2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL
need_mova_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
47 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) shader
;
48 if(!This
->baseShader
.reg_maps
.usesmova
) return FALSE
;
49 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
);
52 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
53 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
55 return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
) &&
56 !(GLINFO_LOCATION
.quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
59 static BOOL
need_helper_const(const struct wined3d_gl_info
*gl_info
)
61 if (!GL_SUPPORT(NV_VERTEX_PROGRAM
) /* Need to init colors. */
62 || gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
/* Load the immval offset. */
63 || gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
/* Have to init texcoords. */
64 || (!use_nv_clip(gl_info
)) /* Init the clip texcoord */)
71 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
74 /* We use one PARAM for the pos fixup, and in some cases one to load
75 * some immediate values into the shader
77 if(need_helper_const(gl_info
)) ret
++;
78 if(need_mova_const(shader
, gl_info
)) ret
++;
82 static inline BOOL
ffp_clip_emul(IWineD3DStateBlockImpl
*stateblock
)
84 return stateblock
->lowest_disabled_stage
< 7;
87 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
88 * so upload them above that
90 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
91 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
93 /* ARB_program_shader private data */
109 unsigned int loop_no
;
112 struct wined3d_shader_loop_control loop_control
;
116 struct arb_ps_np2fixup_info
118 struct ps_np2fixup_info super
;
119 /* For ARB we need a offset value:
120 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
121 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
122 * array we need an offset to the index inside the program local parameter array. */
126 struct arb_ps_compile_args
128 struct ps_compile_args super
;
130 WORD clip
; /* only a boolean, use a WORD for alignment */
131 unsigned char loop_ctrl
[MAX_CONST_I
][3];
134 struct stb_const_desc
136 unsigned char texunit
;
140 struct arb_ps_compiled_shader
142 struct arb_ps_compile_args args
;
143 struct arb_ps_np2fixup_info np2fixup_info
;
144 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
145 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
146 UINT int_consts
[MAX_CONST_I
];
149 unsigned char numbumpenvmatconsts
;
153 struct arb_vs_compile_args
155 struct vs_compile_args super
;
164 DWORD boolclip_compare
;
169 unsigned char vertex_samplers
[4];
170 DWORD vertex_samplers_compare
;
172 unsigned char loop_ctrl
[MAX_CONST_I
][3];
175 struct arb_vs_compiled_shader
177 struct arb_vs_compile_args args
;
179 UINT int_consts
[MAX_CONST_I
];
181 char need_color_unclamp
;
185 struct recorded_instruction
187 struct wined3d_shader_instruction ins
;
191 struct shader_arb_ctx_priv
196 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
198 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
200 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
204 const struct arb_vs_compile_args
*cur_vs_args
;
205 const struct arb_ps_compile_args
*cur_ps_args
;
206 const struct arb_ps_compiled_shader
*compiled_fprog
;
207 const struct arb_vs_compiled_shader
*compiled_vprog
;
208 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
209 struct list control_frames
;
213 unsigned int num_loops
, loop_depth
, num_ifcs
;
216 unsigned int vs_clipplanes
;
220 /* For 3.0 vertex shaders */
221 const char *vs_output
[MAX_REG_OUTPUT
];
222 /* For 2.x and earlier vertex shaders */
223 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
225 /* 3.0 pshader input for compatibility with fixed function */
226 const char *ps_input
[MAX_REG_INPUT
];
231 struct wined3d_shader_signature_element
*sig
;
233 struct wine_rb_entry entry
;
236 struct arb_pshader_private
{
237 struct arb_ps_compiled_shader
*gl_shaders
;
238 UINT num_gl_shaders
, shader_array_size
;
239 BOOL has_signature_idx
;
240 DWORD input_signature_idx
;
241 DWORD clipplane_emulation
;
245 struct arb_vshader_private
{
246 struct arb_vs_compiled_shader
*gl_shaders
;
247 UINT num_gl_shaders
, shader_array_size
;
250 struct shader_arb_priv
252 GLuint current_vprogram_id
;
253 GLuint current_fprogram_id
;
254 const struct arb_ps_compiled_shader
*compiled_fprog
;
255 const struct arb_vs_compiled_shader
*compiled_vprog
;
256 GLuint depth_blt_vprogram_id
;
257 GLuint depth_blt_fprogram_id
[tex_type_count
];
258 BOOL use_arbfp_fixed_func
;
259 struct wine_rb_tree fragment_shaders
;
260 BOOL last_ps_const_clamped
;
261 BOOL last_vs_color_unclamp
;
263 struct wine_rb_tree signature_tree
;
267 /********************************************************
268 * ARB_[vertex/fragment]_program helper functions follow
269 ********************************************************/
271 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
272 * When constant_list == NULL, it will load all the constants.
274 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
275 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
277 /* GL locking is done by the caller */
278 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
279 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
281 local_constant
* lconst
;
285 if (TRACE_ON(d3d_constants
))
287 for(i
= 0; i
< max_constants
; i
++) {
288 if(!dirty_consts
[i
]) continue;
289 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
290 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
291 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
297 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
298 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
301 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
302 * shaders, the first 8 constants are marked dirty for reload
304 for(; i
< min(8, max_constants
); i
++) {
305 if(!dirty_consts
[i
]) continue;
309 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
310 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
311 else lcl_const
[0] = constants
[j
+ 0];
313 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
314 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
315 else lcl_const
[1] = constants
[j
+ 1];
317 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
318 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
319 else lcl_const
[2] = constants
[j
+ 2];
321 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
322 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
323 else lcl_const
[3] = constants
[j
+ 3];
325 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
328 /* If further constants are dirty, reload them without clamping.
330 * The alternative is not to touch them, but then we cannot reset the dirty constant count
331 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
332 * above would always re-check the first 8 constants since max_constant remains at the init
337 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
338 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
339 * or just reloading *all* constants at once
341 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
343 for(; i
< max_constants
; i
++) {
344 if(!dirty_consts
[i
]) continue;
346 /* Find the next block of dirty constants */
349 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
353 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
356 for(; i
< max_constants
; i
++) {
357 if(dirty_consts
[i
]) {
359 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
363 checkGLcall("glProgramEnvParameter4fvARB()");
365 /* Load immediate constants */
366 if(This
->baseShader
.load_local_constsF
) {
367 if (TRACE_ON(d3d_shader
)) {
368 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
369 GLfloat
* values
= (GLfloat
*)lconst
->value
;
370 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
371 values
[0], values
[1], values
[2], values
[3]);
374 /* Immediate constants are clamped for 1.X shaders at loading times */
376 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
377 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
378 ret
= max(ret
, lconst
->idx
+ 1);
379 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
381 checkGLcall("glProgramEnvParameter4fvARB()");
382 return ret
; /* The loaded immediate constants need reloading for the next shader */
384 return 0; /* No constants are dirty now */
389 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
391 static void shader_arb_load_np2fixup_constants(
392 IWineD3DDevice
* device
,
394 char useVertexShader
) {
396 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
397 const struct shader_arb_priv
* const priv
= (const struct shader_arb_priv
*) deviceImpl
->shader_priv
;
398 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
399 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
401 if (!usePixelShader
) {
402 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
406 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
407 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
409 WORD active
= fixup
->super
.active
;
410 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
412 for (i
= 0; active
; active
>>= 1, ++i
) {
413 const unsigned char idx
= fixup
->super
.idx
[i
];
414 const IWineD3DTextureImpl
* const tex
= (const IWineD3DTextureImpl
*) stateBlock
->textures
[i
];
415 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
417 if (!(active
& 1)) continue;
420 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
425 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
427 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
431 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
432 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
433 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
438 /* GL locking is done by the caller. */
439 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
441 const struct wined3d_context
*context
= context_get_current();
442 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
443 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
445 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
446 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
448 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
450 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
452 /* The state manager takes care that this function is always called if the bump env matrix changes */
453 const float *data
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVMAT00
];
454 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
456 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
458 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
459 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
460 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
461 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
463 const float *scale
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
464 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->luminanceconst
[i
].const_num
, scale
));
467 checkGLcall("Load bumpmap consts");
469 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
471 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
472 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
477 val
[0] = context
->render_offscreen
? 0.0f
478 : ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
479 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
482 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
483 checkGLcall("y correction loading");
486 if(gl_shader
->num_int_consts
== 0) return;
488 for(i
= 0; i
< MAX_CONST_I
; i
++)
490 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
493 val
[0] = stateBlock
->pixelShaderConstantI
[4 * i
];
494 val
[1] = stateBlock
->pixelShaderConstantI
[4 * i
+ 1];
495 val
[2] = stateBlock
->pixelShaderConstantI
[4 * i
+ 2];
498 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
501 checkGLcall("Load ps int consts");
504 /* GL locking is done by the caller. */
505 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
507 IWineD3DStateBlockImpl
* stateBlock
;
508 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
510 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
511 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
513 /* Upload the position fixup */
514 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, deviceImpl
->posFixup
));
516 if(gl_shader
->num_int_consts
== 0) return;
518 stateBlock
= deviceImpl
->stateBlock
;
520 for(i
= 0; i
< MAX_CONST_I
; i
++)
522 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
525 val
[0] = stateBlock
->vertexShaderConstantI
[4 * i
];
526 val
[1] = stateBlock
->vertexShaderConstantI
[4 * i
+ 1];
527 val
[2] = stateBlock
->vertexShaderConstantI
[4 * i
+ 2];
530 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
533 checkGLcall("Load vs int consts");
537 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
539 * We only support float constants in ARB at the moment, so don't
540 * worry about the Integers or Booleans
542 /* GL locking is done by the caller (state handler) */
543 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
545 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
546 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
547 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
549 if (useVertexShader
) {
550 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
552 /* Load DirectX 9 float constants for vertex shader */
553 device
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
554 device
->highest_dirty_vs_const
, stateBlock
->vertexShaderConstantF
, context
->vshader_const_dirty
);
555 shader_arb_vs_local_constants(device
);
558 if (usePixelShader
) {
559 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
561 /* Load DirectX 9 float constants for pixel shader */
562 device
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
563 device
->highest_dirty_ps_const
, stateBlock
->pixelShaderConstantF
, context
->pshader_const_dirty
);
564 shader_arb_ps_local_constants(device
);
568 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
570 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
571 struct wined3d_context
*context
= context_get_current();
573 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
574 * context. On a context switch the old context will be fully dirtified */
575 if (!context
|| ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
!= This
) return;
577 memset(context
->vshader_const_dirty
+ start
, 1, sizeof(*context
->vshader_const_dirty
) * count
);
578 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
);
581 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
583 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
584 struct wined3d_context
*context
= context_get_current();
586 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
587 * context. On a context switch the old context will be fully dirtified */
588 if (!context
|| ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
!= This
) return;
590 memset(context
->pshader_const_dirty
+ start
, 1, sizeof(*context
->pshader_const_dirty
) * count
);
591 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
);
594 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
598 const local_constant
*lconst
;
600 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
602 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
604 ERR("Out of memory\n");
608 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
609 ret
[lconst
->idx
] = idx
++;
614 /* Generate the variable & register declarations for the ARB_vertex_program output target */
615 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
616 struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, DWORD
*lconst_map
,
617 DWORD
*num_clipplanes
, struct shader_arb_ctx_priv
*ctx
)
619 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
620 DWORD i
, next_local
= 0;
621 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
622 unsigned max_constantsF
;
623 const local_constant
*lconst
;
626 /* In pixel shaders, all private constants are program local, we don't need anything
627 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
628 * If we need a private constant the GL implementation will squeeze it in somewhere
630 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
631 * immediate values. The posFixup is loaded using program.env for now, so always
632 * subtract one from the number of constants. If the shader uses indirect addressing,
633 * account for the helper const too because we have to declare all availabke d3d constants
634 * and don't know which are actually used.
637 max_constantsF
= GL_LIMITS(pshader_constantsF
);
639 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
640 DWORD highest_constf
= 0, clip_limit
;
641 max_constantsF
= GL_LIMITS(vshader_constantsF
) - reserved_vs_const(iface
, gl_info
);
642 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
644 for(i
= 0; i
< This
->baseShader
.limits
.constant_float
; i
++)
647 DWORD shift
= i
& 0x1f;
648 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
651 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
653 clip_limit
= GL_LIMITS(clipplanes
);
657 unsigned int mask
= ctx
->cur_vs_args
->boolclip
.clipplane_mask
;
658 clip_limit
= min(count_bits(mask
), 4);
660 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
661 max_constantsF
-= *num_clipplanes
;
662 if(*num_clipplanes
< clip_limit
)
664 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, GL_LIMITS(clipplanes
));
669 if(ctx
->target_version
>= NV2
) *num_clipplanes
= GL_LIMITS(clipplanes
);
670 else *num_clipplanes
= min(GL_LIMITS(clipplanes
), 4);
671 max_constantsF
= GL_LIMITS(vshader_constantsF
);
675 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
677 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
680 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
682 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
685 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
687 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
689 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
693 /* Load local constants using the program-local space,
694 * this avoids reloading them each time the shader is used
697 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
698 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
699 lconst_map
[lconst
->idx
]);
700 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
704 /* we use the array-based constants array if the local constants are marked for loading,
705 * because then we use indirect addressing, or when the local constant list is empty,
706 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
707 * local constants do not declare the loaded constants as an array because ARB compilers usually
708 * do not optimize unused constants away
710 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
711 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
712 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
713 max_constantsF
, max_constantsF
- 1);
715 for(i
= 0; i
< max_constantsF
; i
++) {
718 mask
= 1 << (i
& 0x1f);
719 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
720 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
728 static const char * const shift_tab
[] = {
729 "dummy", /* 0 (none) */
730 "coefmul.x", /* 1 (x2) */
731 "coefmul.y", /* 2 (x4) */
732 "coefmul.z", /* 3 (x8) */
733 "coefmul.w", /* 4 (x16) */
734 "dummy", /* 5 (x32) */
735 "dummy", /* 6 (x64) */
736 "dummy", /* 7 (x128) */
737 "dummy", /* 8 (d256) */
738 "dummy", /* 9 (d128) */
739 "dummy", /* 10 (d64) */
740 "dummy", /* 11 (d32) */
741 "coefdiv.w", /* 12 (d16) */
742 "coefdiv.z", /* 13 (d8) */
743 "coefdiv.y", /* 14 (d4) */
744 "coefdiv.x" /* 15 (d2) */
747 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
748 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
750 char *ptr
= write_mask
;
752 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
755 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
756 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
757 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
758 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
764 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
766 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
767 * but addressed as "rgba". To fix this we need to swap the register's x
768 * and z components. */
769 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
770 char *ptr
= swizzle_str
;
772 /* swizzle bits fields: wwzzyyxx */
773 DWORD swizzle
= param
->swizzle
;
774 DWORD swizzle_x
= swizzle
& 0x03;
775 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
776 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
777 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
779 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
780 * generate a swizzle string. Unless we need to our own swizzling. */
781 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
784 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
785 *ptr
++ = swizzle_chars
[swizzle_x
];
787 *ptr
++ = swizzle_chars
[swizzle_x
];
788 *ptr
++ = swizzle_chars
[swizzle_y
];
789 *ptr
++ = swizzle_chars
[swizzle_z
];
790 *ptr
++ = swizzle_chars
[swizzle_w
];
797 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
799 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
800 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
802 if(strcmp(priv
->addr_reg
, src
) == 0) return;
804 strcpy(priv
->addr_reg
, src
);
805 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
808 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
809 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
811 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
812 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
814 /* oPos, oFog and oPts in D3D */
815 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
816 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
817 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
818 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
824 case WINED3DSPR_TEMP
:
825 sprintf(register_name
, "R%u", reg
->idx
);
828 case WINED3DSPR_INPUT
:
831 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
833 if (reg
->idx
== 0) strcpy(register_name
, "fragment.color.primary");
834 else strcpy(register_name
, "fragment.color.secondary");
841 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
843 if(strcmp(rel_reg
, "**aL_emul**") == 0)
845 DWORD idx
= ctx
->aL
+ reg
->idx
;
846 if(idx
< MAX_REG_INPUT
)
848 strcpy(register_name
, ctx
->ps_input
[idx
]);
852 ERR("Pixel shader input register out of bounds: %u\n", idx
);
853 sprintf(register_name
, "out_of_bounds_%u", idx
);
856 else if(This
->baseShader
.reg_maps
.input_registers
& 0x0300)
858 /* There are two ways basically:
860 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
861 * That means trouble if the loop also contains a breakc or if the control values
862 * aren't local constants.
863 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
864 * source dynamically. The trouble is that we cannot simply read aL.y because it
865 * is an ADDRESS register. We could however push it, load .zw with a value and use
866 * ADAC to load the condition code register and pop it again afterwards
868 FIXME("Relative input register addressing with more than 8 registers\n");
870 /* This is better than nothing for now */
871 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
873 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
875 /* This is problematic because we'd have to consult the ctx->ps_input strings
876 * for where to find the varying. Some may be "0.0", others can be texcoords or
877 * colors. This needs either a pipeline replacement to make the vertex shader feed
878 * proper varyings, or loop unrolling
880 * For now use the texcoords and hope for the best
882 FIXME("Non-vertex shader varying input with indirect addressing\n");
883 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
887 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
888 * pulls GL_NV_fragment_program2 in
890 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
895 if(reg
->idx
< MAX_REG_INPUT
)
897 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
901 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
902 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
909 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
910 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
914 case WINED3DSPR_CONST
:
915 if (!pshader
&& reg
->rel_addr
)
919 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
920 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
921 sprintf(rel_reg
, "A0.x");
923 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
924 if(ctx
->target_version
== ARB
) {
925 if(strcmp(rel_reg
, "**aL_emul**") == 0) {
928 shader_arb_request_a0(ins
, rel_reg
);
929 sprintf(rel_reg
, "A0.x");
934 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
935 else if (reg
->idx
>= rel_offset
)
936 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
938 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
942 if (This
->baseShader
.reg_maps
.usesrelconstF
)
943 sprintf(register_name
, "C[%u]", reg
->idx
);
945 sprintf(register_name
, "C%u", reg
->idx
);
949 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
951 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 &&
952 This
->baseShader
.reg_maps
.shader_version
.minor
<= 3) {
953 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
954 * and as source to most instructions. For some instructions it is the texcoord
955 * input. Those instructions know about the special use
957 sprintf(register_name
, "T%u", reg
->idx
);
959 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
960 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
965 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
967 sprintf(register_name
, "A%u", reg
->idx
);
971 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
976 case WINED3DSPR_COLOROUT
:
977 if(ctx
->cur_ps_args
->super
.srgb_correction
&& reg
->idx
== 0)
979 strcpy(register_name
, "TMP_COLOR");
983 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
984 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
986 sprintf(register_name
, "result.color[%u]", reg
->idx
);
990 strcpy(register_name
, "result.color");
995 case WINED3DSPR_RASTOUT
:
996 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
997 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1000 case WINED3DSPR_DEPTHOUT
:
1001 strcpy(register_name
, "result.depth");
1004 case WINED3DSPR_ATTROUT
:
1005 /* case WINED3DSPR_OUTPUT: */
1006 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1007 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1010 case WINED3DSPR_TEXCRDOUT
:
1013 sprintf(register_name
, "oT[%u]", reg
->idx
);
1017 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1019 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1023 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1028 case WINED3DSPR_LOOP
:
1029 if(ctx
->target_version
>= NV2
)
1031 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1032 if(pshader
) sprintf(register_name
, "A0.x");
1033 else sprintf(register_name
, "aL.y");
1037 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1038 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1039 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1040 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1043 sprintf(register_name
, "**aL_emul**");
1048 case WINED3DSPR_CONSTINT
:
1049 sprintf(register_name
, "I%u", reg
->idx
);
1052 case WINED3DSPR_MISCTYPE
:
1055 sprintf(register_name
, "vpos");
1057 else if(reg
->idx
== 1)
1059 sprintf(register_name
, "fragment.facing.x");
1063 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1068 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1069 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1074 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1075 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1077 char register_name
[255];
1081 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1082 strcpy(str
, register_name
);
1084 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1085 strcat(str
, write_mask
);
1088 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1090 switch(channel_source
)
1092 case CHANNEL_SOURCE_ZERO
: return "0";
1093 case CHANNEL_SOURCE_ONE
: return "1";
1094 case CHANNEL_SOURCE_X
: return "x";
1095 case CHANNEL_SOURCE_Y
: return "y";
1096 case CHANNEL_SOURCE_Z
: return "z";
1097 case CHANNEL_SOURCE_W
: return "w";
1099 FIXME("Unhandled channel source %#x\n", channel_source
);
1104 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1105 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1109 if (is_yuv_fixup(fixup
))
1111 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1112 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1117 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1118 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1119 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1120 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1125 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1126 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1127 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1131 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1132 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1133 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1134 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1140 char *ptr
= reg_mask
;
1142 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1145 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1146 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1147 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1148 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1152 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1156 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1159 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1160 if (!ins
->dst_count
) return "";
1162 mod
= ins
->dst
[0].modifiers
;
1164 /* Silently ignore PARTIALPRECISION if its not supported */
1165 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1167 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1169 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1170 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1175 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1178 case WINED3DSPDM_SATURATE
:
1181 case WINED3DSPDM_PARTIALPRECISION
:
1188 FIXME("Unknown modifiers 0x%08x\n", mod
);
1193 #define TEX_PROJ 0x1
1194 #define TEX_BIAS 0x2
1196 #define TEX_DERIV 0x10
1198 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1199 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1201 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1202 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1203 const char *tex_type
;
1204 BOOL np2_fixup
= FALSE
;
1205 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1206 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1207 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1209 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1211 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1212 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1214 switch(sampler_type
) {
1220 if(device
->stateBlock
->textures
[sampler_idx
] &&
1221 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
1226 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1228 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1230 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1231 else np2_fixup
= TRUE
;
1236 case WINED3DSTT_VOLUME
:
1240 case WINED3DSTT_CUBE
:
1245 ERR("Unexpected texture type %d\n", sampler_type
);
1249 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1250 * so don't use shader_arb_get_modifier
1252 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1255 /* Fragment samplers always have indentity mapping */
1256 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1258 sampler_idx
= priv
->cur_vs_args
->vertex_samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1261 if (flags
& TEX_DERIV
)
1263 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1264 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1265 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1266 dsx
, dsy
,sampler_idx
, tex_type
);
1268 else if(flags
& TEX_LOD
)
1270 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1271 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1272 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1273 sampler_idx
, tex_type
);
1275 else if (flags
& TEX_BIAS
)
1277 /* Shouldn't be possible, but let's check for it */
1278 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1279 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1280 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1282 else if (flags
& TEX_PROJ
)
1284 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1290 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1291 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1292 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1294 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1297 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1302 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1303 "one", "coefmul.x", priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1307 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1308 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1310 /* Generate a line that does the input modifier computation and return the input register to use */
1311 BOOL is_color
= FALSE
;
1315 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1316 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1318 /* Assume a new line will be added */
1321 /* Get register name */
1322 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1323 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1325 switch (src
->modifiers
)
1327 case WINED3DSPSM_NONE
:
1328 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1331 case WINED3DSPSM_NEG
:
1332 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1335 case WINED3DSPSM_BIAS
:
1336 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1338 case WINED3DSPSM_BIASNEG
:
1339 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1341 case WINED3DSPSM_SIGN
:
1342 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
1344 case WINED3DSPSM_SIGNNEG
:
1345 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
1347 case WINED3DSPSM_COMP
:
1348 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
1350 case WINED3DSPSM_X2
:
1351 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1353 case WINED3DSPSM_X2NEG
:
1354 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1356 case WINED3DSPSM_DZ
:
1357 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1358 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1360 case WINED3DSPSM_DW
:
1361 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1362 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1364 case WINED3DSPSM_ABS
:
1365 if(ctx
->target_version
>= NV2
) {
1366 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1369 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1372 case WINED3DSPSM_ABSNEG
:
1373 if(ctx
->target_version
>= NV2
) {
1374 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1376 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1377 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1382 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1386 /* Return modified or original register, with swizzle */
1388 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1391 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1393 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1394 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1396 char src_name
[2][50];
1397 DWORD sampler_code
= dst
->reg
.idx
;
1399 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1401 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1403 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1404 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1407 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1408 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1409 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1410 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1411 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1413 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1414 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1417 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1422 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1423 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1424 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1425 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1426 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1427 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1428 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1429 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1430 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1431 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1432 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1433 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1434 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1436 FIXME("Unknown modifier %u\n", mod
);
1440 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1442 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1443 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1445 char src_name
[3][50];
1446 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1447 ins
->ctx
->reg_maps
->shader_version
.minor
);
1450 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1451 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1453 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1454 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1456 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1458 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1461 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1462 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1464 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1465 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1466 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1467 /* No modifiers supported on CMP */
1468 shader_addline(buffer
, "CMP %s, TA, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
1470 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1471 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1473 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1474 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, dst_name
);
1479 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1481 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1482 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1484 char src_name
[3][50];
1487 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1489 /* Generate input register names (with modifiers) */
1490 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1491 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1492 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1494 /* No modifiers are supported on CMP */
1495 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
1496 src_name
[0], src_name
[2], src_name
[1]);
1498 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1500 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1501 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name
[0]);
1505 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1506 * dst = dot2(src0, src1) + src2 */
1507 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1509 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1510 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1512 char src_name
[3][50];
1513 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1515 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1516 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1517 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1519 if(ctx
->target_version
>= NV3
)
1521 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1522 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1523 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1524 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1526 else if(ctx
->target_version
>= NV2
)
1528 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1529 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1530 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1531 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1533 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1535 * .xyxy and other swizzles that we could get with this are not valid in
1536 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1538 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1539 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1540 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1542 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1544 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1545 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1549 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1550 /* 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]
1551 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1553 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1554 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1555 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1556 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1560 /* Map the opcode 1-to-1 to the GL code */
1561 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1563 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1564 const char *instruction
;
1565 char arguments
[256], dst_str
[50];
1567 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1569 switch (ins
->handler_idx
)
1571 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1572 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1573 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1574 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1575 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1576 case WINED3DSIH_DST
: instruction
= "DST"; break;
1577 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1578 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1579 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1580 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1581 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1582 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1583 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1584 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1585 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1586 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1587 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1588 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1589 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1590 default: instruction
= "";
1591 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1595 /* Note that shader_arb_add_dst_param() adds spaces. */
1596 arguments
[0] = '\0';
1597 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1598 for (i
= 0; i
< ins
->src_count
; ++i
)
1601 strcat(arguments
, ", ");
1602 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1603 strcat(arguments
, operand
);
1605 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1608 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1610 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1611 shader_addline(buffer
, "NOP;\n");
1614 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1616 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1617 BOOL pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
1618 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1620 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1621 char src0_param
[256];
1623 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1626 if(ctx
->target_version
>= NV2
) {
1627 shader_hw_map2gl(ins
);
1630 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1631 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1633 /* This implements the mova formula used in GLSL. The first two instructions
1634 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1638 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1640 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1641 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1643 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask
, src0_param
);
1644 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask
);
1646 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1647 shader_addline(buffer
, "ADD TA%s, TA, mova_const.x;\n", write_mask
);
1648 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1649 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1651 shader_addline(buffer
, "ADD TA%s, TA, helper_const.z;\n", write_mask
);
1653 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1655 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1656 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1657 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1658 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1660 src0_param
[0] = '\0';
1661 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1663 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1664 shader_addline(buffer
, "ADD TA.x, %s, helper_const.z;\n", src0_param
);
1665 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1669 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1670 * with more than one component. Thus replicate the first source argument over all
1671 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1672 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1673 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1674 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1675 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1678 else if(ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& ins
->dst
[0].reg
.idx
== 0 && pshader
)
1680 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1681 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1683 shader_addline(buffer
, "#mov handled in srgb write code\n");
1686 shader_hw_map2gl(ins
);
1690 shader_hw_map2gl(ins
);
1694 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1696 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1697 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1700 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1701 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1703 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1705 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1707 const char *kilsrc
= "TA";
1710 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1711 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1717 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1718 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1719 * masked out components to 0(won't kill)
1721 char x
= '0', y
= '0', z
= '0', w
= '0';
1722 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1723 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1724 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1725 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1726 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1728 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1730 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1731 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1733 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1734 * or pass in any temporary register(in shader phase 2)
1736 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1737 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1739 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1741 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1742 shader_addline(buffer
, "KIL TA;\n");
1746 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1748 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1749 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1750 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1751 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1752 ins
->ctx
->reg_maps
->shader_version
.minor
);
1753 struct wined3d_shader_src_param src
;
1757 DWORD reg_sampler_code
;
1760 /* All versions have a destination register */
1761 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1763 /* 1.0-1.4: Use destination register number as texture code.
1764 2.0+: Use provided sampler number as texure code. */
1765 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1766 reg_sampler_code
= dst
->reg
.idx
;
1768 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1770 /* 1.0-1.3: Use the texcoord varying.
1771 1.4+: Use provided coordinate source register. */
1772 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1773 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1775 /* TEX is the only instruction that can handle DW and DZ natively */
1777 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1778 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1779 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1783 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1784 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1785 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1787 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1790 if(reg_sampler_code
< MAX_TEXTURES
) {
1791 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1793 if (flags
& WINED3DTTFF_PROJECTED
) {
1794 myflags
|= TEX_PROJ
;
1797 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1799 DWORD src_mod
= ins
->src
[0].modifiers
;
1800 if (src_mod
== WINED3DSPSM_DZ
) {
1801 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1802 * varying register, so we need a temp reg
1804 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1805 strcpy(reg_coord
, "TA");
1806 myflags
|= TEX_PROJ
;
1807 } else if(src_mod
== WINED3DSPSM_DW
) {
1808 myflags
|= TEX_PROJ
;
1811 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1812 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1814 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1817 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1819 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1820 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1821 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1822 ins
->ctx
->reg_maps
->shader_version
.minor
);
1825 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1827 DWORD reg
= dst
->reg
.idx
;
1829 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1830 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1834 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1835 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1836 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1840 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1842 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1843 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1844 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1847 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1851 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1852 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1853 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1854 /* Move .x first in case src_str is "TA" */
1855 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1856 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1857 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1858 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1861 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1863 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1865 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1869 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1870 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1871 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1872 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
1873 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
1874 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
1877 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1879 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1883 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1884 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1885 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1886 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
1889 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1891 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1892 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1893 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1894 char reg_coord
[40], dst_reg
[50], src_reg
[50];
1895 DWORD reg_dest_code
;
1897 /* All versions have a destination register. The Tx where the texture coordinates come
1898 * from is the varying incarnation of the texture register
1900 reg_dest_code
= dst
->reg
.idx
;
1901 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
1902 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
1903 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
1905 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1906 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1908 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1909 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1911 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1912 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1915 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1916 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
1917 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1918 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
1920 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1921 * so we can't let the GL handle this.
1923 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1924 & WINED3DTTFF_PROJECTED
) {
1925 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
1926 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
1927 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
1929 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
1932 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
1934 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
1936 /* No src swizzles are allowed, so this is ok */
1937 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1938 src_reg
, reg_dest_code
, reg_dest_code
);
1939 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
1943 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1945 DWORD reg
= ins
->dst
[0].reg
.idx
;
1946 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1947 char src0_name
[50], dst_name
[50];
1949 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1951 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1952 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1953 * T<reg+1> register. Use this register to store the calculated vector
1955 tmp_reg
.idx
= reg
+ 1;
1956 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1957 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
1960 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1962 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1963 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1965 DWORD reg
= ins
->dst
[0].reg
.idx
;
1966 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1972 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1973 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
1975 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1976 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
1977 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
1978 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1979 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1982 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1984 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1985 DWORD reg
= ins
->dst
[0].reg
.idx
;
1986 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1987 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1988 char src0_name
[50], dst_name
[50];
1989 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
1992 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1993 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1994 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1996 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
1997 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
1999 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2000 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2001 dst_name
, 'x' + current_state
->current_row
, reg
, src0_name
);
2002 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2005 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2007 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2008 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2010 DWORD reg
= ins
->dst
[0].reg
.idx
;
2011 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2012 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2014 char src0_name
[50], dst_name
[50];
2017 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2018 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2019 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2021 /* Sample the texture using the calculated coordinates */
2022 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2023 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2024 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2025 current_state
->current_row
= 0;
2028 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2030 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2031 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2033 DWORD reg
= ins
->dst
[0].reg
.idx
;
2034 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2035 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2041 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2042 * components for temporary data storage
2044 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2045 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2046 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2048 /* Construct the eye-ray vector from w coordinates */
2049 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
2050 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
2051 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2053 /* Calculate reflection vector
2055 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2056 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2057 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2058 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2059 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2060 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2061 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2063 /* Sample the texture using the calculated coordinates */
2064 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2065 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2066 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2067 current_state
->current_row
= 0;
2070 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2072 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2073 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2075 DWORD reg
= ins
->dst
[0].reg
.idx
;
2076 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2077 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2084 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2085 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2086 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2087 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2088 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2090 /* Calculate reflection vector.
2093 * dst_reg.xyz = 2 * --------- * N - E
2096 * Which normalizes the normal vector
2098 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2099 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2100 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2101 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2102 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2103 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2105 /* Sample the texture using the calculated coordinates */
2106 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2107 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2108 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2109 current_state
->current_row
= 0;
2112 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2114 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2115 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2118 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2119 * which is essentially an input, is the destination register because it is the first
2120 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2121 * here(writemasks/swizzles are not valid on texdepth)
2123 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2125 /* According to the msdn, the source register(must be r5) is unusable after
2126 * the texdepth instruction, so we're free to modify it
2128 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
2130 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2131 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2132 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2134 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2135 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2136 shader_addline(buffer
, "MIN TA.x, TA.x, one.x;\n");
2137 shader_addline(buffer
, "MAX result.depth, TA.x, 0.0;\n");
2140 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2141 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2142 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2143 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2145 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2146 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2150 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2151 shader_addline(buffer
, "MOV TB, 0.0;\n");
2152 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2154 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2155 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2158 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2159 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2160 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2162 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2165 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2167 /* Handle output register */
2168 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2169 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2170 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2173 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2174 * Perform the 3rd row of a 3x3 matrix multiply */
2175 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2177 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2178 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2179 char dst_str
[50], dst_name
[50];
2183 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2184 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2185 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2186 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2187 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2190 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2191 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2192 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2193 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2195 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2197 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2198 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2199 char src0
[50], dst_name
[50];
2202 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2203 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2204 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2206 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2207 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2208 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2210 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2211 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2212 shader_addline(buffer
, "MIN %s.x, %s.x, one.x;\n", dst_name
, dst_name
);
2213 shader_addline(buffer
, "MAX result.depth, %s.x, 0.0;\n", dst_name
);
2216 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2217 Vertex/Pixel shaders to ARB_vertex_program codes */
2218 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2221 int nComponents
= 0;
2222 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2223 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2224 struct wined3d_shader_instruction tmp_ins
;
2226 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2228 /* Set constants for the temporary argument */
2229 tmp_ins
.ctx
= ins
->ctx
;
2230 tmp_ins
.dst_count
= 1;
2231 tmp_ins
.dst
= &tmp_dst
;
2232 tmp_ins
.src_count
= 2;
2233 tmp_ins
.src
= tmp_src
;
2235 switch(ins
->handler_idx
)
2237 case WINED3DSIH_M4x4
:
2239 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2241 case WINED3DSIH_M4x3
:
2243 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2245 case WINED3DSIH_M3x4
:
2247 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2249 case WINED3DSIH_M3x3
:
2251 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2253 case WINED3DSIH_M3x2
:
2255 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2258 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2262 tmp_dst
= ins
->dst
[0];
2263 tmp_src
[0] = ins
->src
[0];
2264 tmp_src
[1] = ins
->src
[1];
2265 for (i
= 0; i
< nComponents
; i
++) {
2266 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2267 shader_hw_map2gl(&tmp_ins
);
2268 ++tmp_src
[1].reg
.idx
;
2272 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2274 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2275 const char *instruction
;
2280 switch(ins
->handler_idx
)
2282 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2283 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2284 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2285 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2286 default: instruction
= "";
2287 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2291 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2292 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2293 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2295 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2301 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2304 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2306 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2309 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2310 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2312 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2313 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2315 if(pshader
&& priv
->target_version
>= NV3
)
2317 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2321 shader_addline(buffer
, "DP3 TA, %s, %s;\n", src_name
, src_name
);
2322 shader_addline(buffer
, "RSQ TA, TA.x;\n");
2323 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2324 shader_addline(buffer
, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins
), dst_name
,
2329 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2331 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2333 char src_name
[3][50];
2335 /* ARB_fragment_program has a convenient LRP instruction */
2336 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2337 shader_hw_map2gl(ins
);
2341 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2342 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2343 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2344 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2346 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2347 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2348 dst_name
, src_name
[0], src_name
[2]);
2351 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2353 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2354 * must contain fixed constants. So we need a separate function to filter those constants and
2357 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2358 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2359 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2361 char src_name0
[50], src_name1
[50], src_name2
[50];
2364 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2365 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2366 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2367 /* No modifiers are supported on SCS */
2368 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2370 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2372 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2373 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2375 } else if(priv
->target_version
>= NV2
) {
2376 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2378 /* Sincos writemask must be .x, .y or .xy */
2379 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2380 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2381 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2382 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2384 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2385 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2387 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2388 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2390 * The constants we get are:
2392 * +1 +1, -1 -1 +1 +1 -1 -1
2393 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2394 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2396 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2400 * (x/2)^4 = x^4 / 16
2401 * (x/2)^5 = x^5 / 32
2404 * To get the final result:
2405 * sin(x) = 2 * sin(x/2) * cos(x/2)
2406 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2407 * (from sin(x+y) and cos(x+y) rules)
2409 * As per MSDN, dst.z is undefined after the operation, and so is
2410 * dst.x and dst.y if they're masked out by the writemask. Ie
2411 * sincos dst.y, src1, c0, c1
2412 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2413 * vsa.exe also stops with an error if the dest register is the same register as the source
2414 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2415 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2417 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2418 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2419 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2421 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2422 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2423 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2424 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2425 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2426 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2430 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2431 * properly merge that with MULs in the code above?
2432 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2433 * we can merge the sine and cosine MAD rows to calculate them together.
2435 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2436 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2437 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2438 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2441 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2442 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2443 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2445 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2447 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2448 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2450 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2452 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2453 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2458 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2460 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2463 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2465 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2466 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2468 /* SGN is only valid in vertex shaders */
2469 if(ctx
->target_version
>= NV2
) {
2470 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2474 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2475 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2477 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2478 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2480 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2481 * Then use TA, and calculate the final result
2483 * Not reading from TA? Store the first result in TA to avoid overwriting the
2484 * destination if src reg = dst reg
2486 if(strstr(src_name
, "TA"))
2488 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2489 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2490 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2494 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2495 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2496 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2501 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2503 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2509 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2510 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2511 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2513 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2514 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2517 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2523 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2524 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2525 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2526 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2527 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2528 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2529 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2530 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2531 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2532 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2533 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2534 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2535 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2537 FIXME("Unknown modifier %u\n", mod
);
2541 static void shader_hw_log_pow(const struct wined3d_shader_instruction
*ins
)
2543 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2544 char src0
[50], src1
[50], dst
[50];
2545 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2546 BOOL need_abs
= FALSE
;
2550 switch(ins
->handler_idx
)
2552 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2553 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2554 case WINED3DSIH_POW
: instr
= "POW"; arg2
= TRUE
; break;
2556 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2560 /* LOG, LOGP and POW operate on the absolute value of the input */
2561 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2563 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2564 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2565 if(arg2
) shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2569 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2572 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2576 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2581 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
2585 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2589 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2591 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2593 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2596 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2600 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2601 struct list
*e
= list_head(&priv
->control_frames
);
2602 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2604 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2605 /* The constant loader makes sure to load -1 into iX.w */
2606 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2607 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->loop_no
);
2608 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->loop_no
);
2612 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2616 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2618 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2620 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2622 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2624 /* The constant loader makes sure to load -1 into iX.w */
2627 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2628 struct list
*e
= list_head(&priv
->control_frames
);
2629 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2631 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2633 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2634 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->loop_no
);
2635 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->loop_no
);
2639 shader_addline(buffer
, "REP %s;\n", src_name
);
2643 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2645 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2646 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2650 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2651 struct list
*e
= list_head(&priv
->control_frames
);
2652 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2654 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2655 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->loop_no
);
2656 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->loop_no
);
2658 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2662 shader_addline(buffer
, "ENDLOOP;\n");
2666 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2668 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2669 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2673 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2674 struct list
*e
= list_head(&priv
->control_frames
);
2675 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2677 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2678 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->loop_no
);
2679 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->loop_no
);
2681 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2685 shader_addline(buffer
, "ENDREP;\n");
2689 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2691 struct control_frame
*control_frame
;
2693 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2695 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2697 ERR("Could not find loop for break\n");
2701 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2703 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2704 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2705 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2709 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->loop_no
);
2713 shader_addline(buffer
, "BRK;\n");
2717 static const char *get_compare(COMPARISON_TYPE flags
)
2721 case COMPARISON_GT
: return "GT";
2722 case COMPARISON_EQ
: return "EQ";
2723 case COMPARISON_GE
: return "GE";
2724 case COMPARISON_LT
: return "LT";
2725 case COMPARISON_NE
: return "NE";
2726 case COMPARISON_LE
: return "LE";
2728 FIXME("Unrecognized comparison value: %u\n", flags
);
2733 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE flags
)
2737 case COMPARISON_GT
: return COMPARISON_LE
;
2738 case COMPARISON_EQ
: return COMPARISON_NE
;
2739 case COMPARISON_GE
: return COMPARISON_LT
;
2740 case COMPARISON_LT
: return COMPARISON_GE
;
2741 case COMPARISON_NE
: return COMPARISON_EQ
;
2742 case COMPARISON_LE
: return COMPARISON_GT
;
2744 FIXME("Unrecognized comparison value: %u\n", flags
);
2749 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2751 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2752 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2753 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2756 const char *comp
= get_compare(ins
->flags
);
2758 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2759 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2763 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2764 * away the subtraction result
2766 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2767 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->loop_no
, comp
);
2771 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2772 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
2776 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
2778 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2779 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2780 struct list
*e
= list_head(&priv
->control_frames
);
2781 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2785 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2787 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2788 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2792 /* Invert the flag. We jump to the else label if the condition is NOT true */
2793 comp
= get_compare(invert_compare(ins
->flags
));
2794 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2795 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->ifc_no
, comp
);
2799 comp
= get_compare(ins
->flags
);
2800 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2801 shader_addline(buffer
, "IF %s.x;\n", comp
);
2805 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
2807 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2808 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2809 struct list
*e
= list_head(&priv
->control_frames
);
2810 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2811 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2815 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->ifc_no
);
2816 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
2817 control_frame
->had_else
= TRUE
;
2821 shader_addline(buffer
, "ELSE;\n");
2825 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
2827 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2828 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2829 struct list
*e
= list_head(&priv
->control_frames
);
2830 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2831 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2835 if(control_frame
->had_else
)
2837 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->ifc_no
);
2841 shader_addline(buffer
, "#No else branch. else is endif\n");
2842 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
2847 shader_addline(buffer
, "ENDIF;\n");
2851 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
2853 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2855 char reg_src
[3][40];
2856 DWORD flags
= TEX_DERIV
;
2858 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2859 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
2860 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
2861 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
2863 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2864 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2866 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
2869 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
2871 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2874 DWORD flags
= TEX_LOD
;
2876 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2877 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
2879 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2880 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2882 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
2885 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
2887 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2888 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2890 priv
->in_main_func
= FALSE
;
2891 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2892 * subroutine, don't generate a label that will make GL complain
2894 if(priv
->target_version
== ARB
) return;
2896 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
2899 static void vshader_add_footer(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
2900 const struct arb_vs_compile_args
*args
, struct shader_arb_ctx_priv
*priv_ctx
)
2902 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2903 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2904 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2907 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2908 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2909 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2910 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2912 if(args
->super
.fog_src
== VS_FOG_Z
) {
2913 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2914 } else if (!reg_maps
->fog
) {
2915 /* posFixup.x is always 1.0, so we can savely use it */
2916 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2919 /* Write the final position.
2921 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2922 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2923 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2924 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2926 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
2927 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2928 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2930 if(use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
2932 for(i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
2934 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
2937 else if(args
->boolclip
.clip_texcoord
)
2939 unsigned int cur_clip
= 0;
2940 char component
[4] = {'x', 'y', 'z', 'w'};
2942 for(i
= 0; i
< GL_LIMITS(clipplanes
); i
++)
2944 if(args
->boolclip
.clipplane_mask
& (1 << i
))
2946 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2947 component
[cur_clip
++], i
);
2953 shader_addline(buffer
, "MOV TA, -helper_const.w;\n");
2956 shader_addline(buffer
, "MOV TA.yzw, -helper_const.w;\n");
2959 shader_addline(buffer
, "MOV TA.zw, -helper_const.w;\n");
2962 shader_addline(buffer
, "MOV TA.w, -helper_const.w;\n");
2965 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
2966 args
->boolclip
.clip_texcoord
- 1);
2969 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2970 * and the glsl equivalent
2972 if(need_helper_const(gl_info
)) {
2973 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2975 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2976 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2979 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2981 priv_ctx
->footer_written
= TRUE
;
2984 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
2986 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2987 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2988 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*) ins
->ctx
->shader
;
2989 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2991 if(priv
->target_version
== ARB
) return;
2995 if(priv
->in_main_func
) vshader_add_footer((IWineD3DVertexShaderImpl
*) shader
, buffer
, priv
->cur_vs_args
, priv
);
2998 shader_addline(buffer
, "RET;\n");
3001 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3003 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3004 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3007 /* GL locking is done by the caller */
3008 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3010 GLuint program_id
= 0;
3013 const char *blt_vprogram
=
3015 "PARAM c[1] = { { 1, 0.5 } };\n"
3016 "MOV result.position, vertex.position;\n"
3017 "MOV result.color, c[0].x;\n"
3018 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3021 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3022 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3023 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3024 strlen(blt_vprogram
), blt_vprogram
));
3025 checkGLcall("glProgramStringARB()");
3027 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3030 FIXME("Vertex program error at position %d: %s\n", pos
,
3031 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3037 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3038 checkGLcall("glGetProgramivARB()");
3039 if (!native
) WARN("Program exceeds native resource limits.\n");
3045 /* GL locking is done by the caller */
3046 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
)
3048 GLuint program_id
= 0;
3051 static const char * const blt_fprograms
[tex_type_count
] =
3058 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3059 "MOV result.depth.z, R0.x;\n"
3066 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3067 "MOV result.depth.z, R0.x;\n"
3072 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3073 "MOV result.depth.z, R0.x;\n"
3077 if (!blt_fprograms
[tex_type
])
3079 FIXME("tex_type %#x not supported\n", tex_type
);
3083 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3084 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3085 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3086 strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
3087 checkGLcall("glProgramStringARB()");
3089 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3092 FIXME("Fragment program error at position %d: %s\n", pos
,
3093 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3099 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3100 checkGLcall("glGetProgramivARB()");
3101 if (!native
) WARN("Program exceeds native resource limits.\n");
3107 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3108 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3110 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3114 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3115 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3116 /* Calculate the > 0.0031308 case */
3117 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3118 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3119 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3120 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3121 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3122 /* Calculate the < case */
3123 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3127 /* Calculate the > 0.0031308 case */
3128 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3129 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3130 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3131 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3132 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3133 /* Calculate the < case */
3134 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3135 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3136 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3137 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3138 /* Store the components > 0.0031308 in the destination */
3139 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3140 /* Add the components that are < 0.0031308 */
3141 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3142 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3143 * result.color writes(.rgb first, then .a), or handle overwriting already written
3144 * components. The assembler uses a temporary register in this case, which is usually
3145 * not allocated from one of our registers that were used earlier.
3148 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3151 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3153 const local_constant
*constant
;
3155 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3157 if (constant
->idx
== idx
)
3159 return constant
->value
;
3165 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3166 struct shader_arb_ctx_priv
*priv
)
3168 const char *texcoords
[8] =
3170 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3171 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3174 const struct wined3d_shader_signature_element
*sig
= This
->input_signature
;
3175 const char *semantic_name
;
3178 switch(args
->super
.vp_mode
)
3180 case pretransformed
:
3182 /* The pixelshader has to collect the varyings on its own. In any case properly load
3183 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3184 * other attribs to 0.0.
3186 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3187 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3188 * load the texcoord attrib pointers to match the pixel shader signature
3190 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3192 semantic_name
= sig
[i
].semantic_name
;
3193 semantic_idx
= sig
[i
].semantic_idx
;
3194 if(semantic_name
== NULL
) continue;
3196 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3198 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.color.primary";
3199 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3200 else priv
->ps_input
[i
] = "0.0";
3202 else if(args
->super
.vp_mode
== fixedfunction
)
3204 priv
->ps_input
[i
] = "0.0";
3206 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3208 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3209 else priv
->ps_input
[i
] = "0.0";
3211 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3213 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.fogcoord";
3214 else priv
->ps_input
[i
] = "0.0";
3218 priv
->ps_input
[i
] = "0.0";
3221 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3226 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3229 for(i
= 0; i
< 8; i
++)
3231 priv
->ps_input
[i
] = texcoords
[i
];
3233 priv
->ps_input
[8] = "fragment.color.primary";
3234 priv
->ps_input
[9] = "fragment.color.secondary";
3239 /* GL locking is done by the caller */
3240 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3241 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3243 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3244 CONST DWORD
*function
= This
->baseShader
.function
;
3245 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3246 const local_constant
*lconst
;
3249 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3250 struct shader_arb_ctx_priv priv_ctx
;
3251 BOOL dcl_tmp
= args
->super
.srgb_correction
, dcl_td
= FALSE
;
3252 BOOL want_nv_prog
= FALSE
;
3253 struct arb_pshader_private
*shader_priv
= This
->baseShader
.backend_data
;
3258 unsigned int i
, found
= 0;
3260 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3263 || (This
->color0_mov
&& i
== This
->color0_reg
)
3264 || (reg_maps
->shader_version
.major
< 2 && i
== 0))
3267 sprintf(srgbtmp
[found
], "R%u", i
);
3269 if (found
== 4) break;
3273 case 4: dcl_tmp
= FALSE
; break;
3275 sprintf(srgbtmp
[0], "TA");
3276 sprintf(srgbtmp
[1], "TB");
3277 sprintf(srgbtmp
[2], "TC");
3278 sprintf(srgbtmp
[3], "TD");
3282 sprintf(srgbtmp
[1], "TA");
3283 sprintf(srgbtmp
[2], "TB");
3284 sprintf(srgbtmp
[3], "TC");
3287 sprintf(srgbtmp
[2], "TA");
3288 sprintf(srgbtmp
[3], "TB");
3291 sprintf(srgbtmp
[3], "TA");
3295 /* Create the hw ARB shader */
3296 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3297 priv_ctx
.cur_ps_args
= args
;
3298 priv_ctx
.compiled_fprog
= compiled
;
3299 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3300 init_ps_input(This
, args
, &priv_ctx
);
3301 list_init(&priv_ctx
.control_frames
);
3303 /* Avoid enabling NV_fragment_program* if we do not need it.
3305 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3306 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3307 * is faster than what we gain from using higher native instructions. There are some things though
3308 * that cannot be emulated. In that case enable the extensions.
3309 * If the extension is enabled, instruction handlers that support both ways will use it.
3311 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3312 * So enable the best we can get.
3314 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3315 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3317 want_nv_prog
= TRUE
;
3320 shader_addline(buffer
, "!!ARBfp1.0\n");
3321 if(want_nv_prog
&& GL_SUPPORT(NV_FRAGMENT_PROGRAM2
)) {
3322 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3323 priv_ctx
.target_version
= NV3
;
3324 } else if(want_nv_prog
&& GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION
)) {
3325 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3326 priv_ctx
.target_version
= NV2
;
3330 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3333 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3336 priv_ctx
.target_version
= ARB
;
3339 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
3341 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3344 if (reg_maps
->shader_version
.major
< 3)
3346 switch(args
->super
.fog
) {
3350 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3353 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3356 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3361 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3362 * unused temps away(but occupies them for the whole shader if they're used once). Always
3363 * declaring them avoids tricky bookkeeping work
3365 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3366 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3367 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3368 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3369 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3370 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3371 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3373 if (reg_maps
->shader_version
.major
< 2)
3375 strcpy(fragcolor
, "R0");
3377 if(args
->super
.srgb_correction
) {
3378 if(This
->color0_mov
) {
3379 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3381 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3382 strcpy(fragcolor
, "TMP_COLOR");
3385 strcpy(fragcolor
, "result.color");
3389 if(args
->super
.srgb_correction
) {
3390 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3391 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3392 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3393 srgb_sub_high
, 0.0, 0.0, 0.0);
3396 /* Base Declarations */
3397 next_local
= shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
,
3398 lconst_map
, NULL
, &priv_ctx
);
3400 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3402 if (!(map
& 1)) continue;
3404 cur
= compiled
->numbumpenvmatconsts
;
3405 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3406 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3407 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3408 compiled
->luminanceconst
[cur
].texunit
= i
;
3410 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3411 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3412 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3413 * textures due to conditional NP2 restrictions)
3415 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3416 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3417 * their location is shader dependent anyway and they cannot be loaded globally.
3419 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3420 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3421 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3422 compiled
->numbumpenvmatconsts
= cur
+ 1;
3424 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3426 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3427 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3428 i
, compiled
->luminanceconst
[cur
].const_num
);
3431 for(i
= 0; i
< MAX_CONST_I
; i
++)
3433 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3434 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3436 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3440 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3441 control_values
[0], control_values
[1], control_values
[2]);
3445 compiled
->int_consts
[i
] = next_local
;
3446 compiled
->num_int_consts
++;
3447 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3452 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3454 compiled
->ycorrection
= next_local
;
3455 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3459 shader_addline(buffer
, "TEMP vpos;\n");
3460 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3461 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3462 * ycorrection.z: 1.0
3463 * ycorrection.w: 0.0
3465 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3466 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3471 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3474 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3475 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3476 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3477 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3478 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3479 * shader compilation errors and the subsequent errors when drawing with this shader. */
3480 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3482 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3483 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3484 const UINT max_lconsts
= GL_LIMITS(ps_arb_local_constants
);
3486 fixup
->offset
= next_local
;
3487 fixup
->super
.active
= 0;
3490 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3491 if (!(map
& (1 << i
))) continue;
3493 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3494 fixup
->super
.active
|= (1 << i
);
3495 fixup
->super
.idx
[i
] = cur
++;
3497 FIXME("No free constant found to load NP2 fixup data into shader. "
3498 "Sampling from this texture will probably look wrong.\n");
3503 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3504 if (fixup
->super
.num_consts
) {
3505 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3506 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3509 next_local
+= fixup
->super
.num_consts
;
3512 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3514 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3517 /* Base Shader Body */
3518 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3520 if(args
->super
.srgb_correction
) {
3521 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3522 priv_ctx
.target_version
>= NV2
);
3525 if(strcmp(fragcolor
, "result.color")) {
3526 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3528 shader_addline(buffer
, "END\n");
3530 /* TODO: change to resource.glObjectHandle or something like that */
3531 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3533 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3534 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3536 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3537 /* Create the program and check for errors */
3538 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3539 buffer
->bsize
, buffer
->buffer
));
3540 checkGLcall("glProgramStringARB()");
3542 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3545 FIXME("HW PixelShader Error at position %d: %s\n",
3546 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3553 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3554 checkGLcall("glGetProgramivARB()");
3555 if (!native
) WARN("Program exceeds native resource limits.\n");
3558 /* Load immediate constants */
3560 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3561 const float *value
= (const float *)lconst
->value
;
3562 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3563 checkGLcall("glProgramLocalParameter4fvARB");
3565 HeapFree(GetProcessHeap(), 0, lconst_map
);
3571 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3576 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3578 if(sig1
[i
].semantic_name
== NULL
|| sig2
[i
].semantic_name
== NULL
)
3580 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3581 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3585 ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
);
3586 if(ret
!= 0) return ret
;
3587 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3588 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3589 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3590 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3591 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3596 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3598 struct wined3d_shader_signature_element
*new;
3602 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3603 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3605 if(sig
[i
].semantic_name
== NULL
)
3611 /* Clone the semantic string */
3612 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3613 strcpy(name
, sig
[i
].semantic_name
);
3614 new[i
].semantic_name
= name
;
3619 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3621 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3622 struct ps_signature
*found_sig
;
3626 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3627 TRACE("Found existing signature %u\n", found_sig
->idx
);
3628 return found_sig
->idx
;
3630 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3631 found_sig
->sig
= clone_sig(sig
);
3632 found_sig
->idx
= priv
->ps_sig_number
++;
3633 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3634 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3636 ERR("Failed to insert program entry.\n");
3638 return found_sig
->idx
;
3641 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3642 struct arb_vs_compiled_shader
*compiled
)
3645 static const char *texcoords
[8] =
3647 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3648 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3650 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3651 const struct wined3d_shader_signature_element
*sig
;
3652 const char *semantic_name
;
3653 DWORD semantic_idx
, reg_idx
;
3655 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3656 * and varying 9 to result.color.secondary
3658 const char *decl_idx_to_string
[MAX_REG_INPUT
] =
3660 texcoords
[0], texcoords
[1], texcoords
[2], texcoords
[3],
3661 texcoords
[4], texcoords
[5], texcoords
[6], texcoords
[7],
3662 "result.color.primary", "result.color.secondary"
3667 TRACE("Pixel shader uses builtin varyings\n");
3668 /* Map builtins to builtins */
3669 for(i
= 0; i
< 8; i
++)
3671 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3673 priv_ctx
->color_output
[0] = "result.color.primary";
3674 priv_ctx
->color_output
[1] = "result.color.secondary";
3675 priv_ctx
->fog_output
= "result.fogcoord";
3677 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3678 for(i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); i
++)
3680 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3681 if(semantic_name
== NULL
) continue;
3683 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3685 TRACE("o%u is TMP_OUT\n", i
);
3686 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3687 else priv_ctx
->vs_output
[i
] = "TA";
3689 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3691 TRACE("o%u is result.pointsize\n", i
);
3692 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.pointsize";
3693 else priv_ctx
->vs_output
[i
] = "TA";
3695 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3697 TRACE("o%u is result.color.?, idx %u\n", i
, shader
->output_signature
[i
].semantic_idx
);
3698 if(shader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.color.primary";
3699 else if(shader
->output_signature
[i
].semantic_idx
== 1) priv_ctx
->vs_output
[i
] = "result.color.secondary";
3700 else priv_ctx
->vs_output
[i
] = "TA";
3702 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3704 TRACE("o%u is %s\n", i
, texcoords
[shader
->output_signature
[i
].semantic_idx
]);
3705 if(shader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3706 else priv_ctx
->vs_output
[i
] = texcoords
[shader
->output_signature
[i
].semantic_idx
];
3708 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3710 TRACE("o%u is result.fogcoord\n", i
);
3711 if(shader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3712 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3716 priv_ctx
->vs_output
[i
] = "TA";
3722 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3723 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3725 sig
= ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->input_signature
;
3726 TRACE("Pixel shader uses declared varyings\n");
3728 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3729 for(i
= 0; i
< 8; i
++)
3731 priv_ctx
->texcrd_output
[i
] = "TA";
3733 priv_ctx
->color_output
[0] = "TA";
3734 priv_ctx
->color_output
[1] = "TA";
3735 priv_ctx
->fog_output
= "TA";
3737 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3739 semantic_name
= sig
[i
].semantic_name
;
3740 semantic_idx
= sig
[i
].semantic_idx
;
3741 reg_idx
= sig
[i
].register_idx
;
3742 if(semantic_name
== NULL
) continue;
3744 /* If a declared input register is not written by builtin arguments, don't write to it.
3745 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3747 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3748 * to TMP_OUT in any case
3750 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3752 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3754 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3756 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3758 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3760 if(semantic_idx
== 0) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
3767 if(strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary") == 0 ||
3768 strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary") == 0)
3770 compiled
->need_color_unclamp
= TRUE
;
3774 /* Map declared to declared */
3775 for(i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); i
++)
3777 /* Write unread output to TA to throw them away */
3778 priv_ctx
->vs_output
[i
] = "TA";
3779 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3780 if(semantic_name
== NULL
)
3785 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
) &&
3786 shader
->output_signature
[i
].semantic_idx
== 0)
3788 priv_ctx
->vs_output
[i
] = "TMP_OUT";
3791 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
) &&
3792 shader
->output_signature
[i
].semantic_idx
== 0)
3794 priv_ctx
->vs_output
[i
] = "result.pointsize";
3798 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
3800 if(sig
[j
].semantic_name
== NULL
)
3805 if(strcmp(sig
[j
].semantic_name
, semantic_name
) == 0 &&
3806 sig
[j
].semantic_idx
== shader
->output_signature
[i
].semantic_idx
)
3808 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
3810 if(strcmp(priv_ctx
->vs_output
[i
], "result.color.primary") == 0 ||
3811 strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary") == 0)
3813 compiled
->need_color_unclamp
= TRUE
;
3820 /* GL locking is done by the caller */
3821 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3822 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
3824 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3825 CONST DWORD
*function
= This
->baseShader
.function
;
3826 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3827 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3828 const local_constant
*lconst
;
3830 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
3831 struct shader_arb_ctx_priv priv_ctx
;
3835 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3836 priv_ctx
.cur_vs_args
= args
;
3837 list_init(&priv_ctx
.control_frames
);
3838 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
3840 /* Create the hw ARB shader */
3841 shader_addline(buffer
, "!!ARBvp1.0\n");
3843 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3844 * mesurable performance penalty, and we can always make use of it for clipplanes.
3846 if(GL_SUPPORT(NV_VERTEX_PROGRAM3
)) {
3847 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
3848 priv_ctx
.target_version
= NV3
;
3849 shader_addline(buffer
, "ADDRESS aL;\n");
3850 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
)) {
3851 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
3852 priv_ctx
.target_version
= NV2
;
3853 shader_addline(buffer
, "ADDRESS aL;\n");
3855 priv_ctx
.target_version
= ARB
;
3858 shader_addline(buffer
, "TEMP TMP_OUT;\n");
3859 if(need_helper_const(gl_info
)) {
3860 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
3862 if(need_mova_const((IWineD3DBaseShader
*) This
, gl_info
)) {
3863 shader_addline(buffer
, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3864 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
3867 shader_addline(buffer
, "TEMP TA;\n");
3869 /* Base Declarations */
3870 next_local
= shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
,
3871 lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
3873 for(i
= 0; i
< MAX_CONST_I
; i
++)
3875 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3876 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3878 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3882 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3883 control_values
[0], control_values
[1], control_values
[2]);
3887 compiled
->int_consts
[i
] = next_local
;
3888 compiled
->num_int_consts
++;
3889 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3894 /* We need a constant to fixup the final position */
3895 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
3896 compiled
->pos_fixup
= next_local
++;
3898 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3899 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3900 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3901 * a replacement shader depend on the texcoord.w being set properly.
3903 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3904 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3905 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3906 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3907 * this can eat a number of instructions, so skip it unless this cap is set as well
3909 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
3910 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
3912 if ((GLINFO_LOCATION
).quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
3915 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3916 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3917 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3918 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
3924 /* The shader starts with the main function */
3925 priv_ctx
.in_main_func
= TRUE
;
3926 /* Base Shader Body */
3927 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3929 if(!priv_ctx
.footer_written
) vshader_add_footer(This
, buffer
, args
, &priv_ctx
);
3931 shader_addline(buffer
, "END\n");
3933 /* TODO: change to resource.glObjectHandle or something like that */
3934 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3936 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
3937 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
3939 TRACE("Created hw vertex shader, prg=%d\n", ret
);
3940 /* Create the program and check for errors */
3941 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3942 buffer
->bsize
, buffer
->buffer
));
3943 checkGLcall("glProgramStringARB()");
3945 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3948 FIXME("HW VertexShader Error at position %d: %s\n",
3949 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3956 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3957 checkGLcall("glGetProgramivARB()");
3958 if (!native
) WARN("Program exceeds native resource limits.\n");
3960 /* Load immediate constants */
3962 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3963 const float *value
= (const float *)lconst
->value
;
3964 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3968 HeapFree(GetProcessHeap(), 0, lconst_map
);
3973 /* GL locking is done by the caller */
3974 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
3978 struct arb_ps_compiled_shader
*new_array
;
3979 struct wined3d_shader_buffer buffer
;
3980 struct arb_pshader_private
*shader_data
;
3983 if (!shader
->baseShader
.backend_data
)
3985 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3986 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3987 struct shader_arb_priv
*priv
= device
->shader_priv
;
3989 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3990 shader_data
= shader
->baseShader
.backend_data
;
3991 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
3993 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
3994 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->input_signature
);
3996 shader_data
->has_signature_idx
= TRUE
;
3997 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
3999 if (!device
->vs_clipping
)
4000 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->baseShader
.reg_maps
,
4001 GL_LIMITS(texture_stages
) - 1);
4003 shader_data
->clipplane_emulation
= ~0U;
4005 shader_data
= shader
->baseShader
.backend_data
;
4007 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4008 * so a linear search is more performant than a hashmap or a binary search
4009 * (cache coherency etc)
4011 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4012 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4013 return &shader_data
->gl_shaders
[i
];
4017 TRACE("No matching GL shader found, compiling a new shader\n");
4018 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4019 if (shader_data
->num_gl_shaders
)
4021 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4022 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4023 new_size
* sizeof(*shader_data
->gl_shaders
));
4025 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4030 ERR("Out of memory\n");
4033 shader_data
->gl_shaders
= new_array
;
4034 shader_data
->shader_array_size
= new_size
;
4037 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4039 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4040 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4042 if (!shader_buffer_init(&buffer
))
4044 ERR("Failed to initialize shader buffer.\n");
4048 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
,
4049 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4050 shader_buffer_free(&buffer
);
4051 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4053 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4056 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4057 const DWORD use_map
, BOOL skip_int
) {
4058 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4059 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4060 if(stored
->boolclip_compare
!= new->boolclip_compare
) return FALSE
;
4061 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4062 if(stored
->vertex_samplers_compare
!= new->vertex_samplers_compare
) return FALSE
;
4063 if(skip_int
) return TRUE
;
4065 return memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
)) == 0;
4068 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4072 struct arb_vs_compiled_shader
*new_array
;
4073 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4074 struct wined3d_shader_buffer buffer
;
4075 struct arb_vshader_private
*shader_data
;
4077 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4079 if (!shader
->baseShader
.backend_data
)
4081 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4083 shader_data
= shader
->baseShader
.backend_data
;
4085 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4086 * so a linear search is more performant than a hashmap or a binary search
4087 * (cache coherency etc)
4089 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4090 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
))) {
4091 return &shader_data
->gl_shaders
[i
];
4095 TRACE("No matching GL shader found, compiling a new shader\n");
4097 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4098 if (shader_data
->num_gl_shaders
)
4100 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4101 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4102 new_size
* sizeof(*shader_data
->gl_shaders
));
4104 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4109 ERR("Out of memory\n");
4112 shader_data
->gl_shaders
= new_array
;
4113 shader_data
->shader_array_size
= new_size
;
4116 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4118 if (!shader_buffer_init(&buffer
))
4120 ERR("Failed to initialize shader buffer.\n");
4124 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
,
4125 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4126 shader_buffer_free(&buffer
);
4127 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4129 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4132 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4133 struct arb_ps_compile_args
*args
)
4137 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4138 find_ps_compile_args(shader
, stateblock
, &args
->super
);
4140 /* This forces all local boolean constants to 1 to make them stateblock independent */
4141 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4143 for(i
= 0; i
< MAX_CONST_B
; i
++)
4145 if(stateblock
->pixelShaderConstantB
[i
]) args
->bools
|= ( 1 << i
);
4148 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4149 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4150 * duplicate the shader than have a no-op KIL instruction in every shader
4152 if((!((IWineD3DDeviceImpl
*) shader
->baseShader
.device
)->vs_clipping
) && use_vs(stateblock
) &&
4153 stateblock
->renderState
[WINED3DRS_CLIPPING
] && stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
])
4162 /* Skip if unused or local, or supported natively */
4163 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4164 if(int_skip
== 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION
))
4166 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4170 for(i
= 0; i
< MAX_CONST_I
; i
++)
4172 if(int_skip
& (1 << i
))
4174 args
->loop_ctrl
[i
][0] = 0;
4175 args
->loop_ctrl
[i
][1] = 0;
4176 args
->loop_ctrl
[i
][2] = 0;
4180 args
->loop_ctrl
[i
][0] = stateblock
->pixelShaderConstantI
[i
* 4];
4181 args
->loop_ctrl
[i
][1] = stateblock
->pixelShaderConstantI
[i
* 4 + 1];
4182 args
->loop_ctrl
[i
][2] = stateblock
->pixelShaderConstantI
[i
* 4 + 2];
4187 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4188 struct arb_vs_compile_args
*args
)
4192 IWineD3DDeviceImpl
*dev
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4193 const struct wined3d_gl_info
*gl_info
= &dev
->adapter
->gl_info
;
4194 find_vs_compile_args(shader
, stateblock
, &args
->super
);
4196 args
->boolclip_compare
= 0;
4197 if(use_ps(stateblock
))
4199 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
;
4200 struct arb_pshader_private
*shader_priv
= ps
->baseShader
.backend_data
;
4201 args
->ps_signature
= shader_priv
->input_signature_idx
;
4203 args
->boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4207 args
->ps_signature
= ~0;
4208 if(!dev
->vs_clipping
)
4210 args
->boolclip
.clip_texcoord
= ffp_clip_emul(stateblock
) ? GL_LIMITS(texture_stages
) : 0;
4212 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4215 if(args
->boolclip
.clip_texcoord
)
4217 if(stateblock
->renderState
[WINED3DRS_CLIPPING
])
4219 args
->boolclip
.clipplane_mask
= stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
];
4221 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4224 /* This forces all local boolean constants to 1 to make them stateblock independent */
4225 args
->boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4226 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4227 for(i
= 0; i
< MAX_CONST_B
; i
++)
4229 if(stateblock
->vertexShaderConstantB
[i
]) args
->boolclip
.bools
|= ( 1 << i
);
4232 args
->vertex_samplers
[0] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4233 args
->vertex_samplers
[1] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4234 args
->vertex_samplers
[2] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4235 args
->vertex_samplers
[3] = 0;
4237 /* Skip if unused or local */
4238 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4239 if(int_skip
== 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION
)) /* This is about flow control, not clipping */
4241 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4245 for(i
= 0; i
< MAX_CONST_I
; i
++)
4247 if(int_skip
& (1 << i
))
4249 args
->loop_ctrl
[i
][0] = 0;
4250 args
->loop_ctrl
[i
][1] = 0;
4251 args
->loop_ctrl
[i
][2] = 0;
4255 args
->loop_ctrl
[i
][0] = stateblock
->vertexShaderConstantI
[i
* 4];
4256 args
->loop_ctrl
[i
][1] = stateblock
->vertexShaderConstantI
[i
* 4 + 1];
4257 args
->loop_ctrl
[i
][2] = stateblock
->vertexShaderConstantI
[i
* 4 + 2];
4262 /* GL locking is done by the caller */
4263 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4265 IWineD3DDeviceImpl
*This
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
4266 struct shader_arb_priv
*priv
= This
->shader_priv
;
4267 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4270 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4272 struct arb_ps_compile_args compile_args
;
4273 struct arb_ps_compiled_shader
*compiled
;
4274 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
;
4276 TRACE("Using pixel shader %p\n", This
->stateBlock
->pixelShader
);
4277 find_arb_ps_compile_args(ps
, This
->stateBlock
, &compile_args
);
4278 compiled
= find_arb_pshader(ps
, &compile_args
);
4279 priv
->current_fprogram_id
= compiled
->prgId
;
4280 priv
->compiled_fprog
= compiled
;
4282 /* Bind the fragment program */
4283 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4284 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4286 if(!priv
->use_arbfp_fixed_func
) {
4287 /* Enable OpenGL fragment programs */
4288 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4289 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4291 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4293 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4294 * a 1.x and newer shader, reload the first 8 constants
4296 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
)
4298 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
;
4299 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4300 for(i
= 0; i
< 8; i
++)
4302 context
->pshader_const_dirty
[i
] = 1;
4304 /* Also takes care of loading local constants */
4305 shader_arb_load_constants(context
, TRUE
, FALSE
);
4309 shader_arb_ps_local_constants(This
);
4312 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4313 if (compiled
->np2fixup_info
.super
.active
)
4314 shader_arb_load_np2fixup_constants((IWineD3DDevice
*)This
, usePS
, useVS
);
4315 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
4316 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4317 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4318 * replacement shader
4320 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4321 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4322 priv
->current_fprogram_id
= 0;
4326 struct arb_vs_compile_args compile_args
;
4327 struct arb_vs_compiled_shader
*compiled
;
4328 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
;
4330 TRACE("Using vertex shader %p\n", This
->stateBlock
->vertexShader
);
4331 find_arb_vs_compile_args(vs
, This
->stateBlock
, &compile_args
);
4332 compiled
= find_arb_vshader(vs
, &compile_args
);
4333 priv
->current_vprogram_id
= compiled
->prgId
;
4334 priv
->compiled_vprog
= compiled
;
4336 /* Bind the vertex program */
4337 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4338 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4340 /* Enable OpenGL vertex programs */
4341 glEnable(GL_VERTEX_PROGRAM_ARB
);
4342 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4343 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4344 shader_arb_vs_local_constants(This
);
4346 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4347 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4349 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
4350 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4351 checkGLcall("glClampColorARB");
4353 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4356 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
4357 priv
->current_vprogram_id
= 0;
4358 glDisable(GL_VERTEX_PROGRAM_ARB
);
4359 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4363 /* GL locking is done by the caller */
4364 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4365 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4366 struct shader_arb_priv
*priv
= This
->shader_priv
;
4367 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
4368 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4370 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4371 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4372 glEnable(GL_VERTEX_PROGRAM_ARB
);
4374 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
4375 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4376 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4379 /* GL locking is done by the caller */
4380 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
4381 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4382 struct shader_arb_priv
*priv
= This
->shader_priv
;
4383 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4385 if (priv
->current_vprogram_id
) {
4386 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4387 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4389 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4391 glDisable(GL_VERTEX_PROGRAM_ARB
);
4392 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4395 if (priv
->current_fprogram_id
) {
4396 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4397 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4399 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4400 } else if(!priv
->use_arbfp_fixed_func
) {
4401 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4402 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4406 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
4407 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
4408 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
;
4409 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4411 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
4413 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
4414 struct arb_pshader_private
*shader_data
= This
->baseShader
.backend_data
;
4417 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4420 if(shader_data
->num_gl_shaders
) ActivateContext(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4422 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4423 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4424 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4427 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4428 HeapFree(GetProcessHeap(), 0, shader_data
);
4429 This
->baseShader
.backend_data
= NULL
;
4431 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
4432 struct arb_vshader_private
*shader_data
= This
->baseShader
.backend_data
;
4435 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4438 if(shader_data
->num_gl_shaders
) ActivateContext(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4440 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4441 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4442 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4445 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4446 HeapFree(GetProcessHeap(), 0, shader_data
);
4447 This
->baseShader
.backend_data
= NULL
;
4451 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4453 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4454 return compare_sig(key
, e
->sig
);
4457 static const struct wine_rb_functions sig_tree_functions
=
4465 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
4466 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4467 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4468 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4470 ERR("RB tree init failed\n");
4471 HeapFree(GetProcessHeap(), 0, priv
);
4472 return E_OUTOFMEMORY
;
4474 This
->shader_priv
= priv
;
4478 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4480 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4482 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4484 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4486 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4487 HeapFree(GetProcessHeap(), 0, sig
);
4490 /* Context activation is done by the caller. */
4491 static void shader_arb_free(IWineD3DDevice
*iface
) {
4492 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4493 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4494 struct shader_arb_priv
*priv
= This
->shader_priv
;
4498 if(priv
->depth_blt_vprogram_id
) {
4499 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4501 for (i
= 0; i
< tex_type_count
; ++i
) {
4502 if (priv
->depth_blt_fprogram_id
[i
]) {
4503 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
4508 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4509 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4512 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
4516 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const struct wined3d_gl_info
*gl_info
,
4517 struct shader_caps
*pCaps
)
4519 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4520 * then overwrite the shader specific ones
4522 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
4524 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
4525 if(GL_SUPPORT(NV_VERTEX_PROGRAM3
))
4527 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4528 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4530 else if(GL_LIMITS(vshader_constantsF
) >= 256)
4532 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4533 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4534 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4538 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4539 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4541 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
4544 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
4545 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2
))
4547 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4548 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4550 else if(GL_LIMITS(pshader_constantsF
) >= 32)
4552 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4553 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4554 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4558 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4559 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4561 pCaps
->PixelShader1xMaxValue
= 8.0f
;
4562 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
4565 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4568 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4570 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4572 TRACE("Checking support for color_fixup:\n");
4573 dump_color_fixup_desc(fixup
);
4576 /* We support everything except YUV conversions. */
4577 if (!is_yuv_fixup(fixup
))
4583 TRACE("[FAILED]\n");
4587 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4589 char write_mask
[20], regstr
[50];
4590 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4591 BOOL is_color
= FALSE
;
4592 const struct wined3d_shader_dst_param
*dst
;
4594 if (!ins
->dst_count
) return;
4598 if(shift
== 0) return; /* Saturate alone is handled by the instructions */
4600 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4601 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4603 /* Generate a line that does the output modifier computation
4604 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4605 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4607 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4608 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4611 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4613 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4614 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4615 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4616 /* WINED3DSIH_BREAK */ shader_hw_break
,
4617 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4618 /* WINED3DSIH_BREAKP */ NULL
,
4619 /* WINED3DSIH_CALL */ shader_hw_call
,
4620 /* WINED3DSIH_CALLNZ */ NULL
,
4621 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4622 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4623 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4624 /* WINED3DSIH_DCL */ NULL
,
4625 /* WINED3DSIH_DEF */ NULL
,
4626 /* WINED3DSIH_DEFB */ NULL
,
4627 /* WINED3DSIH_DEFI */ NULL
,
4628 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4629 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4630 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4631 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4632 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4633 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4634 /* WINED3DSIH_ELSE */ shader_hw_else
,
4635 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4636 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4637 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4638 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
4639 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
4640 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4641 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4642 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4643 /* WINED3DSIH_LABEL */ shader_hw_label
,
4644 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
4645 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
4646 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
4647 /* WINED3DSIH_LOOP */ shader_hw_loop
,
4648 /* WINED3DSIH_LRP */ shader_hw_lrp
,
4649 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
4650 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
4651 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
4652 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
4653 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
4654 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
4655 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
4656 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
4657 /* WINED3DSIH_MOV */ shader_hw_mov
,
4658 /* WINED3DSIH_MOVA */ shader_hw_mov
,
4659 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
4660 /* WINED3DSIH_NOP */ shader_hw_nop
,
4661 /* WINED3DSIH_NRM */ shader_hw_nrm
,
4662 /* WINED3DSIH_PHASE */ NULL
,
4663 /* WINED3DSIH_POW */ shader_hw_log_pow
,
4664 /* WINED3DSIH_RCP */ shader_hw_scalar_op
,
4665 /* WINED3DSIH_REP */ shader_hw_rep
,
4666 /* WINED3DSIH_RET */ shader_hw_ret
,
4667 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
4668 /* WINED3DSIH_SETP */ NULL
,
4669 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
4670 /* WINED3DSIH_SGN */ shader_hw_sgn
,
4671 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
4672 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
4673 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
4674 /* WINED3DSIH_TEX */ pshader_hw_tex
,
4675 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
4676 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
4677 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
4678 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
4679 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
4680 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
4681 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
4682 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
4683 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
4684 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
4685 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
4686 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
4687 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
4688 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4689 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
4690 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
4691 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
4692 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
4693 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
4694 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
4695 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
4698 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
4700 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4702 WORD flag
= (1 << idx
);
4703 const local_constant
*constant
;
4704 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4706 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
4708 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4709 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
4711 if (constant
->idx
== idx
)
4713 return constant
->value
[0];
4716 ERR("Local constant not found\n");
4721 if(vshader
) bools
= priv
->cur_vs_args
->boolclip
.bools
;
4722 else bools
= priv
->cur_ps_args
->bools
;
4723 return bools
& flag
;
4727 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
4728 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
4730 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4732 /* Integer constants can either be a local constant, or they can be stored in the shader
4733 * type specific compile args. */
4734 if (This
->baseShader
.reg_maps
.local_int_consts
& (1 << idx
))
4736 const local_constant
*constant
;
4738 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
4740 if (constant
->idx
== idx
)
4742 loop_control
->count
= constant
->value
[0];
4743 loop_control
->start
= constant
->value
[1];
4744 /* Step is signed. */
4745 loop_control
->step
= (int)constant
->value
[2];
4749 /* If this happens the flag was set incorrectly */
4750 ERR("Local constant not found\n");
4751 loop_control
->count
= 0;
4752 loop_control
->start
= 0;
4753 loop_control
->step
= 0;
4757 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
4759 case WINED3D_SHADER_TYPE_VERTEX
:
4760 /* Count and aL start value are unsigned */
4761 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
4762 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
4763 /* Step is signed. */
4764 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
4767 case WINED3D_SHADER_TYPE_PIXEL
:
4768 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
4769 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
4770 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
4774 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
4779 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
4782 struct wined3d_shader_dst_param
*dst_param
= NULL
;
4783 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
4784 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
4787 ERR("Out of memory\n");
4792 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
4793 if(!dst_param
) goto free
;
4794 *dst_param
= *ins
->dst
;
4795 if(ins
->dst
->reg
.rel_addr
)
4797 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
4798 if(!rel_addr
) goto free
;
4799 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
4800 dst_param
->reg
.rel_addr
= rel_addr
;
4802 rec
->ins
.dst
= dst_param
;
4804 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
4805 if(!src_param
) goto free
;
4806 for(i
= 0; i
< ins
->src_count
; i
++)
4808 src_param
[i
] = ins
->src
[i
];
4809 if(ins
->src
[i
].reg
.rel_addr
)
4811 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
4812 if(!rel_addr
) goto free
;
4813 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
4814 src_param
[i
].reg
.rel_addr
= rel_addr
;
4817 rec
->ins
.src
= src_param
;
4818 list_add_tail(list
, &rec
->entry
);
4822 ERR("Out of memory\n");
4825 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
4826 HeapFree(GetProcessHeap(), 0, dst_param
);
4830 for(i
= 0; i
< ins
->src_count
; i
++)
4832 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
4834 HeapFree(GetProcessHeap(), 0, src_param
);
4836 HeapFree(GetProcessHeap(), 0, rec
);
4839 static void free_recorded_instruction(struct list
*list
)
4841 struct recorded_instruction
*rec_ins
, *entry2
;
4844 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
4846 list_remove(&rec_ins
->entry
);
4847 if(rec_ins
->ins
.dst
)
4849 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
4850 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
4852 if(rec_ins
->ins
.src
)
4854 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
4856 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
4858 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
4860 HeapFree(GetProcessHeap(), 0, rec_ins
);
4864 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4865 SHADER_HANDLER hw_fct
;
4866 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4867 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
4868 struct control_frame
*control_frame
;
4869 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4872 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
4874 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4875 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4877 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
4878 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
4880 if(priv
->target_version
>= NV2
)
4882 control_frame
->loop_no
= priv
->num_loops
++;
4887 /* Don't bother recording when we're in a not used if branch */
4893 if(!priv
->recording
)
4895 list_init(&priv
->record
);
4896 priv
->recording
= TRUE
;
4897 control_frame
->outer_loop
= TRUE
;
4898 get_loop_control_const(ins
, This
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
4899 return; /* Instruction is handled */
4901 /* Record this loop in the outer loop's recording */
4904 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
4906 if(priv
->target_version
>= NV2
)
4908 /* Nothing to do. The control frame is popped after the HW instr handler */
4912 struct list
*e
= list_head(&priv
->control_frames
);
4913 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
4914 list_remove(&control_frame
->entry
);
4916 if(control_frame
->outer_loop
)
4918 int iteration
, aL
= 0;
4921 /* Turn off recording before playback */
4922 priv
->recording
= FALSE
;
4924 /* Move the recorded instructions to a separate list and get them out of the private data
4925 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4926 * be recorded again, thus priv->record might be overwritten
4929 list_move_tail(©
, &priv
->record
);
4930 list_init(&priv
->record
);
4932 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4934 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4935 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
4936 control_frame
->loop_control
.step
);
4937 aL
= control_frame
->loop_control
.start
;
4941 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
4944 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
4946 struct recorded_instruction
*rec_ins
;
4947 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4950 shader_addline(buffer
, "#Iteration %d, aL=%d\n", iteration
, aL
);
4954 shader_addline(buffer
, "#Iteration %d\n", iteration
);
4957 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
4959 shader_arb_handle_instruction(&rec_ins
->ins
);
4962 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4964 aL
+= control_frame
->loop_control
.step
;
4967 shader_addline(buffer
, "#end loop/rep\n");
4969 free_recorded_instruction(©
);
4970 HeapFree(GetProcessHeap(), 0, control_frame
);
4971 return; /* Instruction is handled */
4975 /* This is a nested loop. Proceed to the normal recording function */
4976 HeapFree(GetProcessHeap(), 0, control_frame
);
4983 record_instruction(&priv
->record
, ins
);
4988 if(ins
->handler_idx
== WINED3DSIH_IF
)
4990 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4991 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4992 control_frame
->type
= IF
;
4994 bool_const
= get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
);
4995 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
4996 if(!priv
->muted
&& bool_const
== FALSE
)
4998 shader_addline(buffer
, "#if(FALSE){\n");
5000 control_frame
->muting
= TRUE
;
5002 else shader_addline(buffer
, "#if(TRUE) {\n");
5004 return; /* Instruction is handled */
5006 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5008 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5009 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5010 control_frame
->type
= IFC
;
5011 control_frame
->ifc_no
= priv
->num_ifcs
++;
5012 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5014 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5016 struct list
*e
= list_head(&priv
->control_frames
);
5017 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5019 if(control_frame
->type
== IF
)
5021 shader_addline(buffer
, "#} else {\n");
5022 if(!priv
->muted
&& !control_frame
->muting
)
5025 control_frame
->muting
= TRUE
;
5027 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5028 return; /* Instruction is handled. */
5030 /* In case of an ifc, generate a HW shader instruction */
5032 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5034 struct list
*e
= list_head(&priv
->control_frames
);
5035 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5037 if(control_frame
->type
== IF
)
5039 shader_addline(buffer
, "#} endif\n");
5040 if(control_frame
->muting
) priv
->muted
= FALSE
;
5041 list_remove(&control_frame
->entry
);
5042 HeapFree(GetProcessHeap(), 0, control_frame
);
5043 return; /* Instruction is handled */
5047 if(priv
->muted
) return;
5049 /* Select handler */
5050 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5052 /* Unhandled opcode */
5055 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5060 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5062 struct list
*e
= list_head(&priv
->control_frames
);
5063 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5064 list_remove(&control_frame
->entry
);
5065 HeapFree(GetProcessHeap(), 0, control_frame
);
5068 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5070 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5071 struct list
*e
= list_head(&priv
->control_frames
);
5072 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5073 list_remove(&control_frame
->entry
);
5074 HeapFree(GetProcessHeap(), 0, control_frame
);
5078 shader_arb_add_instruction_modifiers(ins
);
5081 const shader_backend_t arb_program_shader_backend
= {
5082 shader_arb_handle_instruction
,
5084 shader_arb_select_depth_blt
,
5085 shader_arb_deselect_depth_blt
,
5086 shader_arb_update_float_vertex_constants
,
5087 shader_arb_update_float_pixel_constants
,
5088 shader_arb_load_constants
,
5089 shader_arb_load_np2fixup_constants
,
5093 shader_arb_dirty_const
,
5094 shader_arb_get_caps
,
5095 shader_arb_color_fixup_supported
,
5098 /* ARB_fragment_program fixed function pipeline replacement definitions */
5099 #define ARB_FFP_CONST_TFACTOR 0
5100 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5101 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5102 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5103 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5105 struct arbfp_ffp_desc
5107 struct ffp_frag_desc parent
;
5109 unsigned int num_textures_used
;
5112 /* Context activation is done by the caller. */
5113 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5116 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5117 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5119 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5120 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5125 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
5126 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5127 struct shader_arb_priv
*priv
;
5128 /* Share private data between the shader backend and the pipeline replacement, if both
5129 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5130 * if no pixel shader is bound or not
5132 if(This
->shader_backend
== &arb_program_shader_backend
) {
5133 This
->fragment_priv
= This
->shader_priv
;
5135 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5136 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
5138 priv
= This
->fragment_priv
;
5139 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5141 ERR("Failed to initialize rbtree.\n");
5142 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5143 return E_OUTOFMEMORY
;
5145 priv
->use_arbfp_fixed_func
= TRUE
;
5149 /* Context activation is done by the caller. */
5150 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5152 const struct wined3d_gl_info
*gl_info
= context
;
5153 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5156 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5157 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5158 HeapFree(GetProcessHeap(), 0, entry_arb
);
5162 /* Context activation is done by the caller. */
5163 static void arbfp_free(IWineD3DDevice
*iface
) {
5164 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5165 struct shader_arb_priv
*priv
= This
->fragment_priv
;
5167 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
5168 priv
->use_arbfp_fixed_func
= FALSE
;
5170 if(This
->shader_backend
!= &arb_program_shader_backend
) {
5171 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5175 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5177 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5178 WINED3DTEXOPCAPS_SELECTARG1
|
5179 WINED3DTEXOPCAPS_SELECTARG2
|
5180 WINED3DTEXOPCAPS_MODULATE4X
|
5181 WINED3DTEXOPCAPS_MODULATE2X
|
5182 WINED3DTEXOPCAPS_MODULATE
|
5183 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5184 WINED3DTEXOPCAPS_ADDSIGNED
|
5185 WINED3DTEXOPCAPS_ADD
|
5186 WINED3DTEXOPCAPS_SUBTRACT
|
5187 WINED3DTEXOPCAPS_ADDSMOOTH
|
5188 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5189 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5190 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5191 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5192 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5193 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5194 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5195 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5196 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5197 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5198 WINED3DTEXOPCAPS_MULTIPLYADD
|
5199 WINED3DTEXOPCAPS_LERP
|
5200 WINED3DTEXOPCAPS_BUMPENVMAP
|
5201 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5203 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5205 caps
->MaxTextureBlendStages
= 8;
5206 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
5208 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
5210 #undef GLINFO_LOCATION
5212 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5213 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5216 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5218 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5219 * application provided constants
5221 if(device
->shader_backend
== &arb_program_shader_backend
) {
5222 if (use_ps(stateblock
)) return;
5224 device
= stateblock
->wineD3DDevice
;
5225 context
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5226 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5229 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
5230 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5231 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5235 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5238 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5240 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5241 * application provided constants
5243 if(device
->shader_backend
== &arb_program_shader_backend
) {
5244 if (use_ps(stateblock
)) return;
5246 device
= stateblock
->wineD3DDevice
;
5247 context
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5248 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5251 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
5252 /* The specular color has no alpha */
5253 col
[0] = 1.0f
; col
[1] = 1.0f
;
5254 col
[2] = 1.0f
; col
[3] = 0.0f
;
5256 col
[0] = 0.0f
; col
[1] = 0.0f
;
5257 col
[2] = 0.0f
; col
[3] = 0.0f
;
5259 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5260 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5263 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5265 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5266 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5269 if (use_ps(stateblock
))
5272 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
5274 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5277 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5278 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5282 if(device
->shader_backend
== &arb_program_shader_backend
) {
5283 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5286 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5287 context
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5288 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5291 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5292 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5293 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5294 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5296 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5297 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5300 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5302 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5303 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5306 if (use_ps(stateblock
))
5309 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
5311 /* The pixel shader has to know the luminance offset. Do a constants update if it
5312 * isn't scheduled anyway
5314 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5315 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5319 if(device
->shader_backend
== &arb_program_shader_backend
) {
5320 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5323 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5324 context
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5325 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5328 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5329 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5333 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5334 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5337 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5341 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5343 switch(arg
& WINED3DTA_SELECTMASK
) {
5344 case WINED3DTA_DIFFUSE
:
5345 ret
= "fragment.color.primary"; break;
5347 case WINED3DTA_CURRENT
:
5348 if(stage
== 0) ret
= "fragment.color.primary";
5352 case WINED3DTA_TEXTURE
:
5354 case 0: ret
= "tex0"; break;
5355 case 1: ret
= "tex1"; break;
5356 case 2: ret
= "tex2"; break;
5357 case 3: ret
= "tex3"; break;
5358 case 4: ret
= "tex4"; break;
5359 case 5: ret
= "tex5"; break;
5360 case 6: ret
= "tex6"; break;
5361 case 7: ret
= "tex7"; break;
5362 default: ret
= "unknown texture";
5366 case WINED3DTA_TFACTOR
:
5367 ret
= "tfactor"; break;
5369 case WINED3DTA_SPECULAR
:
5370 ret
= "fragment.color.secondary"; break;
5372 case WINED3DTA_TEMP
:
5373 ret
= "tempreg"; break;
5375 case WINED3DTA_CONSTANT
:
5376 FIXME("Implement perstage constants\n");
5378 case 0: ret
= "const0"; break;
5379 case 1: ret
= "const1"; break;
5380 case 2: ret
= "const2"; break;
5381 case 3: ret
= "const3"; break;
5382 case 4: ret
= "const4"; break;
5383 case 5: ret
= "const5"; break;
5384 case 6: ret
= "const6"; break;
5385 case 7: ret
= "const7"; break;
5386 default: ret
= "unknown constant";
5394 if(arg
& WINED3DTA_COMPLEMENT
) {
5395 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5396 if(argnum
== 0) ret
= "arg0";
5397 if(argnum
== 1) ret
= "arg1";
5398 if(argnum
== 2) ret
= "arg2";
5400 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5401 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5402 if(argnum
== 0) ret
= "arg0";
5403 if(argnum
== 1) ret
= "arg1";
5404 if(argnum
== 2) ret
= "arg2";
5409 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5410 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5412 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5413 unsigned int mul
= 1;
5414 BOOL mul_final_dest
= FALSE
;
5416 if(color
&& alpha
) dstmask
= "";
5417 else if(color
) dstmask
= ".xyz";
5418 else dstmask
= ".w";
5420 if(dst
== tempreg
) dstreg
= "tempreg";
5421 else dstreg
= "ret";
5423 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5424 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5425 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5428 case WINED3DTOP_DISABLE
:
5429 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5432 case WINED3DTOP_SELECTARG2
:
5434 case WINED3DTOP_SELECTARG1
:
5435 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5438 case WINED3DTOP_MODULATE4X
:
5440 case WINED3DTOP_MODULATE2X
:
5442 if(strcmp(dstreg
, "result.color") == 0) {
5444 mul_final_dest
= TRUE
;
5446 case WINED3DTOP_MODULATE
:
5447 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5450 case WINED3DTOP_ADDSIGNED2X
:
5452 if(strcmp(dstreg
, "result.color") == 0) {
5454 mul_final_dest
= TRUE
;
5456 case WINED3DTOP_ADDSIGNED
:
5457 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5459 case WINED3DTOP_ADD
:
5460 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5463 case WINED3DTOP_SUBTRACT
:
5464 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5467 case WINED3DTOP_ADDSMOOTH
:
5468 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5469 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5472 case WINED3DTOP_BLENDCURRENTALPHA
:
5473 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5474 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5476 case WINED3DTOP_BLENDFACTORALPHA
:
5477 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5478 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5480 case WINED3DTOP_BLENDTEXTUREALPHA
:
5481 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5482 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5484 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5485 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5486 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5489 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5490 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5491 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5492 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5495 /* D3DTOP_PREMODULATE ???? */
5497 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5498 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5499 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5501 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5502 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5504 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5505 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5506 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5508 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5509 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5512 case WINED3DTOP_DOTPRODUCT3
:
5514 if(strcmp(dstreg
, "result.color") == 0) {
5516 mul_final_dest
= TRUE
;
5518 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5519 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5520 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5523 case WINED3DTOP_MULTIPLYADD
:
5524 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5527 case WINED3DTOP_LERP
:
5528 /* The msdn is not quite right here */
5529 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5532 case WINED3DTOP_BUMPENVMAP
:
5533 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5534 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5538 FIXME("Unhandled texture op %08x\n", op
);
5542 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5543 } else if(mul
== 4) {
5544 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5548 /* The stateblock is passed for GLINFO_LOCATION */
5549 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
5552 struct wined3d_shader_buffer buffer
;
5553 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5554 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5555 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5556 const char *textype
;
5557 const char *instr
, *sat
;
5558 char colorcor_dst
[8];
5560 DWORD arg0
, arg1
, arg2
;
5561 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5563 const char *final_combiner_src
= "ret";
5566 /* Find out which textures are read */
5567 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5568 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5569 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5570 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5571 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5572 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5573 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5574 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5576 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5577 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5578 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5579 bump_used
[stage
] = TRUE
;
5580 tex_read
[stage
] = TRUE
;
5582 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5583 bump_used
[stage
] = TRUE
;
5584 tex_read
[stage
] = TRUE
;
5585 luminance_used
[stage
] = TRUE
;
5586 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5587 tfactor_used
= TRUE
;
5590 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5591 tfactor_used
= TRUE
;
5594 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5595 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5596 tempreg_used
= TRUE
;
5599 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5600 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5601 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5602 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5603 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5604 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5605 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5607 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5608 tempreg_used
= TRUE
;
5610 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5611 tfactor_used
= TRUE
;
5616 if (!shader_buffer_init(&buffer
))
5618 ERR("Failed to initialize shader buffer.\n");
5622 shader_addline(&buffer
, "!!ARBfp1.0\n");
5624 switch(settings
->fog
) {
5625 case FOG_OFF
: break;
5626 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
5627 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
5628 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
5629 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
5632 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
5633 shader_addline(&buffer
, "TEMP TMP;\n");
5634 shader_addline(&buffer
, "TEMP ret;\n");
5635 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
5636 shader_addline(&buffer
, "TEMP arg0;\n");
5637 shader_addline(&buffer
, "TEMP arg1;\n");
5638 shader_addline(&buffer
, "TEMP arg2;\n");
5639 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5640 if(!tex_read
[stage
]) continue;
5641 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
5642 if(!bump_used
[stage
]) continue;
5643 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
5644 if(!luminance_used
[stage
]) continue;
5645 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
5648 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
5650 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
5652 if(settings
->sRGB_write
) {
5653 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5654 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
5655 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5656 srgb_sub_high
, 0.0, 0.0, 0.0);
5659 if(ffp_clip_emul(stateblock
) && settings
->emul_clipplanes
) shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
5661 /* Generate texture sampling instructions) */
5662 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
5663 if(!tex_read
[stage
]) continue;
5665 switch(settings
->op
[stage
].tex_type
) {
5666 case tex_1d
: textype
= "1D"; break;
5667 case tex_2d
: textype
= "2D"; break;
5668 case tex_3d
: textype
= "3D"; break;
5669 case tex_cube
: textype
= "CUBE"; break;
5670 case tex_rect
: textype
= "RECT"; break;
5671 default: textype
= "unexpected_textype"; break;
5674 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
5675 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5681 if(settings
->op
[stage
].projected
== proj_none
) {
5683 } else if(settings
->op
[stage
].projected
== proj_count4
||
5684 settings
->op
[stage
].projected
== proj_count3
) {
5687 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5692 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
5693 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
5694 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
5695 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
5696 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
5697 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
5699 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5700 * so multiply the displacement with the dividing parameter before passing it to TXP
5702 if (settings
->op
[stage
].projected
!= proj_none
) {
5703 if(settings
->op
[stage
].projected
== proj_count4
) {
5704 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
5705 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
5707 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
5708 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
5711 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
5714 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5715 instr
, sat
, stage
, stage
, textype
);
5716 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5717 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5718 stage
- 1, stage
- 1, stage
- 1);
5719 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
5721 } else if(settings
->op
[stage
].projected
== proj_count3
) {
5722 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
5723 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
5724 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5725 instr
, sat
, stage
, stage
, textype
);
5727 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5728 instr
, sat
, stage
, stage
, stage
, textype
);
5731 sprintf(colorcor_dst
, "tex%u", stage
);
5732 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
5733 settings
->op
[stage
].color_fixup
);
5736 /* Generate the main shader */
5737 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5738 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
5740 final_combiner_src
= "fragment.color.primary";
5745 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5746 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5747 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5748 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5749 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5750 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5751 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5752 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5753 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5754 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5755 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5756 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5758 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
5759 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
5760 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
5761 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5764 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
5765 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5766 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5767 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5769 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
5771 } else if(op_equal
) {
5772 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5773 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5774 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5776 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5777 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5778 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5779 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5780 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5781 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5785 if(settings
->sRGB_write
) {
5786 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5787 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
5788 shader_addline(&buffer
, "MOV result.color, ret;\n");
5790 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5794 shader_addline(&buffer
, "END\n");
5796 /* Generate the shader */
5797 GL_EXTCALL(glGenProgramsARB(1, &ret
));
5798 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
5799 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
5800 strlen(buffer
.buffer
), buffer
.buffer
));
5801 checkGLcall("glProgramStringARB()");
5803 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
5806 FIXME("Fragment program error at position %d: %s\n", pos
,
5807 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
5813 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
5814 checkGLcall("glGetProgramivARB()");
5815 if (!native
) WARN("Program exceeds native resource limits.\n");
5818 shader_buffer_free(&buffer
);
5822 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5824 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
5825 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5826 BOOL use_pshader
= use_ps(stateblock
);
5827 BOOL use_vshader
= use_vs(stateblock
);
5828 struct ffp_frag_settings settings
;
5829 const struct arbfp_ffp_desc
*desc
;
5832 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5834 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
5835 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5836 /* Reload fixed function constants since they collide with the pixel shader constants */
5837 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5838 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5840 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5841 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5842 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5843 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
5849 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5850 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
5851 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
5853 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
5856 ERR("Out of memory\n");
5859 new_desc
->num_textures_used
= 0;
5860 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
5861 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
5862 new_desc
->num_textures_used
= i
;
5865 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
5866 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
5867 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
5868 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
5872 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5873 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5876 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
5877 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5878 priv
->current_fprogram_id
= desc
->shader
;
5880 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5881 /* Reload fixed function constants since they collide with the pixel shader constants */
5882 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5883 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5885 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5886 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5888 context
->last_was_pshader
= FALSE
;
5890 context
->last_was_pshader
= TRUE
;
5893 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5894 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5895 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5896 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5897 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5899 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5902 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5903 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
5905 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
5906 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
5910 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5914 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5915 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5916 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5917 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5918 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5920 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5922 enum fogsource new_source
;
5924 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5926 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
5927 fragment_prog_arbfp(state
, stateblock
, context
);
5930 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
5932 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
5933 if(use_vs(stateblock
)) {
5934 new_source
= FOGSOURCE_VS
;
5936 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
5937 new_source
= FOGSOURCE_COORD
;
5939 new_source
= FOGSOURCE_FFP
;
5943 new_source
= FOGSOURCE_FFP
;
5945 if(new_source
!= context
->fog_source
) {
5946 context
->fog_source
= new_source
;
5947 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
5951 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5953 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
5954 fragment_prog_arbfp(state
, stateblock
, context
);
5958 #undef GLINFO_LOCATION
5960 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
5961 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
5962 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5963 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5964 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5965 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5966 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5967 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5968 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5969 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5970 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5971 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5972 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5973 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5974 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5975 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5976 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5977 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5978 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5979 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5980 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5981 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5982 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5983 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5984 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5985 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5986 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5987 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5988 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5989 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
5990 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5991 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
5992 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5993 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5994 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5995 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5996 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5997 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5998 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
5999 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6000 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6001 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6002 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6003 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6004 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6005 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6006 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6007 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6008 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6009 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6010 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6011 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6012 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6013 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6014 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6015 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6016 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6017 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6018 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6019 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6020 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6021 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6022 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6023 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6024 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6025 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6026 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6027 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6028 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6029 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6030 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6031 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6032 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6033 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6034 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6035 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6036 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6037 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6038 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6039 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6040 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6041 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6042 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6043 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6044 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6045 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6046 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6047 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6048 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6049 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6050 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6051 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6052 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6053 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6054 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6055 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6056 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6057 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6058 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6059 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6060 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6061 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6062 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6063 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6064 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6065 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6066 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6067 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6068 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6069 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6070 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6071 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6072 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6073 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6074 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6075 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6076 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6077 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6078 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6079 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6080 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6081 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6082 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6083 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6084 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6085 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6086 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6087 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6088 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6089 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6090 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6091 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6092 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6093 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6094 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6095 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6096 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6097 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6098 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6099 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6100 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6101 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6102 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6103 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6104 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6105 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6106 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6107 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6108 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6111 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6116 shader_arb_color_fixup_supported
,
6117 arbfp_fragmentstate_template
,
6118 TRUE
/* We can disable projected textures */
6121 #define GLINFO_LOCATION device->adapter->gl_info
6123 struct arbfp_blit_priv
{
6124 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6125 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6126 GLenum yv12_rect_shader
, yv12_2d_shader
;
6129 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
6130 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6131 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6132 if(!device
->blit_priv
) {
6133 ERR("Out of memory\n");
6134 return E_OUTOFMEMORY
;
6139 /* Context activation is done by the caller. */
6140 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
6141 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6142 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6145 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6146 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6147 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6148 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6149 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6150 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6151 checkGLcall("Delete yuv programs");
6155 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum yuv_fixup yuv_fixup
,
6156 GLenum textype
, char *luminance
)
6159 const char *tex
, *texinstr
;
6161 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
6169 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6170 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6172 /* This is more tricky than just replacing the texture type - we have to navigate
6173 * properly in the texture to find the correct chroma values
6175 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6179 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6180 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6181 * filtering when we sample the texture.
6183 * These are the rules for reading the chroma:
6189 * So we have to get the sampling x position in non-normalized coordinates in integers
6191 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6192 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6193 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6195 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6197 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6198 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6201 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6202 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6204 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6205 * even and odd pixels respectively
6207 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6208 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6210 /* Sample Pixel 1 */
6211 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6213 /* Put the value into either of the chroma values */
6214 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6215 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6216 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6217 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6219 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6220 * the pixel right to the current one. Otherwise, sample the left pixel.
6221 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6223 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6224 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6225 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6227 /* Put the value into the other chroma */
6228 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6229 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6230 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6231 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6233 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6234 * the current one and lerp the two U and V values
6237 /* This gives the correctly filtered luminance value */
6238 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6243 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6248 case GL_TEXTURE_2D
: tex
= "2D"; break;
6249 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6251 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6255 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6256 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6257 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6258 * pitch of the luminance plane, the packing into the gl texture is a bit
6259 * unfortunate. If the whole texture is interpreted as luminance data it looks
6260 * approximately like this:
6262 * +----------------------------------+----
6274 * +----------------+-----------------+----
6276 * | U even rows | U odd rows |
6278 * +----------------+------------------ -
6280 * | V even rows | V odd rows |
6282 * +----------------+-----------------+----
6286 * So it appears as if there are 4 chroma images, but in fact the odd rows
6287 * in the chroma images are in the same row as the even ones. So its is
6288 * kinda tricky to read
6290 * When reading from rectangle textures, keep in mind that the input y coordinates
6291 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6293 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6294 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6296 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6297 /* the chroma planes have only half the width */
6298 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6300 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6301 * the coordinate. Also read the right side of the image when reading odd lines
6303 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6306 if(textype
== GL_TEXTURE_2D
) {
6308 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6310 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6312 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6313 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6315 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6316 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6317 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6318 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6319 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6321 /* clamp, keep the half pixel origin in mind */
6322 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6323 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6324 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6325 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6327 /* Read from [size - size+size/4] */
6328 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6329 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6331 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6332 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6333 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6334 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6335 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6336 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6338 /* Make sure to read exactly from the pixel center */
6339 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6340 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6343 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6344 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6345 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6346 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6347 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6349 /* Read the texture, put the result into the output register */
6350 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6351 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6353 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6354 * No need to clamp because we're just reusing the already clamped value from above
6356 if(textype
== GL_TEXTURE_2D
) {
6357 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6359 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6361 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6362 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6364 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6365 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6366 * values due to filtering
6368 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6369 if(textype
== GL_TEXTURE_2D
) {
6370 /* Multiply the y coordinate by 2/3 and clamp it */
6371 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6372 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6373 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6374 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6376 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6377 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6380 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6381 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6382 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6389 /* Context activation is done by the caller. */
6390 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
6393 struct wined3d_shader_buffer buffer
;
6394 char luminance_component
;
6395 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6399 if (!shader_buffer_init(&buffer
))
6401 ERR("Failed to initialize shader buffer.\n");
6406 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6407 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6408 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6409 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6412 shader_buffer_free(&buffer
);
6416 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6417 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6418 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6419 * each single pixel it contains, and one U and one V value shared between both
6422 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6423 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6424 * take the format into account when generating the read swizzles
6426 * Reading the Y value is straightforward - just sample the texture. The hardware
6427 * takes care of filtering in the horizontal and vertical direction.
6429 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6430 * because that would mix the U and V values of one pixel or two adjacent pixels.
6431 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6432 * regardless of the filtering setting. Vertical filtering works automatically
6433 * though - the U and V values of two rows are mixed nicely.
6435 * Appart of avoiding filtering issues, the code has to know which value it just
6436 * read, and where it can find the other one. To determine this, it checks if
6437 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6439 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6440 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6442 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6443 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6444 * in an unfiltered situation. Finding the luminance on the other hand requires
6445 * finding out if it is an odd or even pixel. The real drawback of this approach
6446 * is filtering. This would have to be emulated completely in the shader, reading
6447 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6448 * vertically. Beyond that it would require adjustments to the texture handling
6449 * code to deal with the width scaling
6451 shader_addline(&buffer
, "!!ARBfp1.0\n");
6452 shader_addline(&buffer
, "TEMP luminance;\n");
6453 shader_addline(&buffer
, "TEMP temp;\n");
6454 shader_addline(&buffer
, "TEMP chroma;\n");
6455 shader_addline(&buffer
, "TEMP texcrd;\n");
6456 shader_addline(&buffer
, "TEMP texcrd2;\n");
6457 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6458 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6459 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6463 case YUV_FIXUP_UYVY
:
6464 case YUV_FIXUP_YUY2
:
6465 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6467 shader_buffer_free(&buffer
);
6472 case YUV_FIXUP_YV12
:
6473 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6475 shader_buffer_free(&buffer
);
6481 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6482 shader_buffer_free(&buffer
);
6486 /* Calculate the final result. Formula is taken from
6487 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6488 * ranges from -0.5 to 0.5
6490 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6492 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6493 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6494 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6495 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6496 shader_addline(&buffer
, "END\n");
6499 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6500 strlen(buffer
.buffer
), buffer
.buffer
));
6501 checkGLcall("glProgramStringARB()");
6503 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6506 FIXME("Fragment program error at position %d: %s\n", pos
,
6507 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6513 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6514 checkGLcall("glGetProgramivARB()");
6515 if (!native
) WARN("Program exceeds native resource limits.\n");
6518 shader_buffer_free(&buffer
);
6523 case YUV_FIXUP_YUY2
:
6524 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6525 else priv
->yuy2_2d_shader
= shader
;
6528 case YUV_FIXUP_UYVY
:
6529 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6530 else priv
->uyvy_2d_shader
= shader
;
6533 case YUV_FIXUP_YV12
:
6534 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6535 else priv
->yv12_2d_shader
= shader
;
6542 /* Context activation is done by the caller. */
6543 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
6544 GLenum textype
, UINT width
, UINT height
)
6547 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6548 float size
[4] = {width
, height
, 1, 1};
6549 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6550 enum yuv_fixup yuv_fixup
;
6552 if (!is_yuv_fixup(format_desc
->color_fixup
))
6555 dump_color_fixup_desc(format_desc
->color_fixup
);
6556 /* Don't bother setting up a shader for unconverted formats */
6559 checkGLcall("glEnable(textype)");
6564 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
6568 case YUV_FIXUP_YUY2
:
6569 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
6572 case YUV_FIXUP_UYVY
:
6573 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
6576 case YUV_FIXUP_YV12
:
6577 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
6581 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
6584 checkGLcall("glEnable(textype)");
6589 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
6592 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
6593 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6594 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6595 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6596 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
6597 checkGLcall("glProgramLocalParameter4fvARB");
6603 /* Context activation is done by the caller. */
6604 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
6605 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6608 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
6609 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6610 glDisable(GL_TEXTURE_2D
);
6611 checkGLcall("glDisable(GL_TEXTURE_2D)");
6612 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
6613 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
6614 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6616 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
6617 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
6618 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6623 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
6625 enum yuv_fixup yuv_fixup
;
6627 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6629 TRACE("Checking support for fixup:\n");
6630 dump_color_fixup_desc(fixup
);
6633 if (is_identity_fixup(fixup
))
6639 /* We only support YUV conversions. */
6640 if (!is_yuv_fixup(fixup
))
6642 TRACE("[FAILED]\n");
6646 yuv_fixup
= get_yuv_fixup(fixup
);
6649 case YUV_FIXUP_YUY2
:
6650 case YUV_FIXUP_UYVY
:
6651 case YUV_FIXUP_YV12
:
6656 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6657 TRACE("[FAILED]\n");
6662 const struct blit_shader arbfp_blit
= {
6667 arbfp_blit_color_fixup_supported
,
6670 #undef GLINFO_LOCATION