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 /* Extract a line. Note that this modifies the source string. */
45 static char *get_line(char **ptr
)
50 if (!(q
= strstr(p
, "\n")))
62 static void shader_arb_dump_program_source(const char *source
)
64 unsigned long source_size
;
65 char *ptr
, *line
, *tmp
;
67 source_size
= strlen(source
) + 1;
68 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
71 ERR("Failed to allocate %lu bytes for shader source.\n", source_size
);
74 memcpy(tmp
, source
, source_size
);
77 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
80 HeapFree(GetProcessHeap(), 0, tmp
);
83 /* GL locking for state handlers is done by the caller. */
84 static BOOL
need_mova_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
86 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) shader
;
87 if(!This
->baseShader
.reg_maps
.usesmova
) return FALSE
;
88 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
91 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
92 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
94 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
95 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
98 static BOOL
need_helper_const(const struct wined3d_gl_info
*gl_info
)
100 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
] /* Need to init colors. */
101 || gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
/* Load the immval offset. */
102 || gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
/* Have to init texcoords. */
103 || (!use_nv_clip(gl_info
)) /* Init the clip texcoord */)
110 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
112 unsigned int ret
= 1;
113 /* We use one PARAM for the pos fixup, and in some cases one to load
114 * some immediate values into the shader
116 if(need_helper_const(gl_info
)) ret
++;
117 if(need_mova_const(shader
, gl_info
)) ret
++;
121 static inline BOOL
ffp_clip_emul(IWineD3DStateBlockImpl
*stateblock
)
123 return stateblock
->lowest_disabled_stage
< 7;
126 /* ARB_program_shader private data */
145 struct wined3d_shader_loop_control loop_control
;
149 struct arb_ps_np2fixup_info
151 struct ps_np2fixup_info super
;
152 /* For ARB we need a offset value:
153 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
154 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
155 * array we need an offset to the index inside the program local parameter array. */
159 struct arb_ps_compile_args
161 struct ps_compile_args super
;
163 WORD clip
; /* only a boolean, use a WORD for alignment */
164 unsigned char loop_ctrl
[MAX_CONST_I
][3];
167 struct stb_const_desc
169 unsigned char texunit
;
173 struct arb_ps_compiled_shader
175 struct arb_ps_compile_args args
;
176 struct arb_ps_np2fixup_info np2fixup_info
;
177 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
178 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
179 UINT int_consts
[MAX_CONST_I
];
182 unsigned char numbumpenvmatconsts
;
186 struct arb_vs_compile_args
188 struct vs_compile_args super
;
197 DWORD boolclip_compare
;
202 unsigned char samplers
[4];
203 DWORD samplers_compare
;
205 unsigned char loop_ctrl
[MAX_CONST_I
][3];
208 struct arb_vs_compiled_shader
210 struct arb_vs_compile_args args
;
212 UINT int_consts
[MAX_CONST_I
];
214 char need_color_unclamp
;
218 struct recorded_instruction
220 struct wined3d_shader_instruction ins
;
224 struct shader_arb_ctx_priv
229 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
231 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
233 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
237 const struct arb_vs_compile_args
*cur_vs_args
;
238 const struct arb_ps_compile_args
*cur_ps_args
;
239 const struct arb_ps_compiled_shader
*compiled_fprog
;
240 const struct arb_vs_compiled_shader
*compiled_vprog
;
241 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
242 struct list control_frames
;
246 unsigned int num_loops
, loop_depth
, num_ifcs
;
249 unsigned int vs_clipplanes
;
253 /* For 3.0 vertex shaders */
254 const char *vs_output
[MAX_REG_OUTPUT
];
255 /* For 2.x and earlier vertex shaders */
256 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
258 /* 3.0 pshader input for compatibility with fixed function */
259 const char *ps_input
[MAX_REG_INPUT
];
264 struct wined3d_shader_signature_element
*sig
;
266 struct wine_rb_entry entry
;
269 struct arb_pshader_private
{
270 struct arb_ps_compiled_shader
*gl_shaders
;
271 UINT num_gl_shaders
, shader_array_size
;
272 BOOL has_signature_idx
;
273 DWORD input_signature_idx
;
274 DWORD clipplane_emulation
;
278 struct arb_vshader_private
{
279 struct arb_vs_compiled_shader
*gl_shaders
;
280 UINT num_gl_shaders
, shader_array_size
;
283 struct shader_arb_priv
285 GLuint current_vprogram_id
;
286 GLuint current_fprogram_id
;
287 const struct arb_ps_compiled_shader
*compiled_fprog
;
288 const struct arb_vs_compiled_shader
*compiled_vprog
;
289 GLuint depth_blt_vprogram_id
;
290 GLuint depth_blt_fprogram_id
[tex_type_count
];
291 BOOL use_arbfp_fixed_func
;
292 struct wine_rb_tree fragment_shaders
;
293 BOOL last_ps_const_clamped
;
294 BOOL last_vs_color_unclamp
;
296 struct wine_rb_tree signature_tree
;
300 /********************************************************
301 * ARB_[vertex/fragment]_program helper functions follow
302 ********************************************************/
304 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
305 * When constant_list == NULL, it will load all the constants.
307 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
308 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
310 /* GL locking is done by the caller */
311 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
312 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
314 local_constant
* lconst
;
318 if (TRACE_ON(d3d_constants
))
320 for(i
= 0; i
< max_constants
; i
++) {
321 if(!dirty_consts
[i
]) continue;
322 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
323 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
324 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
330 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
331 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
334 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
335 * shaders, the first 8 constants are marked dirty for reload
337 for(; i
< min(8, max_constants
); i
++) {
338 if(!dirty_consts
[i
]) continue;
342 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
343 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
344 else lcl_const
[0] = constants
[j
+ 0];
346 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
347 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
348 else lcl_const
[1] = constants
[j
+ 1];
350 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
351 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
352 else lcl_const
[2] = constants
[j
+ 2];
354 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
355 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
356 else lcl_const
[3] = constants
[j
+ 3];
358 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
361 /* If further constants are dirty, reload them without clamping.
363 * The alternative is not to touch them, but then we cannot reset the dirty constant count
364 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
365 * above would always re-check the first 8 constants since max_constant remains at the init
370 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
372 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
373 * or just reloading *all* constants at once
375 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
377 for(; i
< max_constants
; i
++) {
378 if(!dirty_consts
[i
]) continue;
380 /* Find the next block of dirty constants */
383 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
387 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
390 for(; i
< max_constants
; i
++) {
391 if(dirty_consts
[i
]) {
393 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
397 checkGLcall("glProgramEnvParameter4fvARB()");
399 /* Load immediate constants */
400 if(This
->baseShader
.load_local_constsF
) {
401 if (TRACE_ON(d3d_shader
)) {
402 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
403 GLfloat
* values
= (GLfloat
*)lconst
->value
;
404 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
405 values
[0], values
[1], values
[2], values
[3]);
408 /* Immediate constants are clamped for 1.X shaders at loading times */
410 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
411 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
412 ret
= max(ret
, lconst
->idx
+ 1);
413 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
415 checkGLcall("glProgramEnvParameter4fvARB()");
416 return ret
; /* The loaded immediate constants need reloading for the next shader */
418 return 0; /* No constants are dirty now */
423 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
425 static void shader_arb_load_np2fixup_constants(
426 IWineD3DDevice
* device
,
428 char useVertexShader
) {
430 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
431 const struct shader_arb_priv
* const priv
= (const struct shader_arb_priv
*) deviceImpl
->shader_priv
;
432 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
433 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
435 if (!usePixelShader
) {
436 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
440 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
441 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
443 WORD active
= fixup
->super
.active
;
444 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
446 for (i
= 0; active
; active
>>= 1, ++i
) {
447 const unsigned char idx
= fixup
->super
.idx
[i
];
448 const IWineD3DTextureImpl
* const tex
= (const IWineD3DTextureImpl
*) stateBlock
->textures
[i
];
449 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
451 if (!(active
& 1)) continue;
454 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
459 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
461 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
465 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
466 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
467 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
472 /* GL locking is done by the caller. */
473 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
475 const struct wined3d_context
*context
= context_get_current();
476 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
477 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
479 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
480 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
482 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
484 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
486 /* The state manager takes care that this function is always called if the bump env matrix changes */
487 const float *data
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVMAT00
];
488 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
490 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
492 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
493 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
494 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
495 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
497 const float *scale
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
498 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->luminanceconst
[i
].const_num
, scale
));
501 checkGLcall("Load bumpmap consts");
503 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
505 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
506 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
511 val
[0] = context
->render_offscreen
? 0.0f
512 : ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
513 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
516 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
517 checkGLcall("y correction loading");
520 if(gl_shader
->num_int_consts
== 0) return;
522 for(i
= 0; i
< MAX_CONST_I
; i
++)
524 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
527 val
[0] = stateBlock
->pixelShaderConstantI
[4 * i
];
528 val
[1] = stateBlock
->pixelShaderConstantI
[4 * i
+ 1];
529 val
[2] = stateBlock
->pixelShaderConstantI
[4 * i
+ 2];
532 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
535 checkGLcall("Load ps int consts");
538 /* GL locking is done by the caller. */
539 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
541 IWineD3DStateBlockImpl
* stateBlock
;
542 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
544 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
545 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
547 /* Upload the position fixup */
548 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, deviceImpl
->posFixup
));
550 if(gl_shader
->num_int_consts
== 0) return;
552 stateBlock
= deviceImpl
->stateBlock
;
554 for(i
= 0; i
< MAX_CONST_I
; i
++)
556 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
559 val
[0] = stateBlock
->vertexShaderConstantI
[4 * i
];
560 val
[1] = stateBlock
->vertexShaderConstantI
[4 * i
+ 1];
561 val
[2] = stateBlock
->vertexShaderConstantI
[4 * i
+ 2];
564 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
567 checkGLcall("Load vs int consts");
571 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
573 * We only support float constants in ARB at the moment, so don't
574 * worry about the Integers or Booleans
576 /* GL locking is done by the caller (state handler) */
577 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
579 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
580 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
581 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
583 if (useVertexShader
) {
584 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
586 /* Load DirectX 9 float constants for vertex shader */
587 device
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
588 device
->highest_dirty_vs_const
, stateBlock
->vertexShaderConstantF
, context
->vshader_const_dirty
);
589 shader_arb_vs_local_constants(device
);
592 if (usePixelShader
) {
593 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
595 /* Load DirectX 9 float constants for pixel shader */
596 device
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
597 device
->highest_dirty_ps_const
, stateBlock
->pixelShaderConstantF
, context
->pshader_const_dirty
);
598 shader_arb_ps_local_constants(device
);
602 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
604 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
605 struct wined3d_context
*context
= context_get_current();
607 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
608 * context. On a context switch the old context will be fully dirtified */
609 if (!context
|| context
->swapchain
->device
!= This
) return;
611 memset(context
->vshader_const_dirty
+ start
, 1, sizeof(*context
->vshader_const_dirty
) * count
);
612 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
);
615 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
617 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
618 struct wined3d_context
*context
= context_get_current();
620 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
621 * context. On a context switch the old context will be fully dirtified */
622 if (!context
|| context
->swapchain
->device
!= This
) return;
624 memset(context
->pshader_const_dirty
+ start
, 1, sizeof(*context
->pshader_const_dirty
) * count
);
625 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
);
628 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
632 const local_constant
*lconst
;
634 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
636 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
638 ERR("Out of memory\n");
642 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
643 ret
[lconst
->idx
] = idx
++;
648 /* Generate the variable & register declarations for the ARB_vertex_program output target */
649 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
650 struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, DWORD
*lconst_map
,
651 DWORD
*num_clipplanes
, struct shader_arb_ctx_priv
*ctx
)
653 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
654 DWORD i
, next_local
= 0;
655 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
656 unsigned max_constantsF
;
657 const local_constant
*lconst
;
660 /* In pixel shaders, all private constants are program local, we don't need anything
661 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
662 * If we need a private constant the GL implementation will squeeze it in somewhere
664 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
665 * immediate values. The posFixup is loaded using program.env for now, so always
666 * subtract one from the number of constants. If the shader uses indirect addressing,
667 * account for the helper const too because we have to declare all availabke d3d constants
668 * and don't know which are actually used.
672 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
676 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
677 DWORD highest_constf
= 0, clip_limit
;
678 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
- reserved_vs_const(iface
, gl_info
);
679 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
681 for(i
= 0; i
< This
->baseShader
.limits
.constant_float
; i
++)
684 DWORD shift
= i
& 0x1f;
685 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
688 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
690 if(ctx
->cur_vs_args
->super
.clip_enabled
)
691 clip_limit
= gl_info
->limits
.clipplanes
;
697 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
698 clip_limit
= min(count_bits(mask
), 4);
700 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
701 max_constantsF
-= *num_clipplanes
;
702 if(*num_clipplanes
< clip_limit
)
704 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
709 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
710 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
711 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
715 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
717 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
720 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
722 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
725 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
727 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
729 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
733 /* Load local constants using the program-local space,
734 * this avoids reloading them each time the shader is used
737 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
738 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
739 lconst_map
[lconst
->idx
]);
740 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
744 /* After subtracting privately used constants from the hardware limit(they are loaded as
745 * local constants), make sure the shader doesn't violate the env constant limit
749 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
753 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
756 /* Avoid declaring more constants than needed */
757 max_constantsF
= min(max_constantsF
, This
->baseShader
.limits
.constant_float
);
759 /* we use the array-based constants array if the local constants are marked for loading,
760 * because then we use indirect addressing, or when the local constant list is empty,
761 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
762 * local constants do not declare the loaded constants as an array because ARB compilers usually
763 * do not optimize unused constants away
765 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
766 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
767 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
768 max_constantsF
, max_constantsF
- 1);
770 for(i
= 0; i
< max_constantsF
; i
++) {
773 mask
= 1 << (i
& 0x1f);
774 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
775 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
783 static const char * const shift_tab
[] = {
784 "dummy", /* 0 (none) */
785 "coefmul.x", /* 1 (x2) */
786 "coefmul.y", /* 2 (x4) */
787 "coefmul.z", /* 3 (x8) */
788 "coefmul.w", /* 4 (x16) */
789 "dummy", /* 5 (x32) */
790 "dummy", /* 6 (x64) */
791 "dummy", /* 7 (x128) */
792 "dummy", /* 8 (d256) */
793 "dummy", /* 9 (d128) */
794 "dummy", /* 10 (d64) */
795 "dummy", /* 11 (d32) */
796 "coefdiv.w", /* 12 (d16) */
797 "coefdiv.z", /* 13 (d8) */
798 "coefdiv.y", /* 14 (d4) */
799 "coefdiv.x" /* 15 (d2) */
802 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
803 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
805 char *ptr
= write_mask
;
807 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
810 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
811 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
812 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
813 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
819 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
821 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
822 * but addressed as "rgba". To fix this we need to swap the register's x
823 * and z components. */
824 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
825 char *ptr
= swizzle_str
;
827 /* swizzle bits fields: wwzzyyxx */
828 DWORD swizzle
= param
->swizzle
;
829 DWORD swizzle_x
= swizzle
& 0x03;
830 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
831 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
832 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
834 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
835 * generate a swizzle string. Unless we need to our own swizzling. */
836 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
839 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
840 *ptr
++ = swizzle_chars
[swizzle_x
];
842 *ptr
++ = swizzle_chars
[swizzle_x
];
843 *ptr
++ = swizzle_chars
[swizzle_y
];
844 *ptr
++ = swizzle_chars
[swizzle_z
];
845 *ptr
++ = swizzle_chars
[swizzle_w
];
852 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
854 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
855 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
857 if(strcmp(priv
->addr_reg
, src
) == 0) return;
859 strcpy(priv
->addr_reg
, src
);
860 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
863 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
864 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
866 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
867 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
869 /* oPos, oFog and oPts in D3D */
870 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
871 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
872 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
873 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
879 case WINED3DSPR_TEMP
:
880 sprintf(register_name
, "R%u", reg
->idx
);
883 case WINED3DSPR_INPUT
:
886 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
888 if (reg
->idx
== 0) strcpy(register_name
, "fragment.color.primary");
889 else strcpy(register_name
, "fragment.color.secondary");
896 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
898 if(strcmp(rel_reg
, "**aL_emul**") == 0)
900 DWORD idx
= ctx
->aL
+ reg
->idx
;
901 if(idx
< MAX_REG_INPUT
)
903 strcpy(register_name
, ctx
->ps_input
[idx
]);
907 ERR("Pixel shader input register out of bounds: %u\n", idx
);
908 sprintf(register_name
, "out_of_bounds_%u", idx
);
911 else if(This
->baseShader
.reg_maps
.input_registers
& 0x0300)
913 /* There are two ways basically:
915 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
916 * That means trouble if the loop also contains a breakc or if the control values
917 * aren't local constants.
918 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
919 * source dynamically. The trouble is that we cannot simply read aL.y because it
920 * is an ADDRESS register. We could however push it, load .zw with a value and use
921 * ADAC to load the condition code register and pop it again afterwards
923 FIXME("Relative input register addressing with more than 8 registers\n");
925 /* This is better than nothing for now */
926 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
928 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
930 /* This is problematic because we'd have to consult the ctx->ps_input strings
931 * for where to find the varying. Some may be "0.0", others can be texcoords or
932 * colors. This needs either a pipeline replacement to make the vertex shader feed
933 * proper varyings, or loop unrolling
935 * For now use the texcoords and hope for the best
937 FIXME("Non-vertex shader varying input with indirect addressing\n");
938 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
942 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
943 * pulls GL_NV_fragment_program2 in
945 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
950 if(reg
->idx
< MAX_REG_INPUT
)
952 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
956 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
957 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
964 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
965 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
969 case WINED3DSPR_CONST
:
970 if (!pshader
&& reg
->rel_addr
)
974 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
975 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
976 sprintf(rel_reg
, "A0.x");
978 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
979 if(ctx
->target_version
== ARB
) {
980 if(strcmp(rel_reg
, "**aL_emul**") == 0) {
983 shader_arb_request_a0(ins
, rel_reg
);
984 sprintf(rel_reg
, "A0.x");
989 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
990 else if (reg
->idx
>= rel_offset
)
991 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
993 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
997 if (This
->baseShader
.reg_maps
.usesrelconstF
)
998 sprintf(register_name
, "C[%u]", reg
->idx
);
1000 sprintf(register_name
, "C%u", reg
->idx
);
1004 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1006 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 &&
1007 This
->baseShader
.reg_maps
.shader_version
.minor
<= 3) {
1008 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1009 * and as source to most instructions. For some instructions it is the texcoord
1010 * input. Those instructions know about the special use
1012 sprintf(register_name
, "T%u", reg
->idx
);
1014 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1015 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1020 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1022 sprintf(register_name
, "A%u", reg
->idx
);
1026 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1031 case WINED3DSPR_COLOROUT
:
1032 if(ctx
->cur_ps_args
->super
.srgb_correction
&& reg
->idx
== 0)
1034 strcpy(register_name
, "TMP_COLOR");
1038 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
1039 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
1041 sprintf(register_name
, "result.color[%u]", reg
->idx
);
1045 strcpy(register_name
, "result.color");
1050 case WINED3DSPR_RASTOUT
:
1051 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
1052 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1055 case WINED3DSPR_DEPTHOUT
:
1056 strcpy(register_name
, "result.depth");
1059 case WINED3DSPR_ATTROUT
:
1060 /* case WINED3DSPR_OUTPUT: */
1061 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1062 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1065 case WINED3DSPR_TEXCRDOUT
:
1068 sprintf(register_name
, "oT[%u]", reg
->idx
);
1072 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1074 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1078 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1083 case WINED3DSPR_LOOP
:
1084 if(ctx
->target_version
>= NV2
)
1086 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1087 if(pshader
) sprintf(register_name
, "A0.x");
1088 else sprintf(register_name
, "aL.y");
1092 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1093 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1094 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1095 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1098 sprintf(register_name
, "**aL_emul**");
1103 case WINED3DSPR_CONSTINT
:
1104 sprintf(register_name
, "I%u", reg
->idx
);
1107 case WINED3DSPR_MISCTYPE
:
1110 sprintf(register_name
, "vpos");
1112 else if(reg
->idx
== 1)
1114 sprintf(register_name
, "fragment.facing.x");
1118 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1123 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1124 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1129 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1130 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1132 char register_name
[255];
1136 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1137 strcpy(str
, register_name
);
1139 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1140 strcat(str
, write_mask
);
1143 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1145 switch(channel_source
)
1147 case CHANNEL_SOURCE_ZERO
: return "0";
1148 case CHANNEL_SOURCE_ONE
: return "1";
1149 case CHANNEL_SOURCE_X
: return "x";
1150 case CHANNEL_SOURCE_Y
: return "y";
1151 case CHANNEL_SOURCE_Z
: return "z";
1152 case CHANNEL_SOURCE_W
: return "w";
1154 FIXME("Unhandled channel source %#x\n", channel_source
);
1159 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1160 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1164 if (is_complex_fixup(fixup
))
1166 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1167 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1172 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1173 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1174 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1175 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1180 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1181 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1182 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1186 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1187 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1188 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1189 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1195 char *ptr
= reg_mask
;
1197 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1200 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1201 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1202 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1203 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1207 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1211 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1214 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1215 if (!ins
->dst_count
) return "";
1217 mod
= ins
->dst
[0].modifiers
;
1219 /* Silently ignore PARTIALPRECISION if its not supported */
1220 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1222 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1224 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1225 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1230 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1233 case WINED3DSPDM_SATURATE
:
1236 case WINED3DSPDM_PARTIALPRECISION
:
1243 FIXME("Unknown modifiers 0x%08x\n", mod
);
1248 #define TEX_PROJ 0x1
1249 #define TEX_BIAS 0x2
1251 #define TEX_DERIV 0x10
1253 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1254 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1256 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1257 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1258 const char *tex_type
;
1259 BOOL np2_fixup
= FALSE
;
1260 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1261 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1262 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1264 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1266 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1267 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1269 switch(sampler_type
) {
1275 if(device
->stateBlock
->textures
[sampler_idx
] &&
1276 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
1281 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1283 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1285 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1286 else np2_fixup
= TRUE
;
1291 case WINED3DSTT_VOLUME
:
1295 case WINED3DSTT_CUBE
:
1300 ERR("Unexpected texture type %d\n", sampler_type
);
1304 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1305 * so don't use shader_arb_get_modifier
1307 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1310 /* Fragment samplers always have indentity mapping */
1311 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1313 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1316 if (flags
& TEX_DERIV
)
1318 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1319 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1320 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1321 dsx
, dsy
,sampler_idx
, tex_type
);
1323 else if(flags
& TEX_LOD
)
1325 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1326 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1327 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1328 sampler_idx
, tex_type
);
1330 else if (flags
& TEX_BIAS
)
1332 /* Shouldn't be possible, but let's check for it */
1333 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1334 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1335 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1337 else if (flags
& TEX_PROJ
)
1339 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1345 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1346 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1347 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1349 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1352 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1357 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1358 "one", "coefmul.x", priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1362 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1363 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1365 /* Generate a line that does the input modifier computation and return the input register to use */
1366 BOOL is_color
= FALSE
;
1370 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1371 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1373 /* Assume a new line will be added */
1376 /* Get register name */
1377 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1378 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1380 switch (src
->modifiers
)
1382 case WINED3DSPSM_NONE
:
1383 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1386 case WINED3DSPSM_NEG
:
1387 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1390 case WINED3DSPSM_BIAS
:
1391 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1393 case WINED3DSPSM_BIASNEG
:
1394 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1396 case WINED3DSPSM_SIGN
:
1397 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
1399 case WINED3DSPSM_SIGNNEG
:
1400 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
1402 case WINED3DSPSM_COMP
:
1403 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
1405 case WINED3DSPSM_X2
:
1406 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1408 case WINED3DSPSM_X2NEG
:
1409 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1411 case WINED3DSPSM_DZ
:
1412 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1413 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1415 case WINED3DSPSM_DW
:
1416 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1417 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1419 case WINED3DSPSM_ABS
:
1420 if(ctx
->target_version
>= NV2
) {
1421 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1424 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1427 case WINED3DSPSM_ABSNEG
:
1428 if(ctx
->target_version
>= NV2
) {
1429 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1431 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1432 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1437 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1441 /* Return modified or original register, with swizzle */
1443 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1446 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1448 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1449 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1451 char src_name
[2][50];
1452 DWORD sampler_code
= dst
->reg
.idx
;
1454 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1456 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1458 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1459 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1462 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1463 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1464 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1465 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1466 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1468 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1469 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1472 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1477 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1478 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1479 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1480 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1481 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1482 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1483 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1484 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1485 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1486 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1487 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1488 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1489 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1491 FIXME("Unknown modifier %u\n", mod
);
1495 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1497 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1498 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1500 char src_name
[3][50];
1501 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1502 ins
->ctx
->reg_maps
->shader_version
.minor
);
1505 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1506 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1508 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1509 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1511 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1513 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1516 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1517 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1519 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1520 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1521 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1522 /* No modifiers supported on CMP */
1523 shader_addline(buffer
, "CMP %s, TA, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
1525 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1526 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1528 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1529 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, dst_name
);
1534 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1536 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1537 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1539 char src_name
[3][50];
1542 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1544 /* Generate input register names (with modifiers) */
1545 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1546 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1547 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1549 /* No modifiers are supported on CMP */
1550 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
1551 src_name
[0], src_name
[2], src_name
[1]);
1553 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1555 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1556 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name
[0]);
1560 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1561 * dst = dot2(src0, src1) + src2 */
1562 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1564 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1565 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1567 char src_name
[3][50];
1568 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1570 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1571 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1572 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1574 if(ctx
->target_version
>= NV3
)
1576 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1577 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1578 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1579 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1581 else if(ctx
->target_version
>= NV2
)
1583 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1584 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1585 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1586 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1588 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1590 * .xyxy and other swizzles that we could get with this are not valid in
1591 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1593 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1594 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1595 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1597 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1599 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1600 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1604 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1605 /* 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]
1606 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1608 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1609 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1610 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1611 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1615 /* Map the opcode 1-to-1 to the GL code */
1616 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1618 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1619 const char *instruction
;
1620 char arguments
[256], dst_str
[50];
1622 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1624 switch (ins
->handler_idx
)
1626 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1627 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1628 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1629 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1630 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1631 case WINED3DSIH_DST
: instruction
= "DST"; break;
1632 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1633 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1634 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1635 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1636 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1637 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1638 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1639 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1640 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1641 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1642 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1643 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1644 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1645 default: instruction
= "";
1646 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1650 /* Note that shader_arb_add_dst_param() adds spaces. */
1651 arguments
[0] = '\0';
1652 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1653 for (i
= 0; i
< ins
->src_count
; ++i
)
1656 strcat(arguments
, ", ");
1657 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1658 strcat(arguments
, operand
);
1660 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1663 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1665 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1666 shader_addline(buffer
, "NOP;\n");
1669 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1671 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1672 BOOL pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
1673 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1675 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1676 char src0_param
[256];
1678 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1681 if(ctx
->target_version
>= NV2
) {
1682 shader_hw_map2gl(ins
);
1685 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1686 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1688 /* This implements the mova formula used in GLSL. The first two instructions
1689 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1693 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1695 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1696 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1698 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask
, src0_param
);
1699 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask
);
1701 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1702 shader_addline(buffer
, "ADD TA%s, TA, mova_const.x;\n", write_mask
);
1703 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1704 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1706 shader_addline(buffer
, "ADD TA%s, TA, helper_const.z;\n", write_mask
);
1708 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1710 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1711 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1712 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1713 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1715 src0_param
[0] = '\0';
1716 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1718 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1719 shader_addline(buffer
, "ADD TA.x, %s, helper_const.z;\n", src0_param
);
1720 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1724 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1725 * with more than one component. Thus replicate the first source argument over all
1726 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1727 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1728 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1729 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1730 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1733 else if(ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& ins
->dst
[0].reg
.idx
== 0 && pshader
)
1735 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1736 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1738 shader_addline(buffer
, "#mov handled in srgb write code\n");
1741 shader_hw_map2gl(ins
);
1745 shader_hw_map2gl(ins
);
1749 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1751 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1752 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1755 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1756 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1758 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1760 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1762 const char *kilsrc
= "TA";
1765 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1766 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1772 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1773 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1774 * masked out components to 0(won't kill)
1776 char x
= '0', y
= '0', z
= '0', w
= '0';
1777 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1778 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1779 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1780 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1781 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1783 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1785 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1786 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1788 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1789 * or pass in any temporary register(in shader phase 2)
1791 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1792 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1794 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1796 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1797 shader_addline(buffer
, "KIL TA;\n");
1801 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1803 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1804 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1805 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1806 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1807 ins
->ctx
->reg_maps
->shader_version
.minor
);
1808 struct wined3d_shader_src_param src
;
1812 DWORD reg_sampler_code
;
1815 /* All versions have a destination register */
1816 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1818 /* 1.0-1.4: Use destination register number as texture code.
1819 2.0+: Use provided sampler number as texure code. */
1820 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1821 reg_sampler_code
= dst
->reg
.idx
;
1823 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1825 /* 1.0-1.3: Use the texcoord varying.
1826 1.4+: Use provided coordinate source register. */
1827 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1828 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1830 /* TEX is the only instruction that can handle DW and DZ natively */
1832 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1833 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1834 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1838 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1839 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1840 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1842 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1845 if(reg_sampler_code
< MAX_TEXTURES
) {
1846 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1848 if (flags
& WINED3DTTFF_PROJECTED
) {
1849 myflags
|= TEX_PROJ
;
1852 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1854 DWORD src_mod
= ins
->src
[0].modifiers
;
1855 if (src_mod
== WINED3DSPSM_DZ
) {
1856 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1857 * varying register, so we need a temp reg
1859 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1860 strcpy(reg_coord
, "TA");
1861 myflags
|= TEX_PROJ
;
1862 } else if(src_mod
== WINED3DSPSM_DW
) {
1863 myflags
|= TEX_PROJ
;
1866 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1867 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1869 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1872 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1874 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1875 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1876 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1877 ins
->ctx
->reg_maps
->shader_version
.minor
);
1880 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1882 DWORD reg
= dst
->reg
.idx
;
1884 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1885 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1889 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1890 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1891 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1895 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1897 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1898 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1899 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1902 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1906 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1907 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1908 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1909 /* Move .x first in case src_str is "TA" */
1910 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1911 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1912 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1913 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1916 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1918 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1920 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1924 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1925 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1926 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1927 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
1928 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
1929 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
1932 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1934 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1938 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1939 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1940 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1941 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
1944 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1946 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1947 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1948 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1949 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1950 char reg_coord
[40], dst_reg
[50], src_reg
[50];
1951 DWORD reg_dest_code
;
1953 /* All versions have a destination register. The Tx where the texture coordinates come
1954 * from is the varying incarnation of the texture register
1956 reg_dest_code
= dst
->reg
.idx
;
1957 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
1958 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
1959 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
1961 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1962 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1964 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1965 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1967 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1968 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1971 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1972 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
1973 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1974 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
1976 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1977 * so we can't let the GL handle this.
1979 if (device
->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
)
1981 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
1982 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
1983 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
1985 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
1988 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
1990 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
1992 /* No src swizzles are allowed, so this is ok */
1993 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1994 src_reg
, reg_dest_code
, reg_dest_code
);
1995 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
1999 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2001 DWORD reg
= ins
->dst
[0].reg
.idx
;
2002 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2003 char src0_name
[50], dst_name
[50];
2005 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2007 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2008 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2009 * T<reg+1> register. Use this register to store the calculated vector
2011 tmp_reg
.idx
= reg
+ 1;
2012 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2013 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2016 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2018 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2019 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2021 DWORD reg
= ins
->dst
[0].reg
.idx
;
2022 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2028 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2029 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2031 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2032 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2033 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2034 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2035 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2038 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2040 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2041 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2042 DWORD reg
= ins
->dst
[0].reg
.idx
;
2043 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2044 char src0_name
[50], dst_name
[50];
2045 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2048 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2049 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2050 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2052 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
2053 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2055 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2056 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2057 dst_name
, 'x' + current_state
->current_row
, reg
, src0_name
);
2058 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2061 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2063 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2064 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2065 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2067 DWORD reg
= ins
->dst
[0].reg
.idx
;
2068 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2070 char src0_name
[50], dst_name
[50];
2073 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2074 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2075 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2077 /* Sample the texture using the calculated coordinates */
2078 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2079 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2080 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2081 current_state
->current_row
= 0;
2084 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2086 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2087 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2088 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2090 DWORD reg
= ins
->dst
[0].reg
.idx
;
2091 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2097 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2098 * components for temporary data storage
2100 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2101 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2102 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2104 /* Construct the eye-ray vector from w coordinates */
2105 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
2106 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
2107 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2109 /* Calculate reflection vector
2111 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2112 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2113 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2114 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2115 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2116 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2117 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2119 /* Sample the texture using the calculated coordinates */
2120 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2121 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2122 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2123 current_state
->current_row
= 0;
2126 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2128 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2129 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2130 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2132 DWORD reg
= ins
->dst
[0].reg
.idx
;
2133 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2140 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2141 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2142 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2143 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2144 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2146 /* Calculate reflection vector.
2149 * dst_reg.xyz = 2 * --------- * N - E
2152 * Which normalizes the normal vector
2154 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2155 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2156 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2157 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2158 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2159 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2161 /* Sample the texture using the calculated coordinates */
2162 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2163 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2164 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2165 current_state
->current_row
= 0;
2168 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2170 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2171 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2174 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2175 * which is essentially an input, is the destination register because it is the first
2176 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2177 * here(writemasks/swizzles are not valid on texdepth)
2179 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2181 /* According to the msdn, the source register(must be r5) is unusable after
2182 * the texdepth instruction, so we're free to modify it
2184 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
2186 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2187 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2188 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2190 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2191 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2192 shader_addline(buffer
, "MIN TA.x, TA.x, one.x;\n");
2193 shader_addline(buffer
, "MAX result.depth, TA.x, 0.0;\n");
2196 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2197 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2198 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2199 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2201 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2202 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2206 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2207 shader_addline(buffer
, "MOV TB, 0.0;\n");
2208 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2210 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2211 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2214 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2215 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2216 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2218 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2221 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2223 /* Handle output register */
2224 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2225 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2226 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2229 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2230 * Perform the 3rd row of a 3x3 matrix multiply */
2231 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2233 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2234 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2235 char dst_str
[50], dst_name
[50];
2239 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2240 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2241 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2242 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2243 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2246 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2247 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2248 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2249 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2251 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2253 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2254 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2255 char src0
[50], dst_name
[50];
2258 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2259 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2260 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2262 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2263 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2264 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2266 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2267 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2268 shader_addline(buffer
, "MIN %s.x, %s.x, one.x;\n", dst_name
, dst_name
);
2269 shader_addline(buffer
, "MAX result.depth, %s.x, 0.0;\n", dst_name
);
2272 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2273 Vertex/Pixel shaders to ARB_vertex_program codes */
2274 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2277 int nComponents
= 0;
2278 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2279 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2280 struct wined3d_shader_instruction tmp_ins
;
2282 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2284 /* Set constants for the temporary argument */
2285 tmp_ins
.ctx
= ins
->ctx
;
2286 tmp_ins
.dst_count
= 1;
2287 tmp_ins
.dst
= &tmp_dst
;
2288 tmp_ins
.src_count
= 2;
2289 tmp_ins
.src
= tmp_src
;
2291 switch(ins
->handler_idx
)
2293 case WINED3DSIH_M4x4
:
2295 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2297 case WINED3DSIH_M4x3
:
2299 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2301 case WINED3DSIH_M3x4
:
2303 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2305 case WINED3DSIH_M3x3
:
2307 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2309 case WINED3DSIH_M3x2
:
2311 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2314 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2318 tmp_dst
= ins
->dst
[0];
2319 tmp_src
[0] = ins
->src
[0];
2320 tmp_src
[1] = ins
->src
[1];
2321 for (i
= 0; i
< nComponents
; i
++) {
2322 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2323 shader_hw_map2gl(&tmp_ins
);
2324 ++tmp_src
[1].reg
.idx
;
2328 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2330 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2331 const char *instruction
;
2336 switch(ins
->handler_idx
)
2338 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2339 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2340 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2341 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2342 default: instruction
= "";
2343 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2347 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2348 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2349 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2351 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2357 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2360 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2362 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2365 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2366 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2368 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2369 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2371 if(pshader
&& priv
->target_version
>= NV3
)
2373 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2377 shader_addline(buffer
, "DP3 TA, %s, %s;\n", src_name
, src_name
);
2378 shader_addline(buffer
, "RSQ TA, TA.x;\n");
2379 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2380 shader_addline(buffer
, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins
), dst_name
,
2385 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2387 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2389 char src_name
[3][50];
2391 /* ARB_fragment_program has a convenient LRP instruction */
2392 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2393 shader_hw_map2gl(ins
);
2397 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2398 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2399 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2400 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2402 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2403 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2404 dst_name
, src_name
[0], src_name
[2]);
2407 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2409 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2410 * must contain fixed constants. So we need a separate function to filter those constants and
2413 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2414 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2415 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2417 char src_name0
[50], src_name1
[50], src_name2
[50];
2420 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2421 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2422 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2423 /* No modifiers are supported on SCS */
2424 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2426 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2428 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2429 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2431 } else if(priv
->target_version
>= NV2
) {
2432 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2434 /* Sincos writemask must be .x, .y or .xy */
2435 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2436 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2437 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2438 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2440 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2441 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2443 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2444 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2446 * The constants we get are:
2448 * +1 +1, -1 -1 +1 +1 -1 -1
2449 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2450 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2452 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2456 * (x/2)^4 = x^4 / 16
2457 * (x/2)^5 = x^5 / 32
2460 * To get the final result:
2461 * sin(x) = 2 * sin(x/2) * cos(x/2)
2462 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2463 * (from sin(x+y) and cos(x+y) rules)
2465 * As per MSDN, dst.z is undefined after the operation, and so is
2466 * dst.x and dst.y if they're masked out by the writemask. Ie
2467 * sincos dst.y, src1, c0, c1
2468 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2469 * vsa.exe also stops with an error if the dest register is the same register as the source
2470 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2471 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2473 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2474 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2475 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2477 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2478 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2479 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2480 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2481 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2482 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2486 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2487 * properly merge that with MULs in the code above?
2488 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2489 * we can merge the sine and cosine MAD rows to calculate them together.
2491 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2492 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2493 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2494 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2497 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2498 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2499 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2501 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2503 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2504 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2506 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2508 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2509 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2514 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2516 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2519 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2521 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2522 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2524 /* SGN is only valid in vertex shaders */
2525 if(ctx
->target_version
>= NV2
) {
2526 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2530 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2531 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2533 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2534 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2536 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2537 * Then use TA, and calculate the final result
2539 * Not reading from TA? Store the first result in TA to avoid overwriting the
2540 * destination if src reg = dst reg
2542 if(strstr(src_name
, "TA"))
2544 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2545 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2546 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2550 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2551 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2552 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2557 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2559 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2565 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2566 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2567 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2569 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2570 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2573 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2579 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2580 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2581 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2582 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2583 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2584 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2585 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2586 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2587 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2588 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2589 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2590 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2591 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2593 FIXME("Unknown modifier %u\n", mod
);
2597 static void shader_hw_log_pow(const struct wined3d_shader_instruction
*ins
)
2599 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2600 char src0
[50], src1
[50], dst
[50];
2601 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2602 BOOL need_abs
= FALSE
;
2606 switch(ins
->handler_idx
)
2608 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2609 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2610 case WINED3DSIH_POW
: instr
= "POW"; arg2
= TRUE
; break;
2612 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2616 /* LOG, LOGP and POW operate on the absolute value of the input */
2617 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2619 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2620 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2621 if(arg2
) shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2625 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2628 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2632 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2637 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
2641 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2645 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2647 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2649 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2652 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2656 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2657 struct list
*e
= list_head(&priv
->control_frames
);
2658 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2660 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2661 /* The constant loader makes sure to load -1 into iX.w */
2662 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2663 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2664 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2668 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2672 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2674 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2676 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2678 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2680 /* The constant loader makes sure to load -1 into iX.w */
2683 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2684 struct list
*e
= list_head(&priv
->control_frames
);
2685 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2687 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2689 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2690 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2691 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2695 shader_addline(buffer
, "REP %s;\n", src_name
);
2699 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2701 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2702 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2706 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2707 struct list
*e
= list_head(&priv
->control_frames
);
2708 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2710 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2711 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2712 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2714 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2718 shader_addline(buffer
, "ENDLOOP;\n");
2722 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2724 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2725 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2729 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2730 struct list
*e
= list_head(&priv
->control_frames
);
2731 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2733 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2734 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2735 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2737 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2741 shader_addline(buffer
, "ENDREP;\n");
2745 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2747 struct control_frame
*control_frame
;
2749 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2751 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2753 ERR("Could not find loop for break\n");
2757 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2759 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2760 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2761 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2765 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2769 shader_addline(buffer
, "BRK;\n");
2773 static const char *get_compare(COMPARISON_TYPE flags
)
2777 case COMPARISON_GT
: return "GT";
2778 case COMPARISON_EQ
: return "EQ";
2779 case COMPARISON_GE
: return "GE";
2780 case COMPARISON_LT
: return "LT";
2781 case COMPARISON_NE
: return "NE";
2782 case COMPARISON_LE
: return "LE";
2784 FIXME("Unrecognized comparison value: %u\n", flags
);
2789 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE flags
)
2793 case COMPARISON_GT
: return COMPARISON_LE
;
2794 case COMPARISON_EQ
: return COMPARISON_NE
;
2795 case COMPARISON_GE
: return COMPARISON_LT
;
2796 case COMPARISON_LT
: return COMPARISON_GE
;
2797 case COMPARISON_NE
: return COMPARISON_EQ
;
2798 case COMPARISON_LE
: return COMPARISON_GT
;
2800 FIXME("Unrecognized comparison value: %u\n", flags
);
2805 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2807 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2808 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2809 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2812 const char *comp
= get_compare(ins
->flags
);
2814 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2815 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2819 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2820 * away the subtraction result
2822 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2823 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
2827 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2828 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
2832 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
2834 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2835 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2836 struct list
*e
= list_head(&priv
->control_frames
);
2837 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2841 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2843 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2844 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2848 /* Invert the flag. We jump to the else label if the condition is NOT true */
2849 comp
= get_compare(invert_compare(ins
->flags
));
2850 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2851 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
2855 comp
= get_compare(ins
->flags
);
2856 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2857 shader_addline(buffer
, "IF %s.x;\n", comp
);
2861 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
2863 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2864 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2865 struct list
*e
= list_head(&priv
->control_frames
);
2866 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2867 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2871 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
2872 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
2873 control_frame
->had_else
= TRUE
;
2877 shader_addline(buffer
, "ELSE;\n");
2881 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
2883 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2884 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2885 struct list
*e
= list_head(&priv
->control_frames
);
2886 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2887 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2891 if(control_frame
->had_else
)
2893 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
2897 shader_addline(buffer
, "#No else branch. else is endif\n");
2898 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
2903 shader_addline(buffer
, "ENDIF;\n");
2907 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
2909 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2911 char reg_src
[3][40];
2912 DWORD flags
= TEX_DERIV
;
2914 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2915 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
2916 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
2917 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
2919 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2920 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2922 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
2925 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
2927 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2930 DWORD flags
= TEX_LOD
;
2932 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2933 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
2935 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2936 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2938 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
2941 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
2943 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2944 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2946 priv
->in_main_func
= FALSE
;
2947 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2948 * subroutine, don't generate a label that will make GL complain
2950 if(priv
->target_version
== ARB
) return;
2952 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
2955 static void vshader_add_footer(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
2956 const struct arb_vs_compile_args
*args
, struct shader_arb_ctx_priv
*priv_ctx
)
2958 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2959 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2960 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2963 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2964 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2965 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2966 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2968 if(args
->super
.fog_src
== VS_FOG_Z
) {
2969 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2970 } else if (!reg_maps
->fog
) {
2971 /* posFixup.x is always 1.0, so we can savely use it */
2972 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2975 /* Write the final position.
2977 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2978 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2979 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2980 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2982 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
2983 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2984 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2986 if(use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
2988 if(args
->super
.clip_enabled
)
2990 for(i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
2992 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
2996 else if(args
->clip
.boolclip
.clip_texcoord
)
2998 unsigned int cur_clip
= 0;
2999 char component
[4] = {'x', 'y', 'z', 'w'};
3001 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3003 if(args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3005 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3006 component
[cur_clip
++], i
);
3012 shader_addline(buffer
, "MOV TA, -helper_const.w;\n");
3015 shader_addline(buffer
, "MOV TA.yzw, -helper_const.w;\n");
3018 shader_addline(buffer
, "MOV TA.zw, -helper_const.w;\n");
3021 shader_addline(buffer
, "MOV TA.w, -helper_const.w;\n");
3024 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3025 args
->clip
.boolclip
.clip_texcoord
- 1);
3028 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3029 * and the glsl equivalent
3031 if(need_helper_const(gl_info
)) {
3032 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3034 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3035 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3038 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3040 priv_ctx
->footer_written
= TRUE
;
3043 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3045 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3046 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3047 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*) ins
->ctx
->shader
;
3048 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3050 if(priv
->target_version
== ARB
) return;
3054 if(priv
->in_main_func
) vshader_add_footer((IWineD3DVertexShaderImpl
*) shader
, buffer
, priv
->cur_vs_args
, priv
);
3057 shader_addline(buffer
, "RET;\n");
3060 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3062 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3063 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3066 /* GL locking is done by the caller */
3067 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3069 GLuint program_id
= 0;
3072 const char *blt_vprogram
=
3074 "PARAM c[1] = { { 1, 0.5 } };\n"
3075 "MOV result.position, vertex.position;\n"
3076 "MOV result.color, c[0].x;\n"
3077 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3080 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3081 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3082 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3083 strlen(blt_vprogram
), blt_vprogram
));
3084 checkGLcall("glProgramStringARB()");
3086 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3089 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3090 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3091 shader_arb_dump_program_source(blt_vprogram
);
3097 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3098 checkGLcall("glGetProgramivARB()");
3099 if (!native
) WARN("Program exceeds native resource limits.\n");
3105 /* GL locking is done by the caller */
3106 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
)
3108 GLuint program_id
= 0;
3111 static const char * const blt_fprograms
[tex_type_count
] =
3118 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3119 "MOV result.depth.z, R0.x;\n"
3126 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3127 "MOV result.depth.z, R0.x;\n"
3132 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3133 "MOV result.depth.z, R0.x;\n"
3137 if (!blt_fprograms
[tex_type
])
3139 FIXME("tex_type %#x not supported\n", tex_type
);
3143 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3144 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3145 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3146 strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
3147 checkGLcall("glProgramStringARB()");
3149 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3152 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3153 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3154 shader_arb_dump_program_source(blt_fprograms
[tex_type
]);
3160 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3161 checkGLcall("glGetProgramivARB()");
3162 if (!native
) WARN("Program exceeds native resource limits.\n");
3168 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3169 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3171 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3175 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3176 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3177 /* Calculate the > 0.0031308 case */
3178 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3179 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3180 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3181 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3182 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3183 /* Calculate the < case */
3184 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3188 /* Calculate the > 0.0031308 case */
3189 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3190 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3191 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3192 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3193 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3194 /* Calculate the < case */
3195 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3196 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3197 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3198 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3199 /* Store the components > 0.0031308 in the destination */
3200 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3201 /* Add the components that are < 0.0031308 */
3202 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3203 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3204 * result.color writes(.rgb first, then .a), or handle overwriting already written
3205 * components. The assembler uses a temporary register in this case, which is usually
3206 * not allocated from one of our registers that were used earlier.
3209 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3212 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3214 const local_constant
*constant
;
3216 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3218 if (constant
->idx
== idx
)
3220 return constant
->value
;
3226 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3227 struct shader_arb_ctx_priv
*priv
)
3229 const char *texcoords
[8] =
3231 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3232 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3235 const struct wined3d_shader_signature_element
*sig
= This
->baseShader
.input_signature
;
3236 const char *semantic_name
;
3239 switch(args
->super
.vp_mode
)
3241 case pretransformed
:
3243 /* The pixelshader has to collect the varyings on its own. In any case properly load
3244 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3245 * other attribs to 0.0.
3247 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3248 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3249 * load the texcoord attrib pointers to match the pixel shader signature
3251 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3253 semantic_name
= sig
[i
].semantic_name
;
3254 semantic_idx
= sig
[i
].semantic_idx
;
3255 if(semantic_name
== NULL
) continue;
3257 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3259 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.color.primary";
3260 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3261 else priv
->ps_input
[i
] = "0.0";
3263 else if(args
->super
.vp_mode
== fixedfunction
)
3265 priv
->ps_input
[i
] = "0.0";
3267 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3269 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3270 else priv
->ps_input
[i
] = "0.0";
3272 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3274 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.fogcoord";
3275 else priv
->ps_input
[i
] = "0.0";
3279 priv
->ps_input
[i
] = "0.0";
3282 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3287 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3290 for(i
= 0; i
< 8; i
++)
3292 priv
->ps_input
[i
] = texcoords
[i
];
3294 priv
->ps_input
[8] = "fragment.color.primary";
3295 priv
->ps_input
[9] = "fragment.color.secondary";
3300 /* GL locking is done by the caller */
3301 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3302 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3304 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3305 CONST DWORD
*function
= This
->baseShader
.function
;
3306 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3307 const local_constant
*lconst
;
3310 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3311 struct shader_arb_ctx_priv priv_ctx
;
3312 BOOL dcl_tmp
= args
->super
.srgb_correction
, dcl_td
= FALSE
;
3313 BOOL want_nv_prog
= FALSE
;
3314 struct arb_pshader_private
*shader_priv
= This
->baseShader
.backend_data
;
3319 unsigned int i
, found
= 0;
3321 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3324 || (This
->color0_mov
&& i
== This
->color0_reg
)
3325 || (reg_maps
->shader_version
.major
< 2 && i
== 0))
3328 sprintf(srgbtmp
[found
], "R%u", i
);
3330 if (found
== 4) break;
3334 case 4: dcl_tmp
= FALSE
; break;
3336 sprintf(srgbtmp
[0], "TA");
3337 sprintf(srgbtmp
[1], "TB");
3338 sprintf(srgbtmp
[2], "TC");
3339 sprintf(srgbtmp
[3], "TD");
3343 sprintf(srgbtmp
[1], "TA");
3344 sprintf(srgbtmp
[2], "TB");
3345 sprintf(srgbtmp
[3], "TC");
3348 sprintf(srgbtmp
[2], "TA");
3349 sprintf(srgbtmp
[3], "TB");
3352 sprintf(srgbtmp
[3], "TA");
3356 /* Create the hw ARB shader */
3357 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3358 priv_ctx
.cur_ps_args
= args
;
3359 priv_ctx
.compiled_fprog
= compiled
;
3360 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3361 init_ps_input(This
, args
, &priv_ctx
);
3362 list_init(&priv_ctx
.control_frames
);
3364 /* Avoid enabling NV_fragment_program* if we do not need it.
3366 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3367 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3368 * is faster than what we gain from using higher native instructions. There are some things though
3369 * that cannot be emulated. In that case enable the extensions.
3370 * If the extension is enabled, instruction handlers that support both ways will use it.
3372 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3373 * So enable the best we can get.
3375 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3376 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3378 want_nv_prog
= TRUE
;
3381 shader_addline(buffer
, "!!ARBfp1.0\n");
3382 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3384 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3385 priv_ctx
.target_version
= NV3
;
3387 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3389 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3390 priv_ctx
.target_version
= NV2
;
3394 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3397 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3400 priv_ctx
.target_version
= ARB
;
3403 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
3405 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3408 if (reg_maps
->shader_version
.major
< 3)
3410 switch(args
->super
.fog
) {
3414 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3417 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3420 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3425 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3426 * unused temps away(but occupies them for the whole shader if they're used once). Always
3427 * declaring them avoids tricky bookkeeping work
3429 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3430 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3431 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3432 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3433 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3434 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3435 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3437 if (reg_maps
->shader_version
.major
< 2)
3439 strcpy(fragcolor
, "R0");
3441 if(args
->super
.srgb_correction
) {
3442 if(This
->color0_mov
) {
3443 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3445 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3446 strcpy(fragcolor
, "TMP_COLOR");
3449 strcpy(fragcolor
, "result.color");
3453 if(args
->super
.srgb_correction
) {
3454 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3455 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3456 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3457 srgb_sub_high
, 0.0, 0.0, 0.0);
3460 /* Base Declarations */
3461 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
3462 reg_maps
, buffer
, gl_info
, lconst_map
, NULL
, &priv_ctx
);
3464 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3466 if (!(map
& 1)) continue;
3468 cur
= compiled
->numbumpenvmatconsts
;
3469 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3470 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3471 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3472 compiled
->luminanceconst
[cur
].texunit
= i
;
3474 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3475 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3476 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3477 * textures due to conditional NP2 restrictions)
3479 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3480 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3481 * their location is shader dependent anyway and they cannot be loaded globally.
3483 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3484 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3485 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3486 compiled
->numbumpenvmatconsts
= cur
+ 1;
3488 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3490 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3491 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3492 i
, compiled
->luminanceconst
[cur
].const_num
);
3495 for(i
= 0; i
< MAX_CONST_I
; i
++)
3497 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3498 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3500 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3504 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3505 control_values
[0], control_values
[1], control_values
[2]);
3509 compiled
->int_consts
[i
] = next_local
;
3510 compiled
->num_int_consts
++;
3511 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3516 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3518 compiled
->ycorrection
= next_local
;
3519 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3523 shader_addline(buffer
, "TEMP vpos;\n");
3524 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3525 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3526 * ycorrection.z: 1.0
3527 * ycorrection.w: 0.0
3529 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3530 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3535 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3538 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3539 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3540 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3541 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3542 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3543 * shader compilation errors and the subsequent errors when drawing with this shader. */
3544 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3546 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3547 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3548 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3550 fixup
->offset
= next_local
;
3551 fixup
->super
.active
= 0;
3554 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3555 if (!(map
& (1 << i
))) continue;
3557 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3558 fixup
->super
.active
|= (1 << i
);
3559 fixup
->super
.idx
[i
] = cur
++;
3561 FIXME("No free constant found to load NP2 fixup data into shader. "
3562 "Sampling from this texture will probably look wrong.\n");
3567 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3568 if (fixup
->super
.num_consts
) {
3569 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3570 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3573 next_local
+= fixup
->super
.num_consts
;
3576 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3578 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3581 /* Base Shader Body */
3582 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3584 if(args
->super
.srgb_correction
) {
3585 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3586 priv_ctx
.target_version
>= NV2
);
3589 if(strcmp(fragcolor
, "result.color")) {
3590 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3592 shader_addline(buffer
, "END\n");
3594 /* TODO: change to resource.glObjectHandle or something like that */
3595 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3597 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3598 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3600 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3601 /* Create the program and check for errors */
3602 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3603 buffer
->bsize
, buffer
->buffer
));
3604 checkGLcall("glProgramStringARB()");
3606 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3609 FIXME("HW PixelShader Error at position %d: %s\n\n",
3610 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3611 shader_arb_dump_program_source(buffer
->buffer
);
3618 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3619 checkGLcall("glGetProgramivARB()");
3620 if (!native
) WARN("Program exceeds native resource limits.\n");
3623 /* Load immediate constants */
3625 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3626 const float *value
= (const float *)lconst
->value
;
3627 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3628 checkGLcall("glProgramLocalParameter4fvARB");
3630 HeapFree(GetProcessHeap(), 0, lconst_map
);
3636 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3641 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3643 if(sig1
[i
].semantic_name
== NULL
|| sig2
[i
].semantic_name
== NULL
)
3645 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3646 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3650 ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
);
3651 if(ret
!= 0) return ret
;
3652 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3653 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3654 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3655 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3656 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3661 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3663 struct wined3d_shader_signature_element
*new;
3667 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3668 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3670 if(sig
[i
].semantic_name
== NULL
)
3676 /* Clone the semantic string */
3677 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3678 strcpy(name
, sig
[i
].semantic_name
);
3679 new[i
].semantic_name
= name
;
3684 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3686 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3687 struct ps_signature
*found_sig
;
3691 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3692 TRACE("Found existing signature %u\n", found_sig
->idx
);
3693 return found_sig
->idx
;
3695 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3696 found_sig
->sig
= clone_sig(sig
);
3697 found_sig
->idx
= priv
->ps_sig_number
++;
3698 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3699 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3701 ERR("Failed to insert program entry.\n");
3703 return found_sig
->idx
;
3706 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3707 struct arb_vs_compiled_shader
*compiled
)
3710 static const char *texcoords
[8] =
3712 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3713 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3715 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3716 IWineD3DBaseShaderClass
*baseshader
= &shader
->baseShader
;
3717 const struct wined3d_shader_signature_element
*sig
;
3718 const char *semantic_name
;
3719 DWORD semantic_idx
, reg_idx
;
3721 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3722 * and varying 9 to result.color.secondary
3724 const char *decl_idx_to_string
[MAX_REG_INPUT
] =
3726 texcoords
[0], texcoords
[1], texcoords
[2], texcoords
[3],
3727 texcoords
[4], texcoords
[5], texcoords
[6], texcoords
[7],
3728 "result.color.primary", "result.color.secondary"
3733 TRACE("Pixel shader uses builtin varyings\n");
3734 /* Map builtins to builtins */
3735 for(i
= 0; i
< 8; i
++)
3737 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3739 priv_ctx
->color_output
[0] = "result.color.primary";
3740 priv_ctx
->color_output
[1] = "result.color.secondary";
3741 priv_ctx
->fog_output
= "result.fogcoord";
3743 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3744 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
3746 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
3747 if(semantic_name
== NULL
) continue;
3749 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3751 TRACE("o%u is TMP_OUT\n", i
);
3752 if (baseshader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3753 else priv_ctx
->vs_output
[i
] = "TA";
3755 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3757 TRACE("o%u is result.pointsize\n", i
);
3758 if (baseshader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.pointsize";
3759 else priv_ctx
->vs_output
[i
] = "TA";
3761 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3763 TRACE("o%u is result.color.?, idx %u\n", i
, baseshader
->output_signature
[i
].semantic_idx
);
3764 if (baseshader
->output_signature
[i
].semantic_idx
== 0)
3765 priv_ctx
->vs_output
[i
] = "result.color.primary";
3766 else if (baseshader
->output_signature
[i
].semantic_idx
== 1)
3767 priv_ctx
->vs_output
[i
] = "result.color.secondary";
3768 else priv_ctx
->vs_output
[i
] = "TA";
3770 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3772 TRACE("o%u is %s\n", i
, texcoords
[baseshader
->output_signature
[i
].semantic_idx
]);
3773 if (baseshader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3774 else priv_ctx
->vs_output
[i
] = texcoords
[baseshader
->output_signature
[i
].semantic_idx
];
3776 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3778 TRACE("o%u is result.fogcoord\n", i
);
3779 if (baseshader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3780 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3784 priv_ctx
->vs_output
[i
] = "TA";
3790 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3791 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3793 sig
= ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.input_signature
;
3794 TRACE("Pixel shader uses declared varyings\n");
3796 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3797 for(i
= 0; i
< 8; i
++)
3799 priv_ctx
->texcrd_output
[i
] = "TA";
3801 priv_ctx
->color_output
[0] = "TA";
3802 priv_ctx
->color_output
[1] = "TA";
3803 priv_ctx
->fog_output
= "TA";
3805 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3807 semantic_name
= sig
[i
].semantic_name
;
3808 semantic_idx
= sig
[i
].semantic_idx
;
3809 reg_idx
= sig
[i
].register_idx
;
3810 if(semantic_name
== NULL
) continue;
3812 /* If a declared input register is not written by builtin arguments, don't write to it.
3813 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3815 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3816 * to TMP_OUT in any case
3818 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3820 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3822 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3824 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3826 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3828 if(semantic_idx
== 0) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
3835 if(strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary") == 0 ||
3836 strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary") == 0)
3838 compiled
->need_color_unclamp
= TRUE
;
3842 /* Map declared to declared */
3843 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
3845 /* Write unread output to TA to throw them away */
3846 priv_ctx
->vs_output
[i
] = "TA";
3847 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
3848 if(semantic_name
== NULL
)
3853 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
)
3854 && baseshader
->output_signature
[i
].semantic_idx
== 0)
3856 priv_ctx
->vs_output
[i
] = "TMP_OUT";
3859 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
)
3860 && baseshader
->output_signature
[i
].semantic_idx
== 0)
3862 priv_ctx
->vs_output
[i
] = "result.pointsize";
3866 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
3868 if(sig
[j
].semantic_name
== NULL
)
3873 if (strcmp(sig
[j
].semantic_name
, semantic_name
) == 0
3874 && sig
[j
].semantic_idx
== baseshader
->output_signature
[i
].semantic_idx
)
3876 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
3878 if(strcmp(priv_ctx
->vs_output
[i
], "result.color.primary") == 0 ||
3879 strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary") == 0)
3881 compiled
->need_color_unclamp
= TRUE
;
3888 /* GL locking is done by the caller */
3889 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3890 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
3892 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3893 CONST DWORD
*function
= This
->baseShader
.function
;
3894 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3895 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3896 const local_constant
*lconst
;
3898 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
3899 struct shader_arb_ctx_priv priv_ctx
;
3903 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3904 priv_ctx
.cur_vs_args
= args
;
3905 list_init(&priv_ctx
.control_frames
);
3906 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
3908 /* Create the hw ARB shader */
3909 shader_addline(buffer
, "!!ARBvp1.0\n");
3911 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3912 * mesurable performance penalty, and we can always make use of it for clipplanes.
3914 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
3916 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
3917 priv_ctx
.target_version
= NV3
;
3918 shader_addline(buffer
, "ADDRESS aL;\n");
3920 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
3922 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
3923 priv_ctx
.target_version
= NV2
;
3924 shader_addline(buffer
, "ADDRESS aL;\n");
3926 priv_ctx
.target_version
= ARB
;
3929 shader_addline(buffer
, "TEMP TMP_OUT;\n");
3930 if(need_helper_const(gl_info
)) {
3931 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
3933 if(need_mova_const((IWineD3DBaseShader
*) This
, gl_info
)) {
3934 shader_addline(buffer
, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3935 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
3938 shader_addline(buffer
, "TEMP TA;\n");
3940 /* Base Declarations */
3941 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
3942 reg_maps
, buffer
, gl_info
, lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
3944 for(i
= 0; i
< MAX_CONST_I
; i
++)
3946 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3947 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3949 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3953 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3954 control_values
[0], control_values
[1], control_values
[2]);
3958 compiled
->int_consts
[i
] = next_local
;
3959 compiled
->num_int_consts
++;
3960 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3965 /* We need a constant to fixup the final position */
3966 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
3967 compiled
->pos_fixup
= next_local
++;
3969 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3970 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3971 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3972 * a replacement shader depend on the texcoord.w being set properly.
3974 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3975 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3976 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3977 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3978 * this can eat a number of instructions, so skip it unless this cap is set as well
3980 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
3982 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
3984 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
3987 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3988 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3989 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3990 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
3996 /* The shader starts with the main function */
3997 priv_ctx
.in_main_func
= TRUE
;
3998 /* Base Shader Body */
3999 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4001 if(!priv_ctx
.footer_written
) vshader_add_footer(This
, buffer
, args
, &priv_ctx
);
4003 shader_addline(buffer
, "END\n");
4005 /* TODO: change to resource.glObjectHandle or something like that */
4006 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4008 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4009 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4011 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4012 /* Create the program and check for errors */
4013 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4014 buffer
->bsize
, buffer
->buffer
));
4015 checkGLcall("glProgramStringARB()");
4017 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4020 FIXME("HW VertexShader Error at position %d: %s\n\n",
4021 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4022 shader_arb_dump_program_source(buffer
->buffer
);
4029 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4030 checkGLcall("glGetProgramivARB()");
4031 if (!native
) WARN("Program exceeds native resource limits.\n");
4033 /* Load immediate constants */
4035 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
4036 const float *value
= (const float *)lconst
->value
;
4037 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
4041 HeapFree(GetProcessHeap(), 0, lconst_map
);
4046 /* GL locking is done by the caller */
4047 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
4051 struct arb_ps_compiled_shader
*new_array
;
4052 struct wined3d_shader_buffer buffer
;
4053 struct arb_pshader_private
*shader_data
;
4056 if (!shader
->baseShader
.backend_data
)
4058 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
4059 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4060 struct shader_arb_priv
*priv
= device
->shader_priv
;
4062 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4063 shader_data
= shader
->baseShader
.backend_data
;
4064 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
4066 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
4067 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->baseShader
.input_signature
);
4069 shader_data
->has_signature_idx
= TRUE
;
4070 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4072 if (!device
->vs_clipping
)
4073 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->baseShader
.reg_maps
,
4074 gl_info
->limits
.texture_stages
- 1);
4076 shader_data
->clipplane_emulation
= ~0U;
4078 shader_data
= shader
->baseShader
.backend_data
;
4080 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4081 * so a linear search is more performant than a hashmap or a binary search
4082 * (cache coherency etc)
4084 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4085 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4086 return &shader_data
->gl_shaders
[i
];
4090 TRACE("No matching GL shader found, compiling a new shader\n");
4091 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4092 if (shader_data
->num_gl_shaders
)
4094 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4095 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4096 new_size
* sizeof(*shader_data
->gl_shaders
));
4098 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4103 ERR("Out of memory\n");
4106 shader_data
->gl_shaders
= new_array
;
4107 shader_data
->shader_array_size
= new_size
;
4110 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4112 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4113 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4115 if (!shader_buffer_init(&buffer
))
4117 ERR("Failed to initialize shader buffer.\n");
4121 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
,
4122 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4123 shader_buffer_free(&buffer
);
4124 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4126 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4129 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4130 const DWORD use_map
, BOOL skip_int
) {
4131 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4132 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4133 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4134 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4135 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4136 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4137 if(skip_int
) return TRUE
;
4139 return memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
)) == 0;
4142 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4146 struct arb_vs_compiled_shader
*new_array
;
4147 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4148 struct wined3d_shader_buffer buffer
;
4149 struct arb_vshader_private
*shader_data
;
4151 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4153 if (!shader
->baseShader
.backend_data
)
4155 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4157 shader_data
= shader
->baseShader
.backend_data
;
4159 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4160 * so a linear search is more performant than a hashmap or a binary search
4161 * (cache coherency etc)
4163 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4164 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4165 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4167 return &shader_data
->gl_shaders
[i
];
4171 TRACE("No matching GL shader found, compiling a new shader\n");
4173 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4174 if (shader_data
->num_gl_shaders
)
4176 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4177 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4178 new_size
* sizeof(*shader_data
->gl_shaders
));
4180 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4185 ERR("Out of memory\n");
4188 shader_data
->gl_shaders
= new_array
;
4189 shader_data
->shader_array_size
= new_size
;
4192 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4194 if (!shader_buffer_init(&buffer
))
4196 ERR("Failed to initialize shader buffer.\n");
4200 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
,
4201 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4202 shader_buffer_free(&buffer
);
4203 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4205 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4208 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4209 struct arb_ps_compile_args
*args
)
4213 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4214 find_ps_compile_args(shader
, stateblock
, &args
->super
);
4216 /* This forces all local boolean constants to 1 to make them stateblock independent */
4217 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4219 for(i
= 0; i
< MAX_CONST_B
; i
++)
4221 if(stateblock
->pixelShaderConstantB
[i
]) args
->bools
|= ( 1 << i
);
4224 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4225 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4226 * duplicate the shader than have a no-op KIL instruction in every shader
4228 if((!((IWineD3DDeviceImpl
*) shader
->baseShader
.device
)->vs_clipping
) && use_vs(stateblock
) &&
4229 stateblock
->renderState
[WINED3DRS_CLIPPING
] && stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
])
4238 /* Skip if unused or local, or supported natively */
4239 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4240 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4242 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4246 for(i
= 0; i
< MAX_CONST_I
; i
++)
4248 if(int_skip
& (1 << i
))
4250 args
->loop_ctrl
[i
][0] = 0;
4251 args
->loop_ctrl
[i
][1] = 0;
4252 args
->loop_ctrl
[i
][2] = 0;
4256 args
->loop_ctrl
[i
][0] = stateblock
->pixelShaderConstantI
[i
* 4];
4257 args
->loop_ctrl
[i
][1] = stateblock
->pixelShaderConstantI
[i
* 4 + 1];
4258 args
->loop_ctrl
[i
][2] = stateblock
->pixelShaderConstantI
[i
* 4 + 2];
4263 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4264 struct arb_vs_compile_args
*args
)
4268 IWineD3DDeviceImpl
*dev
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4269 const struct wined3d_gl_info
*gl_info
= &dev
->adapter
->gl_info
;
4270 find_vs_compile_args(shader
, stateblock
, &args
->super
);
4272 args
->clip
.boolclip_compare
= 0;
4273 if(use_ps(stateblock
))
4275 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
;
4276 struct arb_pshader_private
*shader_priv
= ps
->baseShader
.backend_data
;
4277 args
->ps_signature
= shader_priv
->input_signature_idx
;
4279 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4283 args
->ps_signature
= ~0;
4284 if(!dev
->vs_clipping
)
4286 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(stateblock
) ? gl_info
->limits
.texture_stages
: 0;
4288 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4291 if(args
->clip
.boolclip
.clip_texcoord
)
4293 if(stateblock
->renderState
[WINED3DRS_CLIPPING
])
4295 args
->clip
.boolclip
.clipplane_mask
= stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
];
4297 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4300 /* This forces all local boolean constants to 1 to make them stateblock independent */
4301 args
->clip
.boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4302 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4303 for(i
= 0; i
< MAX_CONST_B
; i
++)
4305 if(stateblock
->vertexShaderConstantB
[i
]) args
->clip
.boolclip
.bools
|= ( 1 << i
);
4308 args
->vertex
.samplers
[0] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4309 args
->vertex
.samplers
[1] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4310 args
->vertex
.samplers
[2] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4311 args
->vertex
.samplers
[3] = 0;
4313 /* Skip if unused or local */
4314 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4315 /* This is about flow control, not clipping. */
4316 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4318 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4322 for(i
= 0; i
< MAX_CONST_I
; i
++)
4324 if(int_skip
& (1 << i
))
4326 args
->loop_ctrl
[i
][0] = 0;
4327 args
->loop_ctrl
[i
][1] = 0;
4328 args
->loop_ctrl
[i
][2] = 0;
4332 args
->loop_ctrl
[i
][0] = stateblock
->vertexShaderConstantI
[i
* 4];
4333 args
->loop_ctrl
[i
][1] = stateblock
->vertexShaderConstantI
[i
* 4 + 1];
4334 args
->loop_ctrl
[i
][2] = stateblock
->vertexShaderConstantI
[i
* 4 + 2];
4339 /* GL locking is done by the caller */
4340 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4342 IWineD3DDeviceImpl
*This
= context
->swapchain
->device
;
4343 struct shader_arb_priv
*priv
= This
->shader_priv
;
4344 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4347 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4349 struct arb_ps_compile_args compile_args
;
4350 struct arb_ps_compiled_shader
*compiled
;
4351 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
;
4353 TRACE("Using pixel shader %p\n", This
->stateBlock
->pixelShader
);
4354 find_arb_ps_compile_args(ps
, This
->stateBlock
, &compile_args
);
4355 compiled
= find_arb_pshader(ps
, &compile_args
);
4356 priv
->current_fprogram_id
= compiled
->prgId
;
4357 priv
->compiled_fprog
= compiled
;
4359 /* Bind the fragment program */
4360 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4361 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4363 if(!priv
->use_arbfp_fixed_func
) {
4364 /* Enable OpenGL fragment programs */
4365 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4366 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4368 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4370 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4371 * a 1.x and newer shader, reload the first 8 constants
4373 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
)
4375 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
;
4376 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4377 for(i
= 0; i
< 8; i
++)
4379 context
->pshader_const_dirty
[i
] = 1;
4381 /* Also takes care of loading local constants */
4382 shader_arb_load_constants(context
, TRUE
, FALSE
);
4386 shader_arb_ps_local_constants(This
);
4389 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4390 if (compiled
->np2fixup_info
.super
.active
)
4391 shader_arb_load_np2fixup_constants((IWineD3DDevice
*)This
, usePS
, useVS
);
4393 else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4395 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4396 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4397 * replacement shader
4399 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4400 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4401 priv
->current_fprogram_id
= 0;
4405 struct arb_vs_compile_args compile_args
;
4406 struct arb_vs_compiled_shader
*compiled
;
4407 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
;
4409 TRACE("Using vertex shader %p\n", This
->stateBlock
->vertexShader
);
4410 find_arb_vs_compile_args(vs
, This
->stateBlock
, &compile_args
);
4411 compiled
= find_arb_vshader(vs
, &compile_args
);
4412 priv
->current_vprogram_id
= compiled
->prgId
;
4413 priv
->compiled_vprog
= compiled
;
4415 /* Bind the vertex program */
4416 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4417 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4419 /* Enable OpenGL vertex programs */
4420 glEnable(GL_VERTEX_PROGRAM_ARB
);
4421 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4422 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4423 shader_arb_vs_local_constants(This
);
4425 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4426 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4428 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4430 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4431 checkGLcall("glClampColorARB");
4433 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4437 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4439 priv
->current_vprogram_id
= 0;
4440 glDisable(GL_VERTEX_PROGRAM_ARB
);
4441 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4445 /* GL locking is done by the caller */
4446 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4447 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4448 struct shader_arb_priv
*priv
= This
->shader_priv
;
4449 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
4450 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4452 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4453 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4454 glEnable(GL_VERTEX_PROGRAM_ARB
);
4456 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
4457 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4458 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4461 /* GL locking is done by the caller */
4462 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
4463 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4464 struct shader_arb_priv
*priv
= This
->shader_priv
;
4465 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4467 if (priv
->current_vprogram_id
) {
4468 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4469 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4471 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4473 glDisable(GL_VERTEX_PROGRAM_ARB
);
4474 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4477 if (priv
->current_fprogram_id
) {
4478 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4479 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4481 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4482 } else if(!priv
->use_arbfp_fixed_func
) {
4483 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4484 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4488 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
4489 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
4490 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
;
4491 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4493 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
4495 struct arb_pshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
4498 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4500 if (shader_data
->num_gl_shaders
)
4502 struct wined3d_context
*context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4505 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4507 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4508 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4512 context_release(context
);
4515 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4516 HeapFree(GetProcessHeap(), 0, shader_data
);
4517 baseShader
->baseShader
.backend_data
= NULL
;
4521 struct arb_vshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
4524 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4526 if (shader_data
->num_gl_shaders
)
4528 struct wined3d_context
*context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4531 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4533 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4534 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4538 context_release(context
);
4541 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4542 HeapFree(GetProcessHeap(), 0, shader_data
);
4543 baseShader
->baseShader
.backend_data
= NULL
;
4547 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4549 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4550 return compare_sig(key
, e
->sig
);
4553 static const struct wine_rb_functions sig_tree_functions
=
4561 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
4562 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4563 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4564 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4566 ERR("RB tree init failed\n");
4567 HeapFree(GetProcessHeap(), 0, priv
);
4568 return E_OUTOFMEMORY
;
4570 This
->shader_priv
= priv
;
4574 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4576 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4578 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4580 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4582 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4583 HeapFree(GetProcessHeap(), 0, sig
);
4586 /* Context activation is done by the caller. */
4587 static void shader_arb_free(IWineD3DDevice
*iface
) {
4588 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4589 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4590 struct shader_arb_priv
*priv
= This
->shader_priv
;
4594 if(priv
->depth_blt_vprogram_id
) {
4595 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4597 for (i
= 0; i
< tex_type_count
; ++i
) {
4598 if (priv
->depth_blt_fprogram_id
[i
]) {
4599 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
4604 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4605 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4608 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
4612 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4614 DWORD vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4615 DWORD ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4617 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4618 * then overwrite the shader specific ones
4620 none_shader_backend
.shader_get_caps(gl_info
, pCaps
);
4622 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4624 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4626 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4627 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4629 else if (vs_consts
>= 256)
4631 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4632 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4633 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4637 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4638 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4640 pCaps
->MaxVertexShaderConst
= vs_consts
;
4643 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4645 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4647 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4648 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4650 else if (ps_consts
>= 32)
4652 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4653 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4654 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4658 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4659 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4661 pCaps
->PixelShader1xMaxValue
= 8.0f
;
4662 pCaps
->MaxPixelShaderConst
= ps_consts
;
4665 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4668 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4670 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4672 TRACE("Checking support for color_fixup:\n");
4673 dump_color_fixup_desc(fixup
);
4676 /* We support everything except complex conversions. */
4677 if (!is_complex_fixup(fixup
))
4683 TRACE("[FAILED]\n");
4687 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4689 char write_mask
[20], regstr
[50];
4690 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4691 BOOL is_color
= FALSE
;
4692 const struct wined3d_shader_dst_param
*dst
;
4694 if (!ins
->dst_count
) return;
4698 if(shift
== 0) return; /* Saturate alone is handled by the instructions */
4700 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4701 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4703 /* Generate a line that does the output modifier computation
4704 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4705 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4707 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4708 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4711 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4713 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4714 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4715 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4716 /* WINED3DSIH_BREAK */ shader_hw_break
,
4717 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4718 /* WINED3DSIH_BREAKP */ NULL
,
4719 /* WINED3DSIH_CALL */ shader_hw_call
,
4720 /* WINED3DSIH_CALLNZ */ NULL
,
4721 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4722 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4723 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4724 /* WINED3DSIH_CUT */ NULL
,
4725 /* WINED3DSIH_DCL */ NULL
,
4726 /* WINED3DSIH_DEF */ NULL
,
4727 /* WINED3DSIH_DEFB */ NULL
,
4728 /* WINED3DSIH_DEFI */ NULL
,
4729 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4730 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4731 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4732 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4733 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4734 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4735 /* WINED3DSIH_ELSE */ shader_hw_else
,
4736 /* WINED3DSIH_EMIT */ NULL
,
4737 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4738 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4739 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4740 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
4741 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
4742 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4743 /* WINED3DSIH_IADD */ NULL
,
4744 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4745 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4746 /* WINED3DSIH_IGE */ NULL
,
4747 /* WINED3DSIH_LABEL */ shader_hw_label
,
4748 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
4749 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
4750 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
4751 /* WINED3DSIH_LOOP */ shader_hw_loop
,
4752 /* WINED3DSIH_LRP */ shader_hw_lrp
,
4753 /* WINED3DSIH_LT */ NULL
,
4754 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
4755 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
4756 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
4757 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
4758 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
4759 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
4760 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
4761 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
4762 /* WINED3DSIH_MOV */ shader_hw_mov
,
4763 /* WINED3DSIH_MOVA */ shader_hw_mov
,
4764 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
4765 /* WINED3DSIH_NOP */ shader_hw_nop
,
4766 /* WINED3DSIH_NRM */ shader_hw_nrm
,
4767 /* WINED3DSIH_PHASE */ NULL
,
4768 /* WINED3DSIH_POW */ shader_hw_log_pow
,
4769 /* WINED3DSIH_RCP */ shader_hw_scalar_op
,
4770 /* WINED3DSIH_REP */ shader_hw_rep
,
4771 /* WINED3DSIH_RET */ shader_hw_ret
,
4772 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
4773 /* WINED3DSIH_SETP */ NULL
,
4774 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
4775 /* WINED3DSIH_SGN */ shader_hw_sgn
,
4776 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
4777 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
4778 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
4779 /* WINED3DSIH_TEX */ pshader_hw_tex
,
4780 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
4781 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
4782 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
4783 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
4784 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
4785 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
4786 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
4787 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
4788 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
4789 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
4790 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
4791 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
4792 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
4793 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4794 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
4795 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
4796 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
4797 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
4798 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
4799 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
4800 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
4803 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
4805 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4807 WORD flag
= (1 << idx
);
4808 const local_constant
*constant
;
4809 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4811 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
4813 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4814 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
4816 if (constant
->idx
== idx
)
4818 return constant
->value
[0];
4821 ERR("Local constant not found\n");
4826 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
4827 else bools
= priv
->cur_ps_args
->bools
;
4828 return bools
& flag
;
4832 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
4833 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
4835 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4837 /* Integer constants can either be a local constant, or they can be stored in the shader
4838 * type specific compile args. */
4839 if (This
->baseShader
.reg_maps
.local_int_consts
& (1 << idx
))
4841 const local_constant
*constant
;
4843 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
4845 if (constant
->idx
== idx
)
4847 loop_control
->count
= constant
->value
[0];
4848 loop_control
->start
= constant
->value
[1];
4849 /* Step is signed. */
4850 loop_control
->step
= (int)constant
->value
[2];
4854 /* If this happens the flag was set incorrectly */
4855 ERR("Local constant not found\n");
4856 loop_control
->count
= 0;
4857 loop_control
->start
= 0;
4858 loop_control
->step
= 0;
4862 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
4864 case WINED3D_SHADER_TYPE_VERTEX
:
4865 /* Count and aL start value are unsigned */
4866 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
4867 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
4868 /* Step is signed. */
4869 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
4872 case WINED3D_SHADER_TYPE_PIXEL
:
4873 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
4874 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
4875 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
4879 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
4884 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
4887 struct wined3d_shader_dst_param
*dst_param
= NULL
;
4888 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
4889 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
4892 ERR("Out of memory\n");
4897 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
4898 if(!dst_param
) goto free
;
4899 *dst_param
= *ins
->dst
;
4900 if(ins
->dst
->reg
.rel_addr
)
4902 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
4903 if(!rel_addr
) goto free
;
4904 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
4905 dst_param
->reg
.rel_addr
= rel_addr
;
4907 rec
->ins
.dst
= dst_param
;
4909 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
4910 if(!src_param
) goto free
;
4911 for(i
= 0; i
< ins
->src_count
; i
++)
4913 src_param
[i
] = ins
->src
[i
];
4914 if(ins
->src
[i
].reg
.rel_addr
)
4916 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
4917 if(!rel_addr
) goto free
;
4918 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
4919 src_param
[i
].reg
.rel_addr
= rel_addr
;
4922 rec
->ins
.src
= src_param
;
4923 list_add_tail(list
, &rec
->entry
);
4927 ERR("Out of memory\n");
4930 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
4931 HeapFree(GetProcessHeap(), 0, dst_param
);
4935 for(i
= 0; i
< ins
->src_count
; i
++)
4937 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
4939 HeapFree(GetProcessHeap(), 0, src_param
);
4941 HeapFree(GetProcessHeap(), 0, rec
);
4944 static void free_recorded_instruction(struct list
*list
)
4946 struct recorded_instruction
*rec_ins
, *entry2
;
4949 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
4951 list_remove(&rec_ins
->entry
);
4952 if(rec_ins
->ins
.dst
)
4954 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
4955 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
4957 if(rec_ins
->ins
.src
)
4959 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
4961 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
4963 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
4965 HeapFree(GetProcessHeap(), 0, rec_ins
);
4969 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4970 SHADER_HANDLER hw_fct
;
4971 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4972 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
4973 struct control_frame
*control_frame
;
4974 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4977 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
4979 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
4980 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
4982 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
4983 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
4985 if(priv
->target_version
>= NV2
)
4987 control_frame
->no
.loop
= priv
->num_loops
++;
4992 /* Don't bother recording when we're in a not used if branch */
4998 if(!priv
->recording
)
5000 list_init(&priv
->record
);
5001 priv
->recording
= TRUE
;
5002 control_frame
->outer_loop
= TRUE
;
5003 get_loop_control_const(ins
, This
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
5004 return; /* Instruction is handled */
5006 /* Record this loop in the outer loop's recording */
5009 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5011 if(priv
->target_version
>= NV2
)
5013 /* Nothing to do. The control frame is popped after the HW instr handler */
5017 struct list
*e
= list_head(&priv
->control_frames
);
5018 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5019 list_remove(&control_frame
->entry
);
5021 if(control_frame
->outer_loop
)
5023 int iteration
, aL
= 0;
5026 /* Turn off recording before playback */
5027 priv
->recording
= FALSE
;
5029 /* Move the recorded instructions to a separate list and get them out of the private data
5030 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5031 * be recorded again, thus priv->record might be overwritten
5034 list_move_tail(©
, &priv
->record
);
5035 list_init(&priv
->record
);
5037 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5039 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5040 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5041 control_frame
->loop_control
.step
);
5042 aL
= control_frame
->loop_control
.start
;
5046 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5049 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5051 struct recorded_instruction
*rec_ins
;
5052 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5055 shader_addline(buffer
, "#Iteration %d, aL=%d\n", iteration
, aL
);
5059 shader_addline(buffer
, "#Iteration %d\n", iteration
);
5062 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5064 shader_arb_handle_instruction(&rec_ins
->ins
);
5067 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5069 aL
+= control_frame
->loop_control
.step
;
5072 shader_addline(buffer
, "#end loop/rep\n");
5074 free_recorded_instruction(©
);
5075 HeapFree(GetProcessHeap(), 0, control_frame
);
5076 return; /* Instruction is handled */
5080 /* This is a nested loop. Proceed to the normal recording function */
5081 HeapFree(GetProcessHeap(), 0, control_frame
);
5088 record_instruction(&priv
->record
, ins
);
5093 if(ins
->handler_idx
== WINED3DSIH_IF
)
5095 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5096 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5097 control_frame
->type
= IF
;
5099 bool_const
= get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
);
5100 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
5101 if(!priv
->muted
&& bool_const
== FALSE
)
5103 shader_addline(buffer
, "#if(FALSE){\n");
5105 control_frame
->muting
= TRUE
;
5107 else shader_addline(buffer
, "#if(TRUE) {\n");
5109 return; /* Instruction is handled */
5111 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5113 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5114 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5115 control_frame
->type
= IFC
;
5116 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5117 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5119 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5121 struct list
*e
= list_head(&priv
->control_frames
);
5122 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5124 if(control_frame
->type
== IF
)
5126 shader_addline(buffer
, "#} else {\n");
5127 if(!priv
->muted
&& !control_frame
->muting
)
5130 control_frame
->muting
= TRUE
;
5132 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5133 return; /* Instruction is handled. */
5135 /* In case of an ifc, generate a HW shader instruction */
5137 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5139 struct list
*e
= list_head(&priv
->control_frames
);
5140 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5142 if(control_frame
->type
== IF
)
5144 shader_addline(buffer
, "#} endif\n");
5145 if(control_frame
->muting
) priv
->muted
= FALSE
;
5146 list_remove(&control_frame
->entry
);
5147 HeapFree(GetProcessHeap(), 0, control_frame
);
5148 return; /* Instruction is handled */
5152 if(priv
->muted
) return;
5154 /* Select handler */
5155 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5157 /* Unhandled opcode */
5160 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5165 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5167 struct list
*e
= list_head(&priv
->control_frames
);
5168 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5169 list_remove(&control_frame
->entry
);
5170 HeapFree(GetProcessHeap(), 0, control_frame
);
5173 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5175 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5176 struct list
*e
= list_head(&priv
->control_frames
);
5177 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5178 list_remove(&control_frame
->entry
);
5179 HeapFree(GetProcessHeap(), 0, control_frame
);
5183 shader_arb_add_instruction_modifiers(ins
);
5186 const shader_backend_t arb_program_shader_backend
= {
5187 shader_arb_handle_instruction
,
5189 shader_arb_select_depth_blt
,
5190 shader_arb_deselect_depth_blt
,
5191 shader_arb_update_float_vertex_constants
,
5192 shader_arb_update_float_pixel_constants
,
5193 shader_arb_load_constants
,
5194 shader_arb_load_np2fixup_constants
,
5198 shader_arb_dirty_const
,
5199 shader_arb_get_caps
,
5200 shader_arb_color_fixup_supported
,
5203 /* ARB_fragment_program fixed function pipeline replacement definitions */
5204 #define ARB_FFP_CONST_TFACTOR 0
5205 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5206 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5207 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5208 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5210 struct arbfp_ffp_desc
5212 struct ffp_frag_desc parent
;
5214 unsigned int num_textures_used
;
5217 /* Context activation is done by the caller. */
5218 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5221 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5222 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5224 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5225 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5230 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
5231 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5232 struct shader_arb_priv
*priv
;
5233 /* Share private data between the shader backend and the pipeline replacement, if both
5234 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5235 * if no pixel shader is bound or not
5237 if(This
->shader_backend
== &arb_program_shader_backend
) {
5238 This
->fragment_priv
= This
->shader_priv
;
5240 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5241 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
5243 priv
= This
->fragment_priv
;
5244 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5246 ERR("Failed to initialize rbtree.\n");
5247 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5248 return E_OUTOFMEMORY
;
5250 priv
->use_arbfp_fixed_func
= TRUE
;
5254 /* Context activation is done by the caller. */
5255 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5257 const struct wined3d_gl_info
*gl_info
= context
;
5258 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5261 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5262 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5263 HeapFree(GetProcessHeap(), 0, entry_arb
);
5267 /* Context activation is done by the caller. */
5268 static void arbfp_free(IWineD3DDevice
*iface
) {
5269 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5270 struct shader_arb_priv
*priv
= This
->fragment_priv
;
5272 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
5273 priv
->use_arbfp_fixed_func
= FALSE
;
5275 if(This
->shader_backend
!= &arb_program_shader_backend
) {
5276 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5280 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5282 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5283 WINED3DTEXOPCAPS_SELECTARG1
|
5284 WINED3DTEXOPCAPS_SELECTARG2
|
5285 WINED3DTEXOPCAPS_MODULATE4X
|
5286 WINED3DTEXOPCAPS_MODULATE2X
|
5287 WINED3DTEXOPCAPS_MODULATE
|
5288 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5289 WINED3DTEXOPCAPS_ADDSIGNED
|
5290 WINED3DTEXOPCAPS_ADD
|
5291 WINED3DTEXOPCAPS_SUBTRACT
|
5292 WINED3DTEXOPCAPS_ADDSMOOTH
|
5293 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5294 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5295 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5296 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5297 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5298 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5299 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5300 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5301 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5302 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5303 WINED3DTEXOPCAPS_MULTIPLYADD
|
5304 WINED3DTEXOPCAPS_LERP
|
5305 WINED3DTEXOPCAPS_BUMPENVMAP
|
5306 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5308 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5310 caps
->MaxTextureBlendStages
= 8;
5311 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5313 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
5315 #undef GLINFO_LOCATION
5317 #define GLINFO_LOCATION stateblock->device->adapter->gl_info
5318 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5320 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5323 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5324 * application provided constants
5326 if(device
->shader_backend
== &arb_program_shader_backend
) {
5327 if (use_ps(stateblock
)) return;
5329 context
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5330 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5333 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
5334 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5335 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5339 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5341 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5344 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5345 * application provided constants
5347 if(device
->shader_backend
== &arb_program_shader_backend
) {
5348 if (use_ps(stateblock
)) return;
5350 context
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5351 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5354 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
5355 /* The specular color has no alpha */
5356 col
[0] = 1.0f
; col
[1] = 1.0f
;
5357 col
[2] = 1.0f
; col
[3] = 0.0f
;
5359 col
[0] = 0.0f
; col
[1] = 0.0f
;
5360 col
[2] = 0.0f
; col
[3] = 0.0f
;
5362 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5363 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5366 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5368 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5369 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5372 if (use_ps(stateblock
))
5375 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
5377 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5380 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5381 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5385 if(device
->shader_backend
== &arb_program_shader_backend
) {
5386 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5389 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5390 context
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5391 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5394 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5395 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5396 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5397 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5399 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5400 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5403 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5405 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5406 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5409 if (use_ps(stateblock
))
5412 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
5414 /* The pixel shader has to know the luminance offset. Do a constants update if it
5415 * isn't scheduled anyway
5417 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
5418 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5422 if(device
->shader_backend
== &arb_program_shader_backend
) {
5423 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5426 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5427 context
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5428 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5431 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5432 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5436 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5437 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5440 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5444 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5446 switch(arg
& WINED3DTA_SELECTMASK
) {
5447 case WINED3DTA_DIFFUSE
:
5448 ret
= "fragment.color.primary"; break;
5450 case WINED3DTA_CURRENT
:
5451 if(stage
== 0) ret
= "fragment.color.primary";
5455 case WINED3DTA_TEXTURE
:
5457 case 0: ret
= "tex0"; break;
5458 case 1: ret
= "tex1"; break;
5459 case 2: ret
= "tex2"; break;
5460 case 3: ret
= "tex3"; break;
5461 case 4: ret
= "tex4"; break;
5462 case 5: ret
= "tex5"; break;
5463 case 6: ret
= "tex6"; break;
5464 case 7: ret
= "tex7"; break;
5465 default: ret
= "unknown texture";
5469 case WINED3DTA_TFACTOR
:
5470 ret
= "tfactor"; break;
5472 case WINED3DTA_SPECULAR
:
5473 ret
= "fragment.color.secondary"; break;
5475 case WINED3DTA_TEMP
:
5476 ret
= "tempreg"; break;
5478 case WINED3DTA_CONSTANT
:
5479 FIXME("Implement perstage constants\n");
5481 case 0: ret
= "const0"; break;
5482 case 1: ret
= "const1"; break;
5483 case 2: ret
= "const2"; break;
5484 case 3: ret
= "const3"; break;
5485 case 4: ret
= "const4"; break;
5486 case 5: ret
= "const5"; break;
5487 case 6: ret
= "const6"; break;
5488 case 7: ret
= "const7"; break;
5489 default: ret
= "unknown constant";
5497 if(arg
& WINED3DTA_COMPLEMENT
) {
5498 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5499 if(argnum
== 0) ret
= "arg0";
5500 if(argnum
== 1) ret
= "arg1";
5501 if(argnum
== 2) ret
= "arg2";
5503 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5504 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5505 if(argnum
== 0) ret
= "arg0";
5506 if(argnum
== 1) ret
= "arg1";
5507 if(argnum
== 2) ret
= "arg2";
5512 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5513 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5515 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5516 unsigned int mul
= 1;
5517 BOOL mul_final_dest
= FALSE
;
5519 if(color
&& alpha
) dstmask
= "";
5520 else if(color
) dstmask
= ".xyz";
5521 else dstmask
= ".w";
5523 if(dst
== tempreg
) dstreg
= "tempreg";
5524 else dstreg
= "ret";
5526 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5527 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5528 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5531 case WINED3DTOP_DISABLE
:
5532 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5535 case WINED3DTOP_SELECTARG2
:
5537 case WINED3DTOP_SELECTARG1
:
5538 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5541 case WINED3DTOP_MODULATE4X
:
5543 case WINED3DTOP_MODULATE2X
:
5545 if(strcmp(dstreg
, "result.color") == 0) {
5547 mul_final_dest
= TRUE
;
5549 case WINED3DTOP_MODULATE
:
5550 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5553 case WINED3DTOP_ADDSIGNED2X
:
5555 if(strcmp(dstreg
, "result.color") == 0) {
5557 mul_final_dest
= TRUE
;
5559 case WINED3DTOP_ADDSIGNED
:
5560 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5562 case WINED3DTOP_ADD
:
5563 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5566 case WINED3DTOP_SUBTRACT
:
5567 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5570 case WINED3DTOP_ADDSMOOTH
:
5571 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5572 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5575 case WINED3DTOP_BLENDCURRENTALPHA
:
5576 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5577 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5579 case WINED3DTOP_BLENDFACTORALPHA
:
5580 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5581 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5583 case WINED3DTOP_BLENDTEXTUREALPHA
:
5584 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5585 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5587 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5588 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5589 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5592 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5593 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5594 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5595 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5598 /* D3DTOP_PREMODULATE ???? */
5600 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5601 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5602 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5604 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5605 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5607 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5608 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5609 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5611 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5612 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5615 case WINED3DTOP_DOTPRODUCT3
:
5617 if(strcmp(dstreg
, "result.color") == 0) {
5619 mul_final_dest
= TRUE
;
5621 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5622 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5623 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5626 case WINED3DTOP_MULTIPLYADD
:
5627 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5630 case WINED3DTOP_LERP
:
5631 /* The msdn is not quite right here */
5632 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5635 case WINED3DTOP_BUMPENVMAP
:
5636 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5637 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5641 FIXME("Unhandled texture op %08x\n", op
);
5645 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5646 } else if(mul
== 4) {
5647 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5651 /* The stateblock is passed for GLINFO_LOCATION */
5652 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
5655 struct wined3d_shader_buffer buffer
;
5656 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5657 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5658 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5659 const char *textype
;
5660 const char *instr
, *sat
;
5661 char colorcor_dst
[8];
5663 DWORD arg0
, arg1
, arg2
;
5664 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5666 const char *final_combiner_src
= "ret";
5669 /* Find out which textures are read */
5670 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5671 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5672 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5673 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5674 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5675 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5676 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5677 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5679 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5680 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5681 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5682 bump_used
[stage
] = TRUE
;
5683 tex_read
[stage
] = TRUE
;
5685 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5686 bump_used
[stage
] = TRUE
;
5687 tex_read
[stage
] = TRUE
;
5688 luminance_used
[stage
] = TRUE
;
5689 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5690 tfactor_used
= TRUE
;
5693 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5694 tfactor_used
= TRUE
;
5697 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5698 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5699 tempreg_used
= TRUE
;
5702 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5703 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5704 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5705 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5706 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5707 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5708 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5710 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5711 tempreg_used
= TRUE
;
5713 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5714 tfactor_used
= TRUE
;
5719 if (!shader_buffer_init(&buffer
))
5721 ERR("Failed to initialize shader buffer.\n");
5725 shader_addline(&buffer
, "!!ARBfp1.0\n");
5727 switch(settings
->fog
) {
5728 case FOG_OFF
: break;
5729 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
5730 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
5731 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
5732 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
5735 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
5736 shader_addline(&buffer
, "TEMP TMP;\n");
5737 shader_addline(&buffer
, "TEMP ret;\n");
5738 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
5739 shader_addline(&buffer
, "TEMP arg0;\n");
5740 shader_addline(&buffer
, "TEMP arg1;\n");
5741 shader_addline(&buffer
, "TEMP arg2;\n");
5742 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5743 if(!tex_read
[stage
]) continue;
5744 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
5745 if(!bump_used
[stage
]) continue;
5746 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
5747 if(!luminance_used
[stage
]) continue;
5748 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
5751 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
5753 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
5755 if(settings
->sRGB_write
) {
5756 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5757 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
5758 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5759 srgb_sub_high
, 0.0, 0.0, 0.0);
5762 if(ffp_clip_emul(stateblock
) && settings
->emul_clipplanes
) shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
5764 /* Generate texture sampling instructions) */
5765 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
5766 if(!tex_read
[stage
]) continue;
5768 switch(settings
->op
[stage
].tex_type
) {
5769 case tex_1d
: textype
= "1D"; break;
5770 case tex_2d
: textype
= "2D"; break;
5771 case tex_3d
: textype
= "3D"; break;
5772 case tex_cube
: textype
= "CUBE"; break;
5773 case tex_rect
: textype
= "RECT"; break;
5774 default: textype
= "unexpected_textype"; break;
5777 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
5778 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5784 if(settings
->op
[stage
].projected
== proj_none
) {
5786 } else if(settings
->op
[stage
].projected
== proj_count4
||
5787 settings
->op
[stage
].projected
== proj_count3
) {
5790 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5795 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
5796 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
5797 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
5798 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
5799 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
5800 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
5802 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5803 * so multiply the displacement with the dividing parameter before passing it to TXP
5805 if (settings
->op
[stage
].projected
!= proj_none
) {
5806 if(settings
->op
[stage
].projected
== proj_count4
) {
5807 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
5808 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
5810 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
5811 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
5814 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
5817 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5818 instr
, sat
, stage
, stage
, textype
);
5819 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5820 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5821 stage
- 1, stage
- 1, stage
- 1);
5822 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
5824 } else if(settings
->op
[stage
].projected
== proj_count3
) {
5825 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
5826 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
5827 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5828 instr
, sat
, stage
, stage
, textype
);
5830 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5831 instr
, sat
, stage
, stage
, stage
, textype
);
5834 sprintf(colorcor_dst
, "tex%u", stage
);
5835 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
5836 settings
->op
[stage
].color_fixup
);
5839 /* Generate the main shader */
5840 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5841 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
5843 final_combiner_src
= "fragment.color.primary";
5848 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5849 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5850 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5851 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5852 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5853 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5854 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5855 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5856 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5857 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5858 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5859 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5861 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
5862 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
5863 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
5864 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5867 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
5868 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5869 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5870 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5872 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
5874 } else if(op_equal
) {
5875 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5876 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5877 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5879 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5880 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5881 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5882 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5883 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5884 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5888 if(settings
->sRGB_write
) {
5889 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5890 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
5891 shader_addline(&buffer
, "MOV result.color, ret;\n");
5893 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5897 shader_addline(&buffer
, "END\n");
5899 /* Generate the shader */
5900 GL_EXTCALL(glGenProgramsARB(1, &ret
));
5901 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
5902 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
5903 strlen(buffer
.buffer
), buffer
.buffer
));
5904 checkGLcall("glProgramStringARB()");
5906 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
5909 FIXME("Fragment program error at position %d: %s\n\n", pos
,
5910 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
5911 shader_arb_dump_program_source(buffer
.buffer
);
5917 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
5918 checkGLcall("glGetProgramivARB()");
5919 if (!native
) WARN("Program exceeds native resource limits.\n");
5922 shader_buffer_free(&buffer
);
5926 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5928 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5929 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5930 BOOL use_pshader
= use_ps(stateblock
);
5931 BOOL use_vshader
= use_vs(stateblock
);
5932 struct ffp_frag_settings settings
;
5933 const struct arbfp_ffp_desc
*desc
;
5936 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
5938 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
5939 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5940 /* Reload fixed function constants since they collide with the pixel shader constants */
5941 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5942 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5944 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5945 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5946 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
5947 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
5953 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5954 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
5955 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
5957 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
5960 ERR("Out of memory\n");
5963 new_desc
->num_textures_used
= 0;
5964 for (i
= 0; i
< context
->gl_info
->limits
.texture_stages
; ++i
)
5966 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
5967 new_desc
->num_textures_used
= i
;
5970 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
5971 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
5972 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
5973 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
5977 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5978 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5981 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
5982 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5983 priv
->current_fprogram_id
= desc
->shader
;
5985 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
5986 /* Reload fixed function constants since they collide with the pixel shader constants */
5987 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
5988 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
5990 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
5991 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
5993 context
->last_was_pshader
= FALSE
;
5995 context
->last_was_pshader
= TRUE
;
5998 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5999 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6000 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6001 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6002 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6004 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6007 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6008 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6010 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
6011 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
6015 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
6019 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6020 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6021 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6022 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6023 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6025 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6027 enum fogsource new_source
;
6029 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
6031 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6032 fragment_prog_arbfp(state
, stateblock
, context
);
6035 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
6037 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
6038 if(use_vs(stateblock
)) {
6039 new_source
= FOGSOURCE_VS
;
6041 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
6042 new_source
= FOGSOURCE_COORD
;
6044 new_source
= FOGSOURCE_FFP
;
6048 new_source
= FOGSOURCE_FFP
;
6050 if(new_source
!= context
->fog_source
) {
6051 context
->fog_source
= new_source
;
6052 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
6056 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6058 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6059 fragment_prog_arbfp(state
, stateblock
, context
);
6063 #undef GLINFO_LOCATION
6065 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
6066 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6067 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6068 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6069 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6070 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6071 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6072 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6073 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6074 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6075 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6076 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6077 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6078 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6079 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6080 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6081 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6082 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6083 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6084 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6085 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6086 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6087 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6088 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6089 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6090 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6091 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6092 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6093 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6094 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6095 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6096 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6097 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6098 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6099 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6100 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6101 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6102 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6103 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6104 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6105 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6106 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6107 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6108 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6109 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6110 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6111 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6112 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6113 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6114 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6115 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6116 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6117 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6118 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6119 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6120 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6121 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6122 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6123 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6124 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6125 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6126 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6127 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6128 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6129 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6130 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6131 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6132 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6133 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6134 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6135 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6136 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6137 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6138 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6139 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6140 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6141 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6142 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6143 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6144 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6145 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6146 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6147 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6148 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6149 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6150 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6151 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6152 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6153 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6154 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6155 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6156 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6157 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6158 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6159 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6160 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6161 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6162 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6163 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6164 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6165 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6166 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6167 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6168 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6169 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6170 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6171 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6172 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6173 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6174 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6175 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6176 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6177 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6178 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6179 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6180 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6181 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6182 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6183 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6184 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6185 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6186 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6187 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6188 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6189 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6190 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6191 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6192 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6193 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6194 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6195 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6196 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6197 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6198 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6199 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6200 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6201 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6202 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6203 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6204 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6205 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6206 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6207 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6208 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6209 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6210 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6211 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6212 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6213 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6216 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6221 shader_arb_color_fixup_supported
,
6222 arbfp_fragmentstate_template
,
6223 TRUE
/* We can disable projected textures */
6226 #define GLINFO_LOCATION device->adapter->gl_info
6228 struct arbfp_blit_priv
{
6229 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6230 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6231 GLenum yv12_rect_shader
, yv12_2d_shader
;
6232 GLenum p8_rect_shader
, p8_2d_shader
;
6235 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
6236 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6237 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6238 if(!device
->blit_priv
) {
6239 ERR("Out of memory\n");
6240 return E_OUTOFMEMORY
;
6245 /* Context activation is done by the caller. */
6246 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
6247 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6248 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6251 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6252 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6253 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6254 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6255 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6256 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6257 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6258 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6259 checkGLcall("Delete yuv and p8 programs");
6262 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6263 device
->blit_priv
= NULL
;
6266 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6267 GLenum textype
, char *luminance
)
6270 const char *tex
, *texinstr
;
6272 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6280 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6281 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6283 /* This is more tricky than just replacing the texture type - we have to navigate
6284 * properly in the texture to find the correct chroma values
6286 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6290 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6291 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6292 * filtering when we sample the texture.
6294 * These are the rules for reading the chroma:
6300 * So we have to get the sampling x position in non-normalized coordinates in integers
6302 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6303 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6304 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6306 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6308 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6309 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6312 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6313 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6315 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6316 * even and odd pixels respectively
6318 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6319 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6321 /* Sample Pixel 1 */
6322 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6324 /* Put the value into either of the chroma values */
6325 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6326 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6327 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6328 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6330 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6331 * the pixel right to the current one. Otherwise, sample the left pixel.
6332 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6334 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6335 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6336 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6338 /* Put the value into the other chroma */
6339 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6340 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6341 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6342 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6344 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6345 * the current one and lerp the two U and V values
6348 /* This gives the correctly filtered luminance value */
6349 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6354 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6359 case GL_TEXTURE_2D
: tex
= "2D"; break;
6360 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6362 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6366 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6367 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6368 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6369 * pitch of the luminance plane, the packing into the gl texture is a bit
6370 * unfortunate. If the whole texture is interpreted as luminance data it looks
6371 * approximately like this:
6373 * +----------------------------------+----
6385 * +----------------+-----------------+----
6387 * | U even rows | U odd rows |
6389 * +----------------+------------------ -
6391 * | V even rows | V odd rows |
6393 * +----------------+-----------------+----
6397 * So it appears as if there are 4 chroma images, but in fact the odd rows
6398 * in the chroma images are in the same row as the even ones. So its is
6399 * kinda tricky to read
6401 * When reading from rectangle textures, keep in mind that the input y coordinates
6402 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6404 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6405 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6407 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6408 /* the chroma planes have only half the width */
6409 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6411 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6412 * the coordinate. Also read the right side of the image when reading odd lines
6414 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6417 if(textype
== GL_TEXTURE_2D
) {
6419 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6421 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6423 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6424 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6426 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6427 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6428 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6429 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6430 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6432 /* clamp, keep the half pixel origin in mind */
6433 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6434 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6435 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6436 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6438 /* Read from [size - size+size/4] */
6439 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6440 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6442 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6443 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6444 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6445 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6446 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6447 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6449 /* Make sure to read exactly from the pixel center */
6450 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6451 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6454 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6455 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6456 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6457 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6458 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6460 /* Read the texture, put the result into the output register */
6461 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6462 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6464 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6465 * No need to clamp because we're just reusing the already clamped value from above
6467 if(textype
== GL_TEXTURE_2D
) {
6468 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6470 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6472 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6473 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6475 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6476 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6477 * values due to filtering
6479 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6480 if(textype
== GL_TEXTURE_2D
) {
6481 /* Multiply the y coordinate by 2/3 and clamp it */
6482 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6483 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6484 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6485 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6487 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6488 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6491 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6492 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6493 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6500 static GLuint
gen_p8_shader(IWineD3DDeviceImpl
*device
, GLenum textype
)
6503 struct wined3d_shader_buffer buffer
;
6504 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6508 if (!shader_buffer_init(&buffer
))
6510 ERR("Failed to initialize shader buffer.\n");
6515 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6516 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6519 shader_buffer_free(&buffer
);
6523 shader_addline(&buffer
, "!!ARBfp1.0\n");
6524 shader_addline(&buffer
, "TEMP index;\n");
6526 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6527 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6529 /* The alpha-component contains the palette index */
6530 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
6531 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6533 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6535 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6536 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
6538 /* Use the alpha-component as an index in the palette to get the final color */
6539 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
6540 shader_addline(&buffer
, "END\n");
6543 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6544 strlen(buffer
.buffer
), buffer
.buffer
));
6545 checkGLcall("glProgramStringARB()");
6547 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6550 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6551 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6552 shader_arb_dump_program_source(buffer
.buffer
);
6555 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
6556 priv
->p8_rect_shader
= shader
;
6558 priv
->p8_2d_shader
= shader
;
6560 shader_buffer_free(&buffer
);
6566 /* Context activation is done by the caller. */
6567 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum complex_fixup yuv_fixup
, GLenum textype
)
6570 struct wined3d_shader_buffer buffer
;
6571 char luminance_component
;
6572 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6576 if (!shader_buffer_init(&buffer
))
6578 ERR("Failed to initialize shader buffer.\n");
6583 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6584 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6585 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6586 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6589 shader_buffer_free(&buffer
);
6593 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6594 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6595 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6596 * each single pixel it contains, and one U and one V value shared between both
6599 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6600 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6601 * take the format into account when generating the read swizzles
6603 * Reading the Y value is straightforward - just sample the texture. The hardware
6604 * takes care of filtering in the horizontal and vertical direction.
6606 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6607 * because that would mix the U and V values of one pixel or two adjacent pixels.
6608 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6609 * regardless of the filtering setting. Vertical filtering works automatically
6610 * though - the U and V values of two rows are mixed nicely.
6612 * Appart of avoiding filtering issues, the code has to know which value it just
6613 * read, and where it can find the other one. To determine this, it checks if
6614 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6616 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6617 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6619 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6620 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6621 * in an unfiltered situation. Finding the luminance on the other hand requires
6622 * finding out if it is an odd or even pixel. The real drawback of this approach
6623 * is filtering. This would have to be emulated completely in the shader, reading
6624 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6625 * vertically. Beyond that it would require adjustments to the texture handling
6626 * code to deal with the width scaling
6628 shader_addline(&buffer
, "!!ARBfp1.0\n");
6629 shader_addline(&buffer
, "TEMP luminance;\n");
6630 shader_addline(&buffer
, "TEMP temp;\n");
6631 shader_addline(&buffer
, "TEMP chroma;\n");
6632 shader_addline(&buffer
, "TEMP texcrd;\n");
6633 shader_addline(&buffer
, "TEMP texcrd2;\n");
6634 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6635 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6636 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6640 case COMPLEX_FIXUP_UYVY
:
6641 case COMPLEX_FIXUP_YUY2
:
6642 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6644 shader_buffer_free(&buffer
);
6649 case COMPLEX_FIXUP_YV12
:
6650 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6652 shader_buffer_free(&buffer
);
6658 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6659 shader_buffer_free(&buffer
);
6663 /* Calculate the final result. Formula is taken from
6664 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6665 * ranges from -0.5 to 0.5
6667 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6669 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6670 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6671 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6672 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6673 shader_addline(&buffer
, "END\n");
6676 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6677 strlen(buffer
.buffer
), buffer
.buffer
));
6678 checkGLcall("glProgramStringARB()");
6680 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6683 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6684 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6685 shader_arb_dump_program_source(buffer
.buffer
);
6691 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6692 checkGLcall("glGetProgramivARB()");
6693 if (!native
) WARN("Program exceeds native resource limits.\n");
6696 shader_buffer_free(&buffer
);
6701 case COMPLEX_FIXUP_YUY2
:
6702 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6703 else priv
->yuy2_2d_shader
= shader
;
6706 case COMPLEX_FIXUP_UYVY
:
6707 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6708 else priv
->uyvy_2d_shader
= shader
;
6711 case COMPLEX_FIXUP_YV12
:
6712 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6713 else priv
->yv12_2d_shader
= shader
;
6716 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
6722 /* Context activation is done by the caller. */
6723 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct wined3d_format_desc
*format_desc
,
6724 GLenum textype
, UINT width
, UINT height
)
6727 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6728 float size
[4] = {width
, height
, 1, 1};
6729 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6730 enum complex_fixup fixup
;
6732 if (!is_complex_fixup(format_desc
->color_fixup
))
6735 dump_color_fixup_desc(format_desc
->color_fixup
);
6736 /* Don't bother setting up a shader for unconverted formats */
6739 checkGLcall("glEnable(textype)");
6744 fixup
= get_complex_fixup(format_desc
->color_fixup
);
6748 case COMPLEX_FIXUP_YUY2
:
6749 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
6752 case COMPLEX_FIXUP_UYVY
:
6753 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
6756 case COMPLEX_FIXUP_YV12
:
6757 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
6760 case COMPLEX_FIXUP_P8
:
6761 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
6762 if (!shader
) shader
= gen_p8_shader(device
, textype
);
6766 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
6769 checkGLcall("glEnable(textype)");
6774 if (!shader
) shader
= gen_yuv_shader(device
, fixup
, textype
);
6777 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
6778 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6779 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6780 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6781 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
6782 checkGLcall("glProgramLocalParameter4fvARB");
6788 /* Context activation is done by the caller. */
6789 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
6790 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6791 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6794 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
6795 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6796 glDisable(GL_TEXTURE_2D
);
6797 checkGLcall("glDisable(GL_TEXTURE_2D)");
6798 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
6800 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
6801 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6803 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6805 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
6806 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6811 static BOOL
arbfp_blit_color_fixup_supported(const struct wined3d_gl_info
*gl_info
, struct color_fixup_desc fixup
)
6813 enum complex_fixup complex_fixup
;
6815 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6817 TRACE("Checking support for fixup:\n");
6818 dump_color_fixup_desc(fixup
);
6821 if (is_identity_fixup(fixup
))
6827 /* We only support YUV conversions. */
6828 if (!is_complex_fixup(fixup
))
6830 TRACE("[FAILED]\n");
6834 complex_fixup
= get_complex_fixup(fixup
);
6835 switch(complex_fixup
)
6837 case COMPLEX_FIXUP_YUY2
:
6838 case COMPLEX_FIXUP_UYVY
:
6839 case COMPLEX_FIXUP_YV12
:
6840 case COMPLEX_FIXUP_P8
:
6845 FIXME("Unsupported YUV fixup %#x\n", complex_fixup
);
6846 TRACE("[FAILED]\n");
6851 static HRESULT
arbfp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect
, DWORD fill_color
)
6853 FIXME("Color filling not implemented by arbfp_blit\n");
6854 return WINED3DERR_INVALIDCALL
;
6857 const struct blit_shader arbfp_blit
= {
6862 arbfp_blit_color_fixup_supported
,
6863 arbfp_blit_color_fill
6866 #undef GLINFO_LOCATION