshader)
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");
2859 else
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);
2870 if(vshader)
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");
2882 else
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");
2897 return NULL;
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);
2906 if(vshader)
2908 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2910 else
2912 shader_addline(buffer, "BRK;\n");
2916 static const char *get_compare(COMPARISON_TYPE flags)
2918 switch (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";
2926 default:
2927 FIXME("Unrecognized comparison value: %u\n", flags);
2928 return "(\?\?)";
2932 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2934 switch (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;
2942 default:
2943 FIXME("Unrecognized comparison value: %u\n", flags);
2944 return -1;
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);
2953 char src_name0[50];
2954 char src_name1[50];
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);
2960 if(vshader)
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);
2968 else
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);
2981 const char *comp;
2982 char src_name0[50];
2983 char src_name1[50];
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);
2989 if(vshader)
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);
2996 else
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);
3012 if(vshader)
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;
3018 else
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);
3032 if(vshader)
3034 if(control_frame->had_else)
3036 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3038 else
3040 shader_addline(buffer, "#No else branch. else is endif\n");
3041 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3044 else
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;
3053 char reg_dest[40];
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;
3071 char reg_dest[40];
3072 char reg_coord[40];
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;
3104 unsigned int i;
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);
3153 switch(cur_clip)
3155 case 0:
3156 shader_addline(buffer, "MOV TA, %s;\n", zero);
3157 break;
3158 case 1:
3159 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3160 break;
3161 case 2:
3162 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3163 break;
3164 case 3:
3165 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3166 break;
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);
3178 } else {
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;
3197 if(vshader)
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;
3215 GLint pos;
3217 const char *blt_vprogram =
3218 "!!ARBvp1.0\n"
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"
3223 "END\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);
3232 if (pos != -1)
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);
3238 else
3240 GLint native;
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");
3247 return program_id;
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;
3256 GLint pos;
3258 static const char * const blt_fprograms_full[tex_type_count] =
3260 /* tex_1d */
3261 NULL,
3262 /* tex_2d */
3263 "!!ARBfp1.0\n"
3264 "TEMP R0;\n"
3265 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3266 "MOV result.depth.z, R0.x;\n"
3267 "END\n",
3268 /* tex_3d */
3269 NULL,
3270 /* tex_cube */
3271 "!!ARBfp1.0\n"
3272 "TEMP R0;\n"
3273 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3274 "MOV result.depth.z, R0.x;\n"
3275 "END\n",
3276 /* tex_rect */
3277 "!!ARBfp1.0\n"
3278 "TEMP R0;\n"
3279 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3280 "MOV result.depth.z, R0.x;\n"
3281 "END\n",
3284 static const char * const blt_fprograms_masked[tex_type_count] =
3286 /* tex_1d */
3287 NULL,
3288 /* tex_2d */
3289 "!!ARBfp1.0\n"
3290 "PARAM mask = program.local[0];\n"
3291 "TEMP R0;\n"
3292 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3293 "MUL R0.x, R0.x, R0.y;\n"
3294 "KIL -R0.x;\n"
3295 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3296 "MOV result.depth.z, R0.x;\n"
3297 "END\n",
3298 /* tex_3d */
3299 NULL,
3300 /* tex_cube */
3301 "!!ARBfp1.0\n"
3302 "PARAM mask = program.local[0];\n"
3303 "TEMP R0;\n"
3304 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3305 "MUL R0.x, R0.x, R0.y;\n"
3306 "KIL -R0.x;\n"
3307 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3308 "MOV result.depth.z, R0.x;\n"
3309 "END\n",
3310 /* tex_rect */
3311 "!!ARBfp1.0\n"
3312 "PARAM mask = program.local[0];\n"
3313 "TEMP R0;\n"
3314 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3315 "MUL R0.x, R0.x, R0.y;\n"
3316 "KIL -R0.x;\n"
3317 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3318 "MOV result.depth.z, R0.x;\n"
3319 "END\n",
3322 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3323 if (!fprogram)
3325 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3326 tex_type = tex_2d;
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);
3336 if (pos != -1)
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);
3342 else
3344 GLint native;
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");
3351 return program_id;
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 */
3359 if(condcode)
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);
3372 else
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;
3409 return NULL;
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]"
3420 unsigned int i;
3421 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3422 const char *semantic_name;
3423 DWORD semantic_idx;
3425 switch(args->super.vp_mode)
3427 case pretransformed:
3428 case fixedfunction:
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";
3463 else
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]);
3470 break;
3472 case vertexshader:
3473 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3474 * fragment.color
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";
3482 break;
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;
3494 GLuint retval;
3495 char fragcolor[16];
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;
3501 GLint errPos;
3502 DWORD map;
3504 char srgbtmp[4][4];
3505 unsigned int i, found = 0;
3507 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3509 if (!(map & 1)
3510 || (This->color0_mov && i == This->color0_reg)
3511 || (reg_maps->shader_version.major < 2 && !i))
3512 continue;
3514 sprintf(srgbtmp[found], "R%u", i);
3515 ++found;
3516 if (found == 4) break;
3519 switch(found) {
3520 case 0:
3521 sprintf(srgbtmp[0], "TA");
3522 sprintf(srgbtmp[1], "TB");
3523 sprintf(srgbtmp[2], "TC");
3524 sprintf(srgbtmp[3], "TD");
3525 dcl_td = TRUE;
3526 break;
3527 case 1:
3528 sprintf(srgbtmp[1], "TA");
3529 sprintf(srgbtmp[2], "TB");
3530 sprintf(srgbtmp[3], "TC");
3531 break;
3532 case 2:
3533 sprintf(srgbtmp[2], "TA");
3534 sprintf(srgbtmp[3], "TB");
3535 break;
3536 case 3:
3537 sprintf(srgbtmp[3], "TA");
3538 break;
3539 case 4:
3540 break;
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;
3578 } else {
3579 if(want_nv_prog)
3581 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3582 * limits properly
3584 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3585 ERR("Try GLSL\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) {
3598 case FOG_OFF:
3599 break;
3600 case FOG_LINEAR:
3601 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3602 break;
3603 case FOG_EXP:
3604 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3605 break;
3606 case FOG_EXP2:
3607 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3608 break;
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");
3627 } else {
3628 if(args->super.srgb_correction) {
3629 if(This->color0_mov) {
3630 sprintf(fragcolor, "R%u", This->color0_reg);
3631 } else {
3632 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3633 strcpy(fragcolor, "TMP_COLOR");
3635 } else {
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);
3689 if(control_values)
3691 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3692 control_values[0], control_values[1], control_values[2]);
3694 else
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++);
3708 if(reg_maps->vpos)
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");
3720 else
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;
3740 cur = 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++;
3747 } else {
3748 FIXME("No free constant found to load NP2 fixup data into shader. "
3749 "Sampling from this texture will probably look wrong.\n");
3750 break;
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);
3794 if (errPos != -1)
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);
3799 retval = 0;
3801 else
3803 GLint native;
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 */
3811 if(lconst_map) {
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);
3820 return retval;
3823 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3825 unsigned int i;
3826 int ret;
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;
3834 continue;
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;
3844 return 0;
3847 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3849 struct wined3d_shader_signature_element *new;
3850 int i;
3851 char *name;
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;
3858 new[i] = sig[i];
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;
3864 return new;
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;
3872 if (entry)
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)
3892 unsigned int i, j;
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"
3914 if(sig_num == ~0)
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";
3965 else
3967 priv_ctx->vs_output[i] = "TA";
3970 return;
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];
4013 else
4015 continue;
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";
4037 continue;
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";
4043 continue;
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;
4074 GLuint ret;
4075 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
4076 struct shader_arb_ctx_priv priv_ctx;
4077 unsigned int i;
4078 GLint errPos;
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");
4102 } else {
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);
4128 if(control_values)
4130 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4131 control_values[0], control_values[1], control_values[2]);
4133 else
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)
4164 int i;
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);
4197 if (errPos != -1)
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);
4202 ret = -1;
4204 else
4206 GLint native;
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 */
4213 if(lconst_map) {
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);
4222 return ret;
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;
4229 UINT i;
4230 DWORD new_size;
4231 struct arb_ps_compiled_shader *new_array;
4232 struct wined3d_shader_buffer buffer;
4233 struct arb_pshader_private *shader_data;
4234 GLuint ret;
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);
4254 else
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));
4276 } else {
4277 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4278 new_size = 1;
4281 if(!new_array) {
4282 ERR("Out of memory\n");
4283 return 0;
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");
4297 return 0;
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)
4323 UINT i;
4324 DWORD new_size;
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;
4329 GLuint ret;
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));
4358 } else {
4359 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4360 new_size = 1;
4363 if(!new_array) {
4364 ERR("Out of memory\n");
4365 return 0;
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");
4376 return 0;
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)
4390 int i;
4391 WORD int_skip;
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])
4412 args->clip = 1;
4413 else
4414 args->clip = 0;
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));
4421 return;
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;
4432 else
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)
4444 int i;
4445 WORD int_skip;
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;
4452 if (use_ps(state))
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;
4460 else
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));
4497 return;
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;
4508 else
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;
4524 int i;
4526 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4527 if (usePS)
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);
4564 else
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;
4584 if (useVS)
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");
4613 } else {
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);
4658 } else {
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;
4682 UINT i;
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);
4690 ENTER_GL();
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))");
4696 LEAVE_GL();
4698 context_release(context);
4701 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4702 HeapFree(GetProcessHeap(), 0, shader_data);
4703 baseShader->baseShader.backend_data = NULL;
4705 else
4707 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4708 UINT i;
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);
4716 ENTER_GL();
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))");
4722 LEAVE_GL();
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 =
4741 wined3d_rb_alloc,
4742 wined3d_rb_realloc,
4743 wined3d_rb_free,
4744 sig_tree_compare
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;
4757 return WINED3D_OK;
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);
4763 int i;
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;
4777 int i;
4779 ENTER_GL();
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]));
4794 LEAVE_GL();
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) {
4801 return TRUE;
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])
4808 DWORD vs_consts;
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;
4816 else
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");
4830 else
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;
4837 else
4839 pCaps->VertexShaderVersion = 0;
4840 pCaps->MaxVertexShaderConst = 0;
4843 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4845 DWORD ps_consts;
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;
4851 else
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");
4865 else
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;
4873 else
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))
4894 TRACE("[OK]\n");
4895 return TRUE;
4898 TRACE("[FAILED]\n");
4899 return FALSE;
4902 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4903 DWORD shift;
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;
4911 dst = &ins->dst[0];
4912 shift = dst->shift;
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);
5034 WORD bools = 0;
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");
5050 return FALSE;
5052 else
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];
5079 return;
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;
5087 return;
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]);
5098 break;
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]);
5104 break;
5106 default:
5107 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
5108 break;
5112 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5114 unsigned int i;
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));
5118 if(!rec)
5120 ERR("Out of memory\n");
5121 return;
5124 rec->ins = *ins;
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);
5152 return;
5154 free:
5155 ERR("Out of memory\n");
5156 if(dst_param)
5158 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5159 HeapFree(GetProcessHeap(), 0, dst_param);
5161 if(src_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;
5175 unsigned int i;
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;
5203 BOOL bool_const;
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++;
5216 priv->loop_depth++;
5218 else
5220 /* Don't bother recording when we're in a not used if branch */
5221 if(priv->muted)
5223 return;
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 */
5243 else
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;
5252 int aL = 0;
5253 struct list copy;
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
5262 list_init(&copy);
5263 list_move_tail(&copy, &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;
5273 else
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)
5283 priv->aL = aL;
5284 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5286 else
5288 shader_addline(buffer, "#Iteration %u\n", iteration);
5291 LIST_FOR_EACH_ENTRY(rec_ins, &copy, 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(&copy);
5304 HeapFree(GetProcessHeap(), 0, control_frame);
5305 return; /* Instruction is handled */
5307 else
5309 /* This is a nested loop. Proceed to the normal recording function */
5310 HeapFree(GetProcessHeap(), 0, control_frame);
5315 if(priv->recording)
5317 record_instruction(&priv->record, ins);
5318 return;
5321 /* boolean if */
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");
5333 priv->muted = TRUE;
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)
5358 priv->muted = TRUE;
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 */
5387 if (!hw_fct)
5389 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5390 return;
5392 hw_fct(ins);
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);
5400 priv->loop_depth--;
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,
5417 shader_arb_select,
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,
5424 shader_arb_destroy,
5425 shader_arb_alloc,
5426 shader_arb_free,
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;
5442 GLuint shader;
5443 unsigned int num_textures_used;
5446 /* Context activation is done by the caller. */
5447 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5448 ENTER_GL();
5449 if(enable) {
5450 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5451 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5452 } else {
5453 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5454 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5456 LEAVE_GL();
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;
5468 } else {
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;
5480 return WINED3D_OK;
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);
5489 ENTER_GL();
5490 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5491 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5492 HeapFree(GetProcessHeap(), 0, entry_arb);
5493 LEAVE_GL();
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;
5549 float col[4];
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;
5574 float col[4];
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;
5592 } else {
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;
5606 float mat[2][2];
5608 if (use_ps(state))
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
5614 * anyway
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 */
5622 return;
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;
5644 float param[4];
5646 if (use_ps(state))
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 */
5660 return;
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]);
5669 param[2] = 0.0f;
5670 param[3] = 0.0f;
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)
5678 const char *ret;
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";
5688 else ret = "ret";
5689 break;
5691 case WINED3DTA_TEXTURE:
5692 switch(stage) {
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";
5703 break;
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");
5716 switch(stage) {
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";
5727 break;
5729 default:
5730 return "unknown";
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";
5745 return ret;
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);
5766 switch(op) {
5767 case WINED3DTOP_DISABLE:
5768 if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5769 break;
5771 case WINED3DTOP_SELECTARG2:
5772 arg1 = arg2;
5773 case WINED3DTOP_SELECTARG1:
5774 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5775 break;
5777 case WINED3DTOP_MODULATE4X:
5778 mul = 2;
5779 case WINED3DTOP_MODULATE2X:
5780 mul *= 2;
5781 if (!strcmp(dstreg, "result.color"))
5783 dstreg = "ret";
5784 mul_final_dest = TRUE;
5786 case WINED3DTOP_MODULATE:
5787 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5788 break;
5790 case WINED3DTOP_ADDSIGNED2X:
5791 mul = 2;
5792 if (!strcmp(dstreg, "result.color"))
5794 dstreg = "ret";
5795 mul_final_dest = TRUE;
5797 case WINED3DTOP_ADDSIGNED:
5798 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5799 arg2 = "arg2";
5800 case WINED3DTOP_ADD:
5801 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5802 break;
5804 case WINED3DTOP_SUBTRACT:
5805 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5806 break;
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);
5811 break;
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);
5816 break;
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);
5820 break;
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);
5824 break;
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);
5828 break;
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);
5834 break;
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);
5841 break;
5842 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5843 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5844 break;
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);
5848 break;
5849 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5850 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5851 break;
5853 case WINED3DTOP_DOTPRODUCT3:
5854 mul = 4;
5855 if (!strcmp(dstreg, "result.color"))
5857 dstreg = "ret";
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);
5863 break;
5865 case WINED3DTOP_MULTIPLYADD:
5866 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5867 break;
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);
5872 break;
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 */
5877 break;
5879 default:
5880 FIXME("Unhandled texture op %08x\n", op);
5883 if(mul == 2) {
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;
5893 unsigned int stage;
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];
5901 GLuint ret;
5902 DWORD arg0, arg1, arg2;
5903 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5904 BOOL op_equal;
5905 const char *final_combiner_src = "ret";
5906 GLint pos;
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;
5957 /* Shader header */
5958 if (!shader_buffer_init(&buffer))
5960 ERR("Failed to initialize shader buffer.\n");
5961 return 0;
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));
5989 if(tfactor_used) {
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) {
6019 sat = "";
6020 } else {
6021 sat = "_SAT";
6024 if(settings->op[stage].projected == proj_none) {
6025 instr = "TEX";
6026 } else if(settings->op[stage].projected == proj_count4 ||
6027 settings->op[stage].projected == proj_count3) {
6028 instr = "TXP";
6029 } else {
6030 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6031 instr = "TXP";
6034 if(stage > 0 &&
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);
6049 } else {
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);
6053 } else {
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);
6069 } else {
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";
6085 break;
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;
6100 } else {
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);
6111 if (!stage)
6112 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6114 else if (op_equal)
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);
6119 } else {
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");
6133 } else {
6134 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6137 /* Footer */
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);
6148 if (pos != -1)
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);
6154 else
6156 GLint native;
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);
6164 return ret;
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;
6177 unsigned int i;
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);
6192 return;
6195 if(!use_pshader) {
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);
6199 if(!desc) {
6200 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6201 if (!new_desc)
6203 ERR("Out of memory\n");
6204 return;
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);
6217 desc = 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
6222 * deactivate it.
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;
6237 } else {
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
6248 * shader handler
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)
6280 if (use_vs(state))
6282 new_source = FOGSOURCE_VS;
6284 else
6286 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6287 new_source = FOGSOURCE_COORD;
6288 else
6289 new_source = FOGSOURCE_FFP;
6291 } else {
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 = {
6459 arbfp_enable,
6460 arbfp_get_caps,
6461 arbfp_alloc,
6462 arbfp_free,
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;
6483 return WINED3D_OK;
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;
6492 ENTER_GL();
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);
6504 LEAVE_GL();
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)
6513 char chroma;
6514 const char *tex, *texinstr;
6516 if (fixup == COMPLEX_FIXUP_UYVY) {
6517 chroma = 'x';
6518 *luminance = 'w';
6519 } else {
6520 chroma = 'w';
6521 *luminance = 'x';
6523 switch(textype) {
6524 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6525 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6526 default:
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");
6531 return FALSE;
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:
6540 * Even pixel: Cr
6541 * Even pixel: U
6542 * Odd pixel: V
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");
6549 } else {
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
6554 * 0.5, so add 0.5.
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);
6595 return TRUE;
6598 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6600 const char *tex;
6602 switch(textype) {
6603 case GL_TEXTURE_2D: tex = "2D"; break;
6604 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6605 default:
6606 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6607 return FALSE;
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 * +----------------------------------+----
6618 * | |
6619 * | |
6620 * | |
6621 * | |
6622 * | | 2
6623 * | LUMINANCE | -
6624 * | | 3
6625 * | |
6626 * | |
6627 * | |
6628 * | |
6629 * +----------------+-----------------+----
6630 * | | |
6631 * | U even rows | U odd rows |
6632 * | | | 1
6633 * +----------------+------------------ -
6634 * | | | 3
6635 * | V even rows | V odd rows |
6636 * | | |
6637 * +----------------+-----------------+----
6638 * | | |
6639 * | 0.5 | 0.5 |
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
6659 * bleeding
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");
6681 } else {
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");
6697 /* Clamp */
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");
6713 } else {
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);
6730 } else {
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
6733 * is bigger
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);
6739 *luminance = 'a';
6741 return TRUE;
6744 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6746 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6747 GLenum shader;
6748 struct wined3d_shader_buffer buffer;
6749 struct arbfp_blit_priv *priv = device->blit_priv;
6750 GLint pos;
6752 /* Shader header */
6753 if (!shader_buffer_init(&buffer))
6755 ERR("Failed to initialize shader buffer.\n");
6756 return 0;
6759 ENTER_GL();
6760 GL_EXTCALL(glGenProgramsARB(1, &shader));
6761 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6762 LEAVE_GL();
6763 if(!shader) {
6764 shader_buffer_free(&buffer);
6765 return 0;
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");
6777 else
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");
6787 ENTER_GL();
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);
6793 if (pos != -1)
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;
6802 else
6803 priv->p8_2d_shader = shader;
6805 shader_buffer_free(&buffer);
6806 LEAVE_GL();
6808 return shader;
6811 /* Context activation is done by the caller. */
6812 static void upload_palette(IWineD3DSurfaceImpl *surface)
6814 BYTE table[256][4];
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);
6822 ENTER_GL();
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));
6841 LEAVE_GL();
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;
6848 GLenum shader;
6849 struct wined3d_shader_buffer buffer;
6850 char luminance_component;
6851 struct arbfp_blit_priv *priv = device->blit_priv;
6852 GLint pos;
6854 /* Shader header */
6855 if (!shader_buffer_init(&buffer))
6857 ERR("Failed to initialize shader buffer.\n");
6858 return 0;
6861 ENTER_GL();
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)");
6866 LEAVE_GL();
6867 if(!shader) {
6868 shader_buffer_free(&buffer);
6869 return 0;
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
6876 * pixels.
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");
6917 switch (yuv_fixup)
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);
6924 return 0;
6926 break;
6928 case COMPLEX_FIXUP_YV12:
6929 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6931 shader_buffer_free(&buffer);
6932 return 0;
6934 break;
6936 default:
6937 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6938 shader_buffer_free(&buffer);
6939 return 0;
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");
6954 ENTER_GL();
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);
6960 if (pos != -1)
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);
6966 else
6968 GLint native;
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);
6976 LEAVE_GL();
6978 switch (yuv_fixup)
6980 case COMPLEX_FIXUP_YUY2:
6981 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6982 else priv->yuy2_2d_shader = shader;
6983 break;
6985 case COMPLEX_FIXUP_UYVY:
6986 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6987 else priv->uyvy_2d_shader = shader;
6988 break;
6990 case COMPLEX_FIXUP_YV12:
6991 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6992 else priv->yv12_2d_shader = shader;
6993 break;
6994 default:
6995 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6998 return shader;
7001 /* Context activation is done by the caller. */
7002 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
7004 GLenum shader;
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))
7014 TRACE("Fixup:\n");
7015 dump_color_fixup_desc(surface->resource.format->color_fixup);
7016 /* Don't bother setting up a shader for unconverted formats */
7017 ENTER_GL();
7018 glEnable(textype);
7019 checkGLcall("glEnable(textype)");
7020 LEAVE_GL();
7021 return WINED3D_OK;
7024 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7026 switch(fixup)
7028 case COMPLEX_FIXUP_YUY2:
7029 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7030 break;
7032 case COMPLEX_FIXUP_UYVY:
7033 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7034 break;
7036 case COMPLEX_FIXUP_YV12:
7037 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7038 break;
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);
7045 break;
7047 default:
7048 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7049 ENTER_GL();
7050 glEnable(textype);
7051 checkGLcall("glEnable(textype)");
7052 LEAVE_GL();
7053 return E_NOTIMPL;
7056 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
7058 ENTER_GL();
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");
7065 LEAVE_GL();
7067 return WINED3D_OK;
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;
7075 ENTER_GL();
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)");
7090 LEAVE_GL();
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);
7102 return FALSE;
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");
7115 return FALSE;
7118 if (is_identity_fixup(src_format->color_fixup))
7120 TRACE("[OK]\n");
7121 return TRUE;
7124 /* We only support YUV conversions. */
7125 if (!is_complex_fixup(src_format->color_fixup))
7127 TRACE("[FAILED]\n");
7128 return FALSE;
7131 switch(src_fixup)
7133 case COMPLEX_FIXUP_YUY2:
7134 case COMPLEX_FIXUP_UYVY:
7135 case COMPLEX_FIXUP_YV12:
7136 case COMPLEX_FIXUP_P8:
7137 TRACE("[OK]\n");
7138 return TRUE;
7140 default:
7141 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7142 TRACE("[FAILED]\n");
7143 return FALSE;
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,
7149 DWORD Filter)
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);
7179 ENTER_GL();
7181 /* Draw a textured quad */
7182 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7184 LEAVE_GL();
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);
7197 return WINED3D_OK;
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 = {
7209 arbfp_blit_alloc,
7210 arbfp_blit_free,
7211 arbfp_blit_set,
7212 arbfp_blit_unset,
7213 arbfp_blit_supported,
7214 arbfp_blit_color_fill