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 /* We have to subtract any other PARAMs that we might use in our shader programs.
45 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55 * so upload them above that
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
60 /* ARB_program_shader private data */
61 struct shader_arb_priv
{
62 GLuint current_vprogram_id
;
63 GLuint current_fprogram_id
;
64 GLuint depth_blt_vprogram_id
;
65 GLuint depth_blt_fprogram_id
[tex_type_count
];
66 BOOL use_arbfp_fixed_func
;
67 struct hash_table_t
*fragment_shaders
;
70 /********************************************************
71 * ARB_[vertex/fragment]_program helper functions follow
72 ********************************************************/
75 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76 * When constant_list == NULL, it will load all the constants.
78 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
82 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
84 local_constant
* lconst
;
88 if (TRACE_ON(d3d_shader
)) {
89 for(i
= 0; i
< max_constants
; i
++) {
90 if(!dirty_consts
[i
]) continue;
91 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
92 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
93 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
96 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
97 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
100 for(i
= 0; i
< max_constants
; i
++) {
101 if(!dirty_consts
[i
]) continue;
105 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
106 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
107 else lcl_const
[0] = constants
[j
+ 0];
109 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
110 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
111 else lcl_const
[1] = constants
[j
+ 1];
113 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
114 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
115 else lcl_const
[2] = constants
[j
+ 2];
117 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
118 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
119 else lcl_const
[3] = constants
[j
+ 3];
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
124 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
125 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
126 * or just reloading *all* constants at once
128 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
130 for(i
= 0; i
< max_constants
; i
++) {
131 if(!dirty_consts
[i
]) continue;
133 /* Find the next block of dirty constants */
136 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
140 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
143 for(i
= 0; i
< max_constants
; i
++) {
144 if(dirty_consts
[i
]) {
146 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
151 checkGLcall("glProgramEnvParameter4fvARB()");
153 /* Load immediate constants */
154 if(This
->baseShader
.load_local_constsF
) {
155 if (TRACE_ON(d3d_shader
)) {
156 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
157 GLfloat
* values
= (GLfloat
*)lconst
->value
;
158 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
159 values
[0], values
[1], values
[2], values
[3]);
162 /* Immediate constants are clamped for 1.X shaders at loading times */
164 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
165 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
166 ret
= max(ret
, lconst
->idx
+ 1);
167 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
169 checkGLcall("glProgramEnvParameter4fvARB()");
170 return ret
; /* The loaded immediate constants need reloading for the next shader */
172 return 0; /* No constants are dirty now */
177 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
179 static void shader_arb_load_np2fixup_constants(
180 IWineD3DDevice
* device
,
182 char useVertexShader
) {
183 /* not implemented */
187 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
189 * We only support float constants in ARB at the moment, so don't
190 * worry about the Integers or Booleans
192 static void shader_arb_load_constants(
193 IWineD3DDevice
* device
,
195 char useVertexShader
) {
197 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
198 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
199 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
202 if (useVertexShader
) {
203 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
205 /* Load DirectX 9 float constants for vertex shader */
206 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
207 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
208 deviceImpl
->highest_dirty_vs_const
,
209 stateBlock
->vertexShaderConstantF
,
210 deviceImpl
->activeContext
->vshader_const_dirty
);
212 /* Upload the position fixup */
213 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
216 if (usePixelShader
) {
218 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
219 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
221 /* Load DirectX 9 float constants for pixel shader */
222 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
223 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
224 deviceImpl
->highest_dirty_ps_const
,
225 stateBlock
->pixelShaderConstantF
,
226 deviceImpl
->activeContext
->pshader_const_dirty
);
228 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++) {
229 /* The state manager takes care that this function is always called if the bump env matrix changes
231 const float *data
= (const float *)&stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
232 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
233 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->bumpenvmatconst
[i
].const_num
] = 1;
235 if (psi
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
237 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
238 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
239 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
240 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
242 const float *scale
= (const float *)&stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
243 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
244 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->luminanceconst
[i
].const_num
] = 1;
250 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
252 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
254 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
255 * context. On a context switch the old context will be fully dirtified */
256 memset(This
->activeContext
->vshader_const_dirty
+ start
, 1,
257 sizeof(*This
->activeContext
->vshader_const_dirty
) * count
);
258 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
+ 1);
261 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
263 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
265 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
266 * context. On a context switch the old context will be fully dirtified */
267 memset(This
->activeContext
->pshader_const_dirty
+ start
, 1,
268 sizeof(*This
->activeContext
->pshader_const_dirty
) * count
);
269 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
+ 1);
272 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
276 const local_constant
*lconst
;
278 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
280 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.temporary
);
282 ERR("Out of memory\n");
286 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
287 ret
[lconst
->idx
] = idx
++;
292 /* Generate the variable & register declarations for the ARB_vertex_program output target */
293 static void shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
294 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
, DWORD
*lconst_map
)
296 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
297 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
299 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
300 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
301 (pshader
? GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
:
302 GL_LIMITS(vshader_constantsF
) - ARB_SHADER_RESERVED_VS_CONSTS
));
303 UINT extra_constants_needed
= 0;
304 const local_constant
*lconst
;
306 /* Temporary Output register */
307 shader_addline(buffer
, "TEMP TMP_OUT;\n");
309 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
310 if (reg_maps
->temporary
[i
])
311 shader_addline(buffer
, "TEMP R%u;\n", i
);
314 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
315 if (reg_maps
->address
[i
])
316 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
319 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
320 if (reg_maps
->texcoord
[i
])
321 shader_addline(buffer
,"TEMP T%u;\n", i
);
324 /* Texture coordinate registers must be pre-loaded */
325 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
326 if (reg_maps
->texcoord
[i
])
327 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
330 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
331 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
332 if(!reg_maps
->bumpmat
[i
]) continue;
334 cur
= ps
->numbumpenvmatconsts
;
335 ps
->bumpenvmatconst
[cur
].const_num
= -1;
336 ps
->bumpenvmatconst
[cur
].texunit
= i
;
337 ps
->luminanceconst
[cur
].const_num
= -1;
338 ps
->luminanceconst
[cur
].texunit
= i
;
340 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
341 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
344 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
) {
345 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
346 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
347 i
, ps
->bumpenvmatconst
[cur
].const_num
);
348 extra_constants_needed
++;
350 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
) {
351 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
352 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
353 i
, ps
->luminanceconst
[cur
].const_num
);
354 extra_constants_needed
++;
355 } else if(reg_maps
->luminanceparams
) {
356 FIXME("No free constant to load the luminance parameters\n");
359 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
362 ps
->numbumpenvmatconsts
= cur
+ 1;
365 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
366 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
367 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
368 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
369 srgb_sub_high
, 0.0, 0.0, 0.0);
372 /* Load local constants using the program-local space,
373 * this avoids reloading them each time the shader is used
376 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
377 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
378 lconst_map
[lconst
->idx
]);
382 /* we use the array-based constants array if the local constants are marked for loading,
383 * because then we use indirect addressing, or when the local constant list is empty,
384 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
385 * local constants do not declare the loaded constants as an array because ARB compilers usually
386 * do not optimize unused constants away
388 if(!lconst_map
|| list_empty(&This
->baseShader
.constantsF
)) {
389 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
390 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
391 max_constantsF
, max_constantsF
- 1);
393 for(i
= 0; i
< max_constantsF
; i
++) {
394 if(!shader_constant_is_local(This
, i
)) {
395 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
401 static const char * const shift_tab
[] = {
402 "dummy", /* 0 (none) */
403 "coefmul.x", /* 1 (x2) */
404 "coefmul.y", /* 2 (x4) */
405 "coefmul.z", /* 3 (x8) */
406 "coefmul.w", /* 4 (x16) */
407 "dummy", /* 5 (x32) */
408 "dummy", /* 6 (x64) */
409 "dummy", /* 7 (x128) */
410 "dummy", /* 8 (d256) */
411 "dummy", /* 9 (d128) */
412 "dummy", /* 10 (d64) */
413 "dummy", /* 11 (d32) */
414 "coefdiv.w", /* 12 (d16) */
415 "coefdiv.z", /* 13 (d8) */
416 "coefdiv.y", /* 14 (d4) */
417 "coefdiv.x" /* 15 (d2) */
420 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
421 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
423 char *ptr
= write_mask
;
424 char vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
426 if (vshader
&& dst
->register_type
== WINED3DSPR_ADDR
)
431 else if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
434 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
435 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
436 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
437 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
443 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
445 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
446 * but addressed as "rgba". To fix this we need to swap the register's x
447 * and z components. */
448 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
449 char *ptr
= swizzle_str
;
451 /* swizzle bits fields: wwzzyyxx */
452 DWORD swizzle
= param
->swizzle
;
453 DWORD swizzle_x
= swizzle
& 0x03;
454 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
455 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
456 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
458 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
459 * generate a swizzle string. Unless we need to our own swizzling. */
460 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
463 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
464 *ptr
++ = swizzle_chars
[swizzle_x
];
466 *ptr
++ = swizzle_chars
[swizzle_x
];
467 *ptr
++ = swizzle_chars
[swizzle_y
];
468 *ptr
++ = swizzle_chars
[swizzle_z
];
469 *ptr
++ = swizzle_chars
[swizzle_w
];
476 static void shader_arb_get_register_name(IWineD3DBaseShader
*iface
, WINED3DSHADER_PARAM_REGISTER_TYPE register_type
,
477 UINT register_idx
, BOOL rel_addr
, char *register_name
, BOOL
*is_color
)
479 /* oPos, oFog and oPts in D3D */
480 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
481 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
482 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
486 switch (register_type
)
488 case WINED3DSPR_TEMP
:
489 sprintf(register_name
, "R%u", register_idx
);
492 case WINED3DSPR_INPUT
:
495 if (register_idx
== 0) strcpy(register_name
, "fragment.color.primary");
496 else strcpy(register_name
, "fragment.color.secondary");
500 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << register_idx
)) *is_color
= TRUE
;
501 sprintf(register_name
, "vertex.attrib[%u]", register_idx
);
505 case WINED3DSPR_CONST
:
506 if (!pshader
&& rel_addr
)
508 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
509 if (register_idx
>= rel_offset
)
510 sprintf(register_name
, "C[A0.x + %u]", register_idx
- rel_offset
);
512 sprintf(register_name
, "C[A0.x - %u]", -register_idx
+ rel_offset
);
516 if (This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
))
517 sprintf(register_name
, "C[%u]", register_idx
);
519 sprintf(register_name
, "C%u", register_idx
);
523 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
524 if (pshader
) sprintf(register_name
, "T%u", register_idx
);
525 else sprintf(register_name
, "A%u", register_idx
);
528 case WINED3DSPR_COLOROUT
:
529 if (register_idx
== 0)
531 strcpy(register_name
, "TMP_COLOR");
535 /* TODO: See GL_ARB_draw_buffers */
536 FIXME("Unsupported write to render target %u\n", register_idx
);
537 sprintf(register_name
, "unsupported_register");
541 case WINED3DSPR_RASTOUT
:
542 sprintf(register_name
, "%s", rastout_reg_names
[register_idx
]);
545 case WINED3DSPR_DEPTHOUT
:
546 strcpy(register_name
, "result.depth");
549 case WINED3DSPR_ATTROUT
:
550 if (pshader
) sprintf(register_name
, "oD[%u]", register_idx
);
551 else if (register_idx
== 0) strcpy(register_name
, "result.color.primary");
552 else strcpy(register_name
, "result.color.secondary");
555 case WINED3DSPR_TEXCRDOUT
:
556 if (pshader
) sprintf(register_name
, "oT[%u]", register_idx
);
557 else sprintf(register_name
, "result.texcoord[%u]", register_idx
);
561 FIXME("Unhandled register type %#x[%u]\n", register_type
, register_idx
);
562 sprintf(register_name
, "unrecognized_register[%u]", register_idx
);
567 static void shader_arb_add_src_param(const struct wined3d_shader_instruction
*ins
,
568 const struct wined3d_shader_src_param
*wined3d_src
, char *str
)
570 char register_name
[255];
574 if (wined3d_src
->modifiers
== WINED3DSPSM_NEG
) strcat(str
, " -");
575 else strcat(str
, " ");
577 shader_arb_get_register_name(ins
->ctx
->shader
, wined3d_src
->register_type
,
578 wined3d_src
->register_idx
, !!wined3d_src
->rel_addr
, register_name
, &is_color
);
579 strcat(str
, register_name
);
581 shader_arb_get_swizzle(wined3d_src
, is_color
, swizzle
);
582 strcat(str
, swizzle
);
585 static void shader_arb_add_dst_param(const struct wined3d_shader_instruction
*ins
,
586 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
588 char register_name
[255];
594 shader_arb_get_register_name(ins
->ctx
->shader
, wined3d_dst
->register_type
,
595 wined3d_dst
->register_idx
, !!wined3d_dst
->rel_addr
, register_name
, &is_color
);
596 strcat(str
, register_name
);
598 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
599 strcat(str
, write_mask
);
602 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
604 switch(channel_source
)
606 case CHANNEL_SOURCE_ZERO
: return "0";
607 case CHANNEL_SOURCE_ONE
: return "1";
608 case CHANNEL_SOURCE_X
: return "x";
609 case CHANNEL_SOURCE_Y
: return "y";
610 case CHANNEL_SOURCE_Z
: return "z";
611 case CHANNEL_SOURCE_W
: return "w";
613 FIXME("Unhandled channel source %#x\n", channel_source
);
618 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
619 const char *one
, const char *two
, struct color_fixup_desc fixup
)
623 if (is_yuv_fixup(fixup
))
625 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
626 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
631 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
632 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
633 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
634 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
639 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
640 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
641 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
645 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
646 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
647 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
648 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
654 char *ptr
= reg_mask
;
656 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
659 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
660 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
661 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
662 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
666 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
670 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
671 const char *dst_str
, const char *coord_reg
, BOOL projected
, BOOL bias
)
673 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
674 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
675 const char *tex_type
;
676 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
677 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
679 switch(sampler_type
) {
685 if(device
->stateBlock
->textures
[sampler_idx
] &&
686 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
691 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
693 const IWineD3DPixelShaderImpl
* const ps
= (const IWineD3DPixelShaderImpl
*)This
;
694 if(ps
->cur_args
->np2_fixup
& (1 << sampler_idx
)) {
695 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
700 case WINED3DSTT_VOLUME
:
704 case WINED3DSTT_CUBE
:
709 ERR("Unexpected texture type %d\n", sampler_type
);
714 /* Shouldn't be possible, but let's check for it */
715 if(projected
) FIXME("Biased and Projected texture sampling\n");
716 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
717 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
718 } else if (projected
) {
719 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
721 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
724 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
726 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
727 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
728 "one", "coefmul.x", ps
->cur_args
->color_fixup
[sampler_idx
]);
732 static void pshader_gen_input_modifier_line(IWineD3DBaseShader
*iface
, SHADER_BUFFER
*buffer
,
733 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
735 /* Generate a line that does the input modifier computation and return the input register to use */
736 BOOL is_color
= FALSE
;
741 /* Assume a new line will be added */
744 /* Get register name */
745 shader_arb_get_register_name(iface
, src
->register_type
,
746 src
->register_idx
, !!src
->rel_addr
, regstr
, &is_color
);
747 shader_arb_get_swizzle(src
, is_color
, swzstr
);
749 switch (src
->modifiers
)
751 case WINED3DSPSM_NONE
:
752 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
755 case WINED3DSPSM_NEG
:
756 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
759 case WINED3DSPSM_BIAS
:
760 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
762 case WINED3DSPSM_BIASNEG
:
763 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
765 case WINED3DSPSM_SIGN
:
766 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
768 case WINED3DSPSM_SIGNNEG
:
769 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
771 case WINED3DSPSM_COMP
:
772 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
775 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
777 case WINED3DSPSM_X2NEG
:
778 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
781 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
782 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
785 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
786 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
789 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
793 /* Return modified or original register, with swizzle */
795 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
798 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER
*buffer
, int saturate
, const char *write_mask
,
799 int shift
, const char *regstr
)
801 /* Generate a line that does the output modifier computation */
802 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
803 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
806 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
808 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
809 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
810 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
812 char src_name
[2][50];
814 DWORD sampler_code
= dst
->register_idx
;
815 BOOL has_bumpmat
= FALSE
;
819 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
820 if (This
->bumpenvmatconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
821 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
)
828 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
829 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
830 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
831 strcat(dst_name
, dst_wmask
);
833 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
834 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
837 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
838 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
839 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
840 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
841 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
843 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
845 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
849 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
851 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
852 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
855 char src_name
[3][50];
856 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
857 DWORD shift
= dst
->shift
;
859 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
860 ins
->ctx
->reg_maps
->shader_version
.minor
);
862 /* FIXME: support output modifiers */
864 /* Handle output register */
865 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
866 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
867 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
869 /* Generate input register names (with modifiers) */
870 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
871 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
872 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
874 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
875 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
877 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
879 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
880 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
881 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
884 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
887 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
889 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
890 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
893 char src_name
[3][50];
894 DWORD shift
= dst
->shift
;
895 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
898 /* FIXME: support output modifiers */
900 /* Handle output register */
901 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
902 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
903 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
905 /* Generate input register names (with modifiers) */
906 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
907 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
908 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
910 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
911 src_name
[0], src_name
[2], src_name
[1]);
914 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
917 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
918 * dst = dot2(src0, src1) + src2 */
919 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
921 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
922 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
925 char src_name
[3][50];
926 DWORD shift
= dst
->shift
;
927 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
930 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
931 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
932 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
934 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
[0]);
935 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[1], 1, src_name
[1]);
936 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[2], 2, src_name
[2]);
938 /* Emulate a DP2 with a DP3 and 0.0 */
939 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
940 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
941 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
942 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
945 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
948 /* Map the opcode 1-to-1 to the GL code */
949 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
951 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
952 const char *instruction
;
956 switch (ins
->handler_idx
)
958 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
959 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
960 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
961 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
962 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
963 case WINED3DSIH_DST
: instruction
= "DST"; break;
964 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
965 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
966 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
967 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
968 case WINED3DSIH_LOG
: instruction
= "LG2"; break;
969 case WINED3DSIH_LOGP
: instruction
= "LOG"; break;
970 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
971 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
972 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
973 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
974 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
975 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
976 case WINED3DSIH_NOP
: instruction
= "NOP"; break;
977 case WINED3DSIH_POW
: instruction
= "POW"; break;
978 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
979 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
980 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
981 default: instruction
= "";
982 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
986 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
988 /* Output token related */
989 const struct wined3d_shader_dst_param
*dst
;
990 char output_rname
[256];
991 char output_wmask
[20];
992 char operands
[4][100];
993 BOOL saturate
= FALSE
;
994 BOOL centroid
= FALSE
;
995 BOOL partialprecision
= FALSE
;
996 const char *modifier
;
1000 if (!(ins
->dst_count
+ ins
->src_count
))
1002 ERR("Opcode \"%#x\" has no parameters\n", ins
->handler_idx
);
1007 /* Process modifiers */
1010 DWORD mask
= dst
->modifiers
;
1012 saturate
= mask
& WINED3DSPDM_SATURATE
;
1013 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
1014 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
1015 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
1017 FIXME("Unrecognized modifier(%#x)\n", mask
);
1020 FIXME("Unhandled modifier(%#x)\n", mask
);
1023 modifier
= (saturate
&& !shift
) ? "_SAT" : "";
1025 /* Generate input register names (with modifiers) */
1026 for (i
= 0; i
< ins
->src_count
; ++i
)
1028 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[i
], i
, operands
[i
+ 1]);
1031 /* Handle output register */
1032 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1033 dst
->register_idx
, !!dst
->rel_addr
, output_rname
, &is_color
);
1034 strcpy(operands
[0], output_rname
);
1035 shader_arb_get_write_mask(ins
, dst
, output_wmask
);
1036 strcat(operands
[0], output_wmask
);
1038 arguments
[0] = '\0';
1039 strcat(arguments
, operands
[0]);
1040 for (i
= 0; i
< ins
->src_count
; ++i
)
1042 strcat(arguments
, ", ");
1043 strcat(arguments
, operands
[i
+ 1]);
1045 shader_addline(buffer
, "%s%s %s;\n", instruction
, modifier
, arguments
);
1047 /* A shift requires another line. */
1048 if (shift
) pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
1050 /* Note that shader_arb_add_*_param() adds spaces. */
1052 arguments
[0] = '\0';
1055 shader_arb_add_dst_param(ins
, &ins
->dst
[0], arguments
);
1056 for (i
= 0; i
< ins
->src_count
; ++i
)
1058 strcat(arguments
, ",");
1059 shader_arb_add_src_param(ins
, &ins
->src
[i
], arguments
);
1062 shader_addline(buffer
, "%s%s;\n", instruction
, arguments
);
1066 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1068 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1070 if ((ins
->ctx
->reg_maps
->shader_version
.major
== 1
1071 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1072 && ins
->dst
[0].register_type
== WINED3DSPR_ADDR
)
1073 || ins
->handler_idx
== WINED3DSIH_MOVA
)
1075 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1076 char src0_param
[256];
1078 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1079 FIXME("mova should round\n");
1081 src0_param
[0] = '\0';
1082 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1084 shader_arb_add_src_param(ins
, &ins
->src
[0], src0_param
);
1085 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", src0_param
);
1086 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1090 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1091 * with more than one component. Thus replicate the first source argument over all
1092 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1093 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1094 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1095 shader_arb_add_src_param(ins
, &tmp_src
, src0_param
);
1096 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1101 shader_hw_map2gl(ins
);
1105 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1107 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1108 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1112 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1113 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1115 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1116 dst
->register_idx
, !!dst
->rel_addr
, reg_dest
, &is_color
);
1118 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1120 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1121 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1123 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1124 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1126 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1127 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1128 shader_addline(buffer
, "KIL TMP;\n");
1132 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1134 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1135 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1136 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1138 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1139 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1140 ins
->ctx
->reg_maps
->shader_version
.minor
);
1141 BOOL projected
= FALSE
, bias
= FALSE
;
1145 DWORD reg_sampler_code
;
1147 /* All versions have a destination register */
1148 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1149 dst
->register_idx
, !!dst
->rel_addr
, reg_dest
, &is_color
);
1151 /* 1.0-1.3: Use destination register as coordinate source.
1152 1.4+: Use provided coordinate source register. */
1153 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1154 strcpy(reg_coord
, reg_dest
);
1156 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, reg_coord
);
1158 /* 1.0-1.4: Use destination register number as texture code.
1159 2.0+: Use provided sampler number as texure code. */
1160 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1161 reg_sampler_code
= dst
->register_idx
;
1163 reg_sampler_code
= ins
->src
[1].register_idx
;
1166 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1167 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1168 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1170 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1173 if(reg_sampler_code
< MAX_TEXTURES
) {
1174 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1176 if (flags
& WINED3DTTFF_PROJECTED
) {
1180 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1182 DWORD src_mod
= ins
->src
[0].modifiers
;
1183 if (src_mod
== WINED3DSPSM_DZ
) {
1185 } else if(src_mod
== WINED3DSPSM_DW
) {
1189 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) projected
= TRUE
;
1190 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) bias
= TRUE
;
1192 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1195 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1197 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1198 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1199 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1200 ins
->ctx
->reg_maps
->shader_version
.minor
);
1203 shader_arb_get_write_mask(ins
, dst
, tmp
);
1204 if (shader_version
!= WINED3D_SHADER_VERSION(1,4))
1206 DWORD reg
= dst
->register_idx
;
1207 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1211 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, reg_src
);
1212 shader_addline(buffer
, "MOV R%u%s, %s;\n", dst
->register_idx
, tmp
, reg_src
);
1216 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1218 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1219 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1220 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1223 DWORD reg1
= ins
->dst
[0].register_idx
;
1227 sprintf(dst_str
, "T%u", reg1
);
1228 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1229 shader_addline(buffer
, "MOV TMP.x, %s.w;\n", src_str
);
1230 shader_addline(buffer
, "MOV TMP.y, %s.x;\n", src_str
);
1231 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1232 shader_hw_sample(ins
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1235 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1237 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1239 DWORD reg1
= ins
->dst
[0].register_idx
;
1243 sprintf(dst_str
, "T%u", reg1
);
1244 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1245 shader_addline(buffer
, "MOV TMP.x, %s.y;\n", src_str
);
1246 shader_addline(buffer
, "MOV TMP.y, %s.z;\n", src_str
);
1247 shader_hw_sample(ins
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1250 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1252 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1253 DWORD reg1
= ins
->dst
[0].register_idx
;
1257 sprintf(dst_str
, "T%u", reg1
);
1258 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_str
);
1259 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1262 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1264 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1265 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1266 BOOL has_bumpmat
= FALSE
;
1267 BOOL has_luminance
= FALSE
;
1271 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1274 DWORD reg_dest_code
;
1276 /* All versions have a destination register */
1277 reg_dest_code
= dst
->register_idx
;
1278 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1279 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1280 dst
->register_idx
, !!dst
->rel_addr
, reg_coord
, &is_color
);
1282 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1283 if (This
->bumpenvmatconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
1284 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
)
1290 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1291 if (This
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
1292 && reg_dest_code
== This
->luminanceconst
[i
].texunit
)
1294 has_luminance
= TRUE
;
1300 DWORD src
= ins
->src
[0].register_idx
;
1302 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1304 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1305 shader_addline(buffer
, "DP3 TMP.x, TMP2, T%u;\n", src
);
1306 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1307 shader_addline(buffer
, "DP3 TMP.y, TMP2, T%u;\n", src
);
1309 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1310 * so we can't let the GL handle this.
1312 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1313 & WINED3DTTFF_PROJECTED
) {
1314 shader_addline(buffer
, "RCP TMP2.w, %s.w;\n", reg_coord
);
1315 shader_addline(buffer
, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord
);
1316 shader_addline(buffer
, "ADD TMP.xy, TMP, TMP2;\n");
1318 shader_addline(buffer
, "ADD TMP.xy, TMP, %s;\n", reg_coord
);
1321 shader_hw_sample(ins
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1323 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
&& has_luminance
)
1325 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1326 src
, reg_dest_code
, reg_dest_code
);
1327 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1332 if(reg_dest_code
< MAX_TEXTURES
) {
1333 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1337 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1338 shader_hw_sample(ins
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1342 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
1344 DWORD reg
= ins
->dst
[0].register_idx
;
1345 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1348 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1349 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1352 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
1354 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1355 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1357 DWORD reg
= ins
->dst
[0].register_idx
;
1358 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1362 sprintf(dst_str
, "T%u", reg
);
1363 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1364 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1365 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1366 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1369 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
1371 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1372 DWORD reg
= ins
->dst
[0].register_idx
;
1373 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1374 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1377 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1378 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1379 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1382 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
1384 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1385 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1387 DWORD reg
= ins
->dst
[0].register_idx
;
1388 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1389 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1393 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1394 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1396 /* Sample the texture using the calculated coordinates */
1397 sprintf(dst_str
, "T%u", reg
);
1398 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1399 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1400 current_state
->current_row
= 0;
1403 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
1405 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1406 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1408 DWORD reg
= ins
->dst
[0].register_idx
;
1409 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1410 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1414 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1415 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1417 /* Construct the eye-ray vector from w coordinates */
1418 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1419 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1420 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1422 /* Calculate reflection vector
1424 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1425 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1426 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1427 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1428 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1429 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1430 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1432 /* Sample the texture using the calculated coordinates */
1433 sprintf(dst_str
, "T%u", reg
);
1434 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1435 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1436 current_state
->current_row
= 0;
1439 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
1441 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1442 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1444 DWORD reg
= ins
->dst
[0].register_idx
;
1445 DWORD reg3
= ins
->src
[1].register_idx
;
1446 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1447 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1451 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0_name
);
1452 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1454 /* Calculate reflection vector.
1457 * TMP.xyz = 2 * --------- * N - E
1460 * Which normalizes the normal vector
1462 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1463 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1464 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1465 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1466 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1467 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1469 /* Sample the texture using the calculated coordinates */
1470 sprintf(dst_str
, "T%u", reg
);
1471 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1472 shader_hw_sample(ins
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1473 current_state
->current_row
= 0;
1476 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
1478 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1479 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1483 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1484 * which is essentially an input, is the destination register because it is the first
1485 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1488 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1489 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
1491 /* According to the msdn, the source register(must be r5) is unusable after
1492 * the texdepth instruction, so we're free to modify it
1494 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
1496 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1497 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1498 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1500 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1501 shader_addline(buffer
, "MUL TMP.x, %s.x, %s.y;\n", dst_name
, dst_name
);
1502 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1503 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1506 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1507 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1508 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1509 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
1511 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1512 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
1516 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1517 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1518 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1520 sprintf(dst_str
, "T%u", sampler_idx
);
1521 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1524 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1525 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1526 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
1528 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1532 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1535 /* Handle output register */
1536 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1537 dst
->register_idx
, !!dst
->rel_addr
, dst_str
, &is_color
);
1538 shader_arb_get_write_mask(ins
, dst
, dst_mask
);
1540 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1541 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dst
->register_idx
, src0
);
1543 /* TODO: Handle output modifiers */
1546 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1547 * Perform the 3rd row of a 3x3 matrix multiply */
1548 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
1550 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1551 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1557 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1558 dst
->register_idx
, !!dst
->rel_addr
, dst_str
, &is_color
);
1559 shader_arb_get_write_mask(ins
, dst
, dst_mask
);
1561 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1562 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst
->register_idx
, src0
);
1563 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1565 /* TODO: Handle output modifiers */
1568 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1569 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1570 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1571 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1573 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
1575 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1576 DWORD dst_reg
= ins
->dst
[0].register_idx
;
1579 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src0
);
1580 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1582 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1583 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1584 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1586 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1587 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1588 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1589 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1592 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1593 Vertex/Pixel shaders to ARB_vertex_program codes */
1594 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
1597 int nComponents
= 0;
1598 struct wined3d_shader_dst_param tmp_dst
= {0};
1599 struct wined3d_shader_src_param tmp_src
[2] = {{0}};
1600 struct wined3d_shader_instruction tmp_ins
;
1602 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
1604 /* Set constants for the temporary argument */
1605 tmp_ins
.ctx
= ins
->ctx
;
1606 tmp_ins
.dst_count
= 1;
1607 tmp_ins
.dst
= &tmp_dst
;
1608 tmp_ins
.src_count
= 2;
1609 tmp_ins
.src
= tmp_src
;
1611 switch(ins
->handler_idx
)
1613 case WINED3DSIH_M4x4
:
1615 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1617 case WINED3DSIH_M4x3
:
1619 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1621 case WINED3DSIH_M3x4
:
1623 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1625 case WINED3DSIH_M3x3
:
1627 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1629 case WINED3DSIH_M3x2
:
1631 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1634 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1638 tmp_dst
= ins
->dst
[0];
1639 tmp_src
[0] = ins
->src
[0];
1640 tmp_src
[1] = ins
->src
[1];
1641 for (i
= 0; i
< nComponents
; i
++) {
1642 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
1643 shader_hw_map2gl(&tmp_ins
);
1644 ++tmp_src
[1].register_idx
;
1648 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction
*ins
)
1650 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1651 const char *instruction
;
1655 switch(ins
->handler_idx
)
1657 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
1658 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
1659 default: instruction
= "";
1660 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1664 strcpy(tmpLine
, instruction
);
1665 shader_arb_add_dst_param(ins
, &ins
->dst
[0], tmpLine
); /* Destination */
1666 strcat(tmpLine
, ",");
1667 shader_arb_add_src_param(ins
, &ins
->src
[0], tmpLine
);
1668 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
1670 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1673 strcat(tmpLine
, ".w");
1676 shader_addline(buffer
, "%s;\n", tmpLine
);
1679 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
1681 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1682 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1686 DWORD shift
= dst
->shift
;
1687 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
1690 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1691 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
1692 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
1694 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
);
1695 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1696 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1697 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1698 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1702 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1705 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
1707 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1708 * must contain fixed constants. So we need a separate function to filter those constants and
1711 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1712 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1716 DWORD shift
= dst
->shift
;
1717 BOOL sat
= dst
->modifiers
& WINED3DSPDM_SATURATE
;
1720 shader_arb_get_register_name(ins
->ctx
->shader
, dst
->register_type
,
1721 dst
->register_idx
, !!dst
->rel_addr
, dst_name
, &is_color
);
1722 shader_arb_get_write_mask(ins
, dst
, dst_wmask
);
1724 pshader_gen_input_modifier_line(ins
->ctx
->shader
, buffer
, &ins
->src
[0], 0, src_name
);
1725 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1729 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1733 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
1735 GLuint program_id
= 0;
1736 const char *blt_vprogram
=
1738 "PARAM c[1] = { { 1, 0.5 } };\n"
1739 "MOV result.position, vertex.position;\n"
1740 "MOV result.color, c[0].x;\n"
1741 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1744 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1745 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1746 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1748 if (glGetError() == GL_INVALID_OPERATION
) {
1750 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1751 FIXME("Vertex program error at position %d: %s\n", pos
,
1752 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1758 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
1760 GLuint program_id
= 0;
1761 static const char * const blt_fprograms
[tex_type_count
] =
1768 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1769 "MOV result.depth.z, R0.x;\n"
1776 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1777 "MOV result.depth.z, R0.x;\n"
1782 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1783 "MOV result.depth.z, R0.x;\n"
1787 if (!blt_fprograms
[tex_type
])
1789 FIXME("tex_type %#x not supported\n", tex_type
);
1793 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1794 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1795 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
1797 if (glGetError() == GL_INVALID_OPERATION
) {
1799 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1800 FIXME("Fragment program error at position %d: %s\n", pos
,
1801 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1807 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1808 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1809 struct shader_arb_priv
*priv
= This
->shader_priv
;
1810 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1813 struct vs_compile_args compile_args
;
1815 TRACE("Using vertex shader\n");
1816 find_vs_compile_args((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, This
->stateBlock
, &compile_args
);
1817 priv
->current_vprogram_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, &compile_args
);
1819 /* Bind the vertex program */
1820 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1821 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1823 /* Enable OpenGL vertex programs */
1824 glEnable(GL_VERTEX_PROGRAM_ARB
);
1825 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1826 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1827 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1828 priv
->current_vprogram_id
= 0;
1829 glDisable(GL_VERTEX_PROGRAM_ARB
);
1830 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1834 struct ps_compile_args compile_args
;
1835 TRACE("Using pixel shader\n");
1836 find_ps_compile_args((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
1837 priv
->current_fprogram_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
,
1840 /* Bind the fragment program */
1841 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1842 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1844 if(!priv
->use_arbfp_fixed_func
) {
1845 /* Enable OpenGL fragment programs */
1846 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1847 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1849 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1850 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
1851 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1852 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1853 * replacement shader
1855 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1856 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1857 priv
->current_fprogram_id
= 0;
1861 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
1862 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1863 struct shader_arb_priv
*priv
= This
->shader_priv
;
1864 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
1865 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1867 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1868 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1869 glEnable(GL_VERTEX_PROGRAM_ARB
);
1871 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
1872 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
1873 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1876 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
1877 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1878 struct shader_arb_priv
*priv
= This
->shader_priv
;
1879 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1881 if (priv
->current_vprogram_id
) {
1882 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1883 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1885 glEnable(GL_VERTEX_PROGRAM_ARB
);
1886 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1888 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1890 glDisable(GL_VERTEX_PROGRAM_ARB
);
1891 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1894 if (priv
->current_fprogram_id
) {
1895 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1896 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1898 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1899 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1901 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1903 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1904 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1908 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1909 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
1910 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
)->adapter
->gl_info
;
1912 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
1914 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
1918 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1919 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1920 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1923 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1924 This
->gl_shaders
= NULL
;
1925 This
->num_gl_shaders
= 0;
1926 This
->shader_array_size
= 0;
1928 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
1932 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1933 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1934 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1937 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1938 This
->gl_shaders
= NULL
;
1939 This
->num_gl_shaders
= 0;
1940 This
->shader_array_size
= 0;
1944 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1945 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1946 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1950 static void shader_arb_free(IWineD3DDevice
*iface
) {
1951 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1952 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1953 struct shader_arb_priv
*priv
= This
->shader_priv
;
1956 if(priv
->depth_blt_vprogram_id
) {
1957 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1959 for (i
= 0; i
< tex_type_count
; ++i
) {
1960 if (priv
->depth_blt_fprogram_id
[i
]) {
1961 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
1965 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1968 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1972 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1973 const char *tmp2
, const char *tmp3
, const char *tmp4
) {
1974 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1976 /* Calculate the > 0.0031308 case */
1977 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
1978 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
1979 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
1980 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
1981 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
1982 /* Calculate the < case */
1983 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
1984 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1985 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
1986 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
1987 /* Store the components > 0.0031308 in the destination */
1988 shader_addline(buffer
, "MUL %s, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
1989 /* Add the components that are < 0.0031308 */
1990 shader_addline(buffer
, "MAD result.color.xyz, %s, %s, %s;\n", tmp2
, tmp4
, fragcolor
);
1991 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1994 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShader
*iface
,
1995 SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
)
1997 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1998 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1999 CONST DWORD
*function
= This
->baseShader
.function
;
2000 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
2001 const local_constant
*lconst
;
2003 const char *fragcolor
;
2004 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
2006 /* Create the hw ARB shader */
2007 shader_addline(buffer
, "!!ARBfp1.0\n");
2009 if (reg_maps
->shader_version
.major
< 3)
2015 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
2018 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
2021 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
2026 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
2027 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
2028 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
2029 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
2030 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
2031 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2032 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2033 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2035 if (reg_maps
->shader_version
.major
< 2)
2039 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
2040 fragcolor
= "TMP_COLOR";
2043 /* Base Declarations */
2044 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, lconst_map
);
2046 /* Base Shader Body */
2047 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
);
2049 if(args
->srgb_correction
) {
2050 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TMP", "TMP2", "TA", "TB");
2052 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
2053 shader_addline(buffer
, "END\n");
2055 /* TODO: change to resource.glObjectHandle or something like that */
2056 GL_EXTCALL(glGenProgramsARB(1, &retval
));
2058 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
2059 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
2061 TRACE("Created hw pixel shader, prg=%d\n", retval
);
2062 /* Create the program and check for errors */
2063 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2064 buffer
->bsize
, buffer
->buffer
));
2066 if (glGetError() == GL_INVALID_OPERATION
) {
2068 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2069 FIXME("HW PixelShader Error at position %d: %s\n",
2070 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2074 /* Load immediate constants */
2076 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2077 const float *value
= (const float *)lconst
->value
;
2078 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
2079 checkGLcall("glProgramLocalParameter4fvARB");
2081 HeapFree(GetProcessHeap(), 0, lconst_map
);
2087 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShader
*iface
,
2088 SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
)
2090 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
2091 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2092 CONST DWORD
*function
= This
->baseShader
.function
;
2093 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2094 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
2095 const local_constant
*lconst
;
2097 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
2099 /* Create the hw ARB shader */
2100 shader_addline(buffer
, "!!ARBvp1.0\n");
2101 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
2103 /* Mesa supports only 95 constants */
2104 if (GL_VEND(MESA
) || GL_VEND(WINE
))
2105 This
->baseShader
.limits
.constant_float
=
2106 min(95, This
->baseShader
.limits
.constant_float
);
2108 shader_addline(buffer
, "TEMP TMP;\n");
2110 /* Base Declarations */
2111 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, lconst_map
);
2113 /* We need a constant to fixup the final position */
2114 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2116 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2117 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2118 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2119 * a replacement shader depend on the texcoord.w being set properly.
2121 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2122 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2123 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2124 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2125 * this can eat a number of instructions, so skip it unless this cap is set as well
2127 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2128 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2130 if((GLINFO_LOCATION
).set_texcoord_w
&& !device
->frag_pipe
->ffp_proj_control
) {
2132 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2133 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2134 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2135 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2141 /* Base Shader Body */
2142 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
);
2144 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2145 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2146 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2147 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2149 if(args
->fog_src
== VS_FOG_Z
) {
2150 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2151 } else if (!reg_maps
->fog
) {
2152 shader_addline(buffer
, "MOV result.fogcoord, helper_const.w;\n");
2155 /* Write the final position.
2157 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2158 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2159 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2160 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2162 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2163 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2164 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2166 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2167 * and the glsl equivalent
2169 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2171 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2173 shader_addline(buffer
, "END\n");
2175 /* TODO: change to resource.glObjectHandle or something like that */
2176 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2178 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
2179 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
2181 TRACE("Created hw vertex shader, prg=%d\n", ret
);
2182 /* Create the program and check for errors */
2183 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2184 buffer
->bsize
, buffer
->buffer
));
2186 if (glGetError() == GL_INVALID_OPERATION
) {
2188 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2189 FIXME("HW VertexShader Error at position %d: %s\n",
2190 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2193 /* Load immediate constants */
2195 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2196 const float *value
= (const float *)lconst
->value
;
2197 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
2201 HeapFree(GetProcessHeap(), 0, lconst_map
);
2206 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
2208 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2209 * then overwrite the shader specific ones
2211 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2213 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2214 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2215 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2216 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
) - ARB_SHADER_RESERVED_VS_CONSTS
;
2219 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2220 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2221 pCaps
->PixelShader1xMaxValue
= 8.0;
2222 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2223 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
) - ARB_SHADER_RESERVED_PS_CONSTS
;
2227 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
2229 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
2231 TRACE("Checking support for color_fixup:\n");
2232 dump_color_fixup_desc(fixup
);
2235 /* We support everything except YUV conversions. */
2236 if (!is_yuv_fixup(fixup
))
2242 TRACE("[FAILED]\n");
2246 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
2248 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
2249 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
2250 /* WINED3DSIH_BEM */ pshader_hw_bem
,
2251 /* WINED3DSIH_BREAK */ NULL
,
2252 /* WINED3DSIH_BREAKC */ NULL
,
2253 /* WINED3DSIH_BREAKP */ NULL
,
2254 /* WINED3DSIH_CALL */ NULL
,
2255 /* WINED3DSIH_CALLNZ */ NULL
,
2256 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
2257 /* WINED3DSIH_CND */ pshader_hw_cnd
,
2258 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
2259 /* WINED3DSIH_DCL */ NULL
,
2260 /* WINED3DSIH_DEF */ NULL
,
2261 /* WINED3DSIH_DEFB */ NULL
,
2262 /* WINED3DSIH_DEFI */ NULL
,
2263 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
2264 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
2265 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
2266 /* WINED3DSIH_DST */ shader_hw_map2gl
,
2267 /* WINED3DSIH_DSX */ NULL
,
2268 /* WINED3DSIH_DSY */ NULL
,
2269 /* WINED3DSIH_ELSE */ NULL
,
2270 /* WINED3DSIH_ENDIF */ NULL
,
2271 /* WINED3DSIH_ENDLOOP */ NULL
,
2272 /* WINED3DSIH_ENDREP */ NULL
,
2273 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
2274 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
2275 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
2276 /* WINED3DSIH_IF */ NULL
,
2277 /* WINED3DSIH_IFC */ NULL
,
2278 /* WINED3DSIH_LABEL */ NULL
,
2279 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
2280 /* WINED3DSIH_LOG */ shader_hw_map2gl
,
2281 /* WINED3DSIH_LOGP */ shader_hw_map2gl
,
2282 /* WINED3DSIH_LOOP */ NULL
,
2283 /* WINED3DSIH_LRP */ shader_hw_map2gl
,
2284 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
2285 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
2286 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
2287 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
2288 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
2289 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
2290 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
2291 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
2292 /* WINED3DSIH_MOV */ shader_hw_mov
,
2293 /* WINED3DSIH_MOVA */ shader_hw_mov
,
2294 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
2295 /* WINED3DSIH_NOP */ shader_hw_map2gl
,
2296 /* WINED3DSIH_NRM */ shader_hw_nrm
,
2297 /* WINED3DSIH_PHASE */ NULL
,
2298 /* WINED3DSIH_POW */ shader_hw_map2gl
,
2299 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp
,
2300 /* WINED3DSIH_REP */ NULL
,
2301 /* WINED3DSIH_RET */ NULL
,
2302 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp
,
2303 /* WINED3DSIH_SETP */ NULL
,
2304 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
2305 /* WINED3DSIH_SGN */ NULL
,
2306 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
2307 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
2308 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
2309 /* WINED3DSIH_TEX */ pshader_hw_tex
,
2310 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
2311 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
2312 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
2313 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
2314 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
2315 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
2316 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
2317 /* WINED3DSIH_TEXLDD */ NULL
,
2318 /* WINED3DSIH_TEXLDL */ NULL
,
2319 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
2320 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
2321 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
2322 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
2323 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
2324 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
2325 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
2326 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
2327 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
2328 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
2329 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
2330 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
2333 const shader_backend_t arb_program_shader_backend
= {
2334 shader_arb_instruction_handler_table
,
2336 shader_arb_select_depth_blt
,
2337 shader_arb_deselect_depth_blt
,
2338 shader_arb_update_float_vertex_constants
,
2339 shader_arb_update_float_pixel_constants
,
2340 shader_arb_load_constants
,
2341 shader_arb_load_np2fixup_constants
,
2345 shader_arb_dirty_const
,
2346 shader_arb_generate_pshader
,
2347 shader_arb_generate_vshader
,
2348 shader_arb_get_caps
,
2349 shader_arb_color_fixup_supported
,
2352 /* ARB_fragment_program fixed function pipeline replacement definitions */
2353 #define ARB_FFP_CONST_TFACTOR 0
2354 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2355 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2356 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2357 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2359 struct arbfp_ffp_desc
2361 struct ffp_frag_desc parent
;
2363 unsigned int num_textures_used
;
2366 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2368 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2369 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2371 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2372 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2376 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2377 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2378 struct shader_arb_priv
*priv
;
2379 /* Share private data between the shader backend and the pipeline replacement, if both
2380 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2381 * if no pixel shader is bound or not
2383 if(This
->shader_backend
== &arb_program_shader_backend
) {
2384 This
->fragment_priv
= This
->shader_priv
;
2386 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2387 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2389 priv
= This
->fragment_priv
;
2390 priv
->fragment_shaders
= hash_table_create(ffp_frag_program_key_hash
, ffp_frag_program_key_compare
);
2391 priv
->use_arbfp_fixed_func
= TRUE
;
2395 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2396 const WineD3D_GL_Info
*gl_info
= gli
;
2397 struct arbfp_ffp_desc
*entry_arb
= value
;
2400 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2401 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2402 HeapFree(GetProcessHeap(), 0, entry_arb
);
2406 static void arbfp_free(IWineD3DDevice
*iface
) {
2407 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2408 struct shader_arb_priv
*priv
= This
->fragment_priv
;
2410 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2411 priv
->use_arbfp_fixed_func
= FALSE
;
2413 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2414 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2418 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
2420 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2421 WINED3DTEXOPCAPS_SELECTARG1
|
2422 WINED3DTEXOPCAPS_SELECTARG2
|
2423 WINED3DTEXOPCAPS_MODULATE4X
|
2424 WINED3DTEXOPCAPS_MODULATE2X
|
2425 WINED3DTEXOPCAPS_MODULATE
|
2426 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2427 WINED3DTEXOPCAPS_ADDSIGNED
|
2428 WINED3DTEXOPCAPS_ADD
|
2429 WINED3DTEXOPCAPS_SUBTRACT
|
2430 WINED3DTEXOPCAPS_ADDSMOOTH
|
2431 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2432 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2433 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2434 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2435 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2436 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2437 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2438 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2439 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2440 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2441 WINED3DTEXOPCAPS_MULTIPLYADD
|
2442 WINED3DTEXOPCAPS_LERP
|
2443 WINED3DTEXOPCAPS_BUMPENVMAP
|
2444 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
2446 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2448 caps
->MaxTextureBlendStages
= 8;
2449 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2451 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2453 #undef GLINFO_LOCATION
2455 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2456 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2458 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2460 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2461 * application provided constants
2463 if(device
->shader_backend
== &arb_program_shader_backend
) {
2464 if (use_ps(stateblock
)) return;
2466 device
= stateblock
->wineD3DDevice
;
2467 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2468 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2471 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2472 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2473 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2477 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2479 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2481 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2482 * application provided constants
2484 if(device
->shader_backend
== &arb_program_shader_backend
) {
2485 if (use_ps(stateblock
)) return;
2487 device
= stateblock
->wineD3DDevice
;
2488 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
2489 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
2492 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
2493 /* The specular color has no alpha */
2494 col
[0] = 1.0; col
[1] = 1.0;
2495 col
[2] = 1.0; col
[3] = 0.0;
2497 col
[0] = 0.0; col
[1] = 0.0;
2498 col
[2] = 0.0; col
[3] = 0.0;
2500 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
2501 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2504 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2505 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2506 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2509 if (use_ps(stateblock
))
2512 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
2513 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2516 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2517 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2521 if(device
->shader_backend
== &arb_program_shader_backend
) {
2522 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2525 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2526 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
2527 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
2530 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
2531 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
2532 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
2533 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
2535 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
2536 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2539 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2540 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2541 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2544 if (use_ps(stateblock
))
2547 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
2548 /* The pixel shader has to know the luminance offset. Do a constants update if it
2549 * isn't scheduled anyway
2551 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2552 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2556 if(device
->shader_backend
== &arb_program_shader_backend
) {
2557 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2560 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2561 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
2562 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
2565 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
2566 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
2570 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
2571 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2574 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
2577 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
2579 switch(arg
& WINED3DTA_SELECTMASK
) {
2580 case WINED3DTA_DIFFUSE
:
2581 ret
= "fragment.color.primary"; break;
2583 case WINED3DTA_CURRENT
:
2584 if(stage
== 0) ret
= "fragment.color.primary";
2588 case WINED3DTA_TEXTURE
:
2590 case 0: ret
= "tex0"; break;
2591 case 1: ret
= "tex1"; break;
2592 case 2: ret
= "tex2"; break;
2593 case 3: ret
= "tex3"; break;
2594 case 4: ret
= "tex4"; break;
2595 case 5: ret
= "tex5"; break;
2596 case 6: ret
= "tex6"; break;
2597 case 7: ret
= "tex7"; break;
2598 default: ret
= "unknown texture";
2602 case WINED3DTA_TFACTOR
:
2603 ret
= "tfactor"; break;
2605 case WINED3DTA_SPECULAR
:
2606 ret
= "fragment.color.secondary"; break;
2608 case WINED3DTA_TEMP
:
2609 ret
= "tempreg"; break;
2611 case WINED3DTA_CONSTANT
:
2612 FIXME("Implement perstage constants\n");
2614 case 0: ret
= "const0"; break;
2615 case 1: ret
= "const1"; break;
2616 case 2: ret
= "const2"; break;
2617 case 3: ret
= "const3"; break;
2618 case 4: ret
= "const4"; break;
2619 case 5: ret
= "const5"; break;
2620 case 6: ret
= "const6"; break;
2621 case 7: ret
= "const7"; break;
2622 default: ret
= "unknown constant";
2630 if(arg
& WINED3DTA_COMPLEMENT
) {
2631 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
2632 if(argnum
== 0) ret
= "arg0";
2633 if(argnum
== 1) ret
= "arg1";
2634 if(argnum
== 2) ret
= "arg2";
2636 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
2637 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
2638 if(argnum
== 0) ret
= "arg0";
2639 if(argnum
== 1) ret
= "arg1";
2640 if(argnum
== 2) ret
= "arg2";
2645 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
2646 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
2647 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
2648 unsigned int mul
= 1;
2649 BOOL mul_final_dest
= FALSE
;
2651 if(color
&& alpha
) dstmask
= "";
2652 else if(color
) dstmask
= ".xyz";
2653 else dstmask
= ".w";
2655 if(dst
== tempreg
) dstreg
= "tempreg";
2656 else dstreg
= "ret";
2658 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
2659 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
2660 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
2663 case WINED3DTOP_DISABLE
:
2664 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2667 case WINED3DTOP_SELECTARG2
:
2669 case WINED3DTOP_SELECTARG1
:
2670 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2673 case WINED3DTOP_MODULATE4X
:
2675 case WINED3DTOP_MODULATE2X
:
2677 if(strcmp(dstreg
, "result.color") == 0) {
2679 mul_final_dest
= TRUE
;
2681 case WINED3DTOP_MODULATE
:
2682 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2685 case WINED3DTOP_ADDSIGNED2X
:
2687 if(strcmp(dstreg
, "result.color") == 0) {
2689 mul_final_dest
= TRUE
;
2691 case WINED3DTOP_ADDSIGNED
:
2692 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2694 case WINED3DTOP_ADD
:
2695 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2698 case WINED3DTOP_SUBTRACT
:
2699 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2702 case WINED3DTOP_ADDSMOOTH
:
2703 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
2704 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2707 case WINED3DTOP_BLENDCURRENTALPHA
:
2708 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
2709 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2711 case WINED3DTOP_BLENDFACTORALPHA
:
2712 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
2713 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2715 case WINED3DTOP_BLENDTEXTUREALPHA
:
2716 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2717 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2719 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2720 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
2721 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2724 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2725 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2726 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
2727 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2730 /* D3DTOP_PREMODULATE ???? */
2732 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2733 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
2734 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2736 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2737 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2739 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2740 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
2741 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
2743 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2744 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2747 case WINED3DTOP_DOTPRODUCT3
:
2749 if(strcmp(dstreg
, "result.color") == 0) {
2751 mul_final_dest
= TRUE
;
2753 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
2754 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2755 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
2758 case WINED3DTOP_MULTIPLYADD
:
2759 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
2762 case WINED3DTOP_LERP
:
2763 /* The msdn is not quite right here */
2764 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2767 case WINED3DTOP_BUMPENVMAP
:
2768 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2769 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2773 FIXME("Unhandled texture op %08x\n", op
);
2777 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2778 } else if(mul
== 4) {
2779 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2783 /* The stateblock is passed for GLINFO_LOCATION */
2784 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
2787 SHADER_BUFFER buffer
;
2788 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2789 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2790 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2791 const char *textype
;
2792 const char *instr
, *sat
;
2793 char colorcor_dst
[8];
2795 DWORD arg0
, arg1
, arg2
;
2796 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
2798 const char *final_combiner_src
= "ret";
2800 /* Find out which textures are read */
2801 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2802 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
2803 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
2804 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
2805 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
2806 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2807 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2808 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2810 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
2811 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
2812 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
2813 bump_used
[stage
] = TRUE
;
2814 tex_read
[stage
] = TRUE
;
2816 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2817 bump_used
[stage
] = TRUE
;
2818 tex_read
[stage
] = TRUE
;
2819 luminance_used
[stage
] = TRUE
;
2820 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
2821 tfactor_used
= TRUE
;
2824 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2825 tfactor_used
= TRUE
;
2828 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
2829 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2830 tempreg_used
= TRUE
;
2833 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
2834 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
2835 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
2836 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
2837 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2838 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2839 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2841 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2842 tempreg_used
= TRUE
;
2844 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2845 tfactor_used
= TRUE
;
2850 shader_buffer_init(&buffer
);
2852 shader_addline(&buffer
, "!!ARBfp1.0\n");
2854 switch(settings
->fog
) {
2855 case FOG_OFF
: break;
2856 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
2857 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
2858 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
2859 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
2862 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
2863 shader_addline(&buffer
, "TEMP TMP;\n");
2864 shader_addline(&buffer
, "TEMP ret;\n");
2865 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
2866 shader_addline(&buffer
, "TEMP arg0;\n");
2867 shader_addline(&buffer
, "TEMP arg1;\n");
2868 shader_addline(&buffer
, "TEMP arg2;\n");
2869 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2870 if(!tex_read
[stage
]) continue;
2871 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
2872 if(!bump_used
[stage
]) continue;
2873 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
2874 if(!luminance_used
[stage
]) continue;
2875 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
2878 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
2880 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
2882 if(settings
->sRGB_write
) {
2883 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2884 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
2885 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2886 srgb_sub_high
, 0.0, 0.0, 0.0);
2889 /* Generate texture sampling instructions) */
2890 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
2891 if(!tex_read
[stage
]) continue;
2893 switch(settings
->op
[stage
].tex_type
) {
2894 case tex_1d
: textype
= "1D"; break;
2895 case tex_2d
: textype
= "2D"; break;
2896 case tex_3d
: textype
= "3D"; break;
2897 case tex_cube
: textype
= "CUBE"; break;
2898 case tex_rect
: textype
= "RECT"; break;
2899 default: textype
= "unexpected_textype"; break;
2902 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
2903 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2909 if(settings
->op
[stage
].projected
== proj_none
) {
2911 } else if(settings
->op
[stage
].projected
== proj_count4
||
2912 settings
->op
[stage
].projected
== proj_count3
) {
2915 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
2920 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
2921 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
2922 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
2923 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
2924 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
2925 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
2927 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2928 * so multiply the displacement with the dividing parameter before passing it to TXP
2930 if (settings
->op
[stage
].projected
!= proj_none
) {
2931 if(settings
->op
[stage
].projected
== proj_count4
) {
2932 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
2933 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
2935 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
2936 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
2939 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
2942 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2943 instr
, sat
, stage
, stage
, textype
);
2944 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2945 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2946 stage
- 1, stage
- 1, stage
- 1);
2947 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
2949 } else if(settings
->op
[stage
].projected
== proj_count3
) {
2950 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
2951 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
2952 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2953 instr
, sat
, stage
, stage
, textype
);
2955 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2956 instr
, sat
, stage
, stage
, stage
, textype
);
2959 sprintf(colorcor_dst
, "tex%u", stage
);
2960 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
2961 settings
->op
[stage
].color_fixup
);
2964 /* Generate the main shader */
2965 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2966 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
2968 final_combiner_src
= "fragment.color.primary";
2973 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2974 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2975 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
2976 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2977 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2978 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
2979 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2980 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2981 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
2982 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2983 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2984 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2986 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
2987 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
2988 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
2989 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2992 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
2993 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2994 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2995 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2997 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
2999 } else if(op_equal
) {
3000 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
3001 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
3002 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
3004 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
3005 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
3006 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
3007 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
3008 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
3009 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
3013 if(settings
->sRGB_write
) {
3014 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3015 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg");
3016 shader_addline(&buffer
, "MOV result.color.w, ret.w;\n");
3018 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
3022 shader_addline(&buffer
, "END\n");
3024 /* Generate the shader */
3025 GL_EXTCALL(glGenProgramsARB(1, &ret
));
3026 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
3027 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3029 if (glGetError() == GL_INVALID_OPERATION
) {
3031 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3032 FIXME("Fragment program error at position %d: %s\n", pos
,
3033 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3035 shader_buffer_free(&buffer
);
3039 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3040 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
3041 struct shader_arb_priv
*priv
= device
->fragment_priv
;
3042 BOOL use_pshader
= use_ps(stateblock
);
3043 BOOL use_vshader
= use_vs(stateblock
);
3044 struct ffp_frag_settings settings
;
3045 const struct arbfp_ffp_desc
*desc
;
3048 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3050 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
3051 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3052 /* Reload fixed function constants since they collide with the pixel shader constants */
3053 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3054 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3056 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3057 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3058 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3059 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3065 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3066 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
3067 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(priv
->fragment_shaders
, &settings
);
3069 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
3072 ERR("Out of memory\n");
3075 new_desc
->num_textures_used
= 0;
3076 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
3077 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
3078 new_desc
->num_textures_used
= i
;
3081 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
3082 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
3083 add_ffp_frag_shader(priv
->fragment_shaders
, &new_desc
->parent
);
3084 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
3088 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3089 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3092 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
3093 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3094 priv
->current_fprogram_id
= desc
->shader
;
3096 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3097 /* Reload fixed function constants since they collide with the pixel shader constants */
3098 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3099 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3101 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3102 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3104 context
->last_was_pshader
= FALSE
;
3106 context
->last_was_pshader
= TRUE
;
3109 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3110 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3111 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3112 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3113 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3115 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3118 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3119 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3121 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
3122 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3126 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3130 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3131 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3132 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3133 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3134 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3136 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3137 enum fogsource new_source
;
3139 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3141 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3142 fragment_prog_arbfp(state
, stateblock
, context
);
3145 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
3147 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
3148 if(use_vs(stateblock
)) {
3149 new_source
= FOGSOURCE_VS
;
3151 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
3152 new_source
= FOGSOURCE_COORD
;
3154 new_source
= FOGSOURCE_FFP
;
3158 new_source
= FOGSOURCE_FFP
;
3160 if(new_source
!= context
->fog_source
) {
3161 context
->fog_source
= new_source
;
3162 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
3166 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3167 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3168 fragment_prog_arbfp(state
, stateblock
, context
);
3172 #undef GLINFO_LOCATION
3174 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
3175 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
3176 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3177 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3178 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3179 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3180 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3181 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3182 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3183 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3184 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3185 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3186 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3187 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3188 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3189 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3190 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3191 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3192 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3193 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3194 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3195 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3196 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3197 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3198 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3199 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3200 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3201 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3202 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3203 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3204 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3205 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3206 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3207 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3208 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3209 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3210 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3211 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3212 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3213 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3214 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3215 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3216 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3217 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3218 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3219 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3220 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3221 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3222 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3223 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3224 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3225 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3226 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3227 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3228 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3229 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3230 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3231 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3232 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3233 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3234 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3235 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3236 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3237 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3238 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3239 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3240 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3241 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3242 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3243 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3244 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3245 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3246 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3247 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3248 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3249 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3250 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3251 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3252 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3253 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3254 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3255 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3256 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3257 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3258 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3259 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3260 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3261 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3262 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3263 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3264 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3265 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3266 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3267 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3268 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3269 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3270 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3271 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3272 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3273 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3274 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3275 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3276 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3277 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3278 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3279 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3280 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3281 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3282 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3283 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3284 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3285 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3286 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3287 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3288 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3289 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3290 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3291 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3292 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3293 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3294 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3295 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3296 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
3297 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
3298 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
3299 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
3300 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
3301 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
3302 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
3303 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
3304 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3305 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3306 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3307 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3308 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3309 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3310 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3311 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, 0 },
3312 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, 0 },
3313 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3314 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3315 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3316 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3317 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3318 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3319 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3320 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3321 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, 0 },
3322 {0 /* Terminate */, { 0, 0 }, 0 },
3325 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3330 shader_arb_color_fixup_supported
,
3331 arbfp_fragmentstate_template
,
3332 TRUE
/* We can disable projected textures */
3335 #define GLINFO_LOCATION device->adapter->gl_info
3337 struct arbfp_blit_priv
{
3338 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3339 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3340 GLenum yv12_rect_shader
, yv12_2d_shader
;
3343 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3344 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3345 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3346 if(!device
->blit_priv
) {
3347 ERR("Out of memory\n");
3348 return E_OUTOFMEMORY
;
3352 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3353 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3354 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3357 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3358 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3359 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3360 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3361 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
3362 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
3363 checkGLcall("Delete yuv programs\n");
3367 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3370 const char *tex
, *texinstr
;
3372 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3380 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3381 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3383 /* This is more tricky than just replacing the texture type - we have to navigate
3384 * properly in the texture to find the correct chroma values
3386 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3390 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3391 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3392 * filtering when we sample the texture.
3394 * These are the rules for reading the chroma:
3400 * So we have to get the sampling x position in non-normalized coordinates in integers
3402 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3403 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3404 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
3406 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3408 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3409 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3412 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
3413 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3415 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3416 * even and odd pixels respectively
3418 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3419 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
3421 /* Sample Pixel 1 */
3422 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3424 /* Put the value into either of the chroma values */
3425 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3426 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
3427 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3428 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
3430 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3431 * the pixel right to the current one. Otherwise, sample the left pixel.
3432 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3434 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3435 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3436 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3438 /* Put the value into the other chroma */
3439 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3440 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
3441 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3442 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
3444 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3445 * the current one and lerp the two U and V values
3448 /* This gives the correctly filtered luminance value */
3449 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3454 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3459 case GL_TEXTURE_2D
: tex
= "2D"; break;
3460 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3462 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3466 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3467 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3468 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3469 * pitch of the luminance plane, the packing into the gl texture is a bit
3470 * unfortunate. If the whole texture is interpreted as luminance data it looks
3471 * approximately like this:
3473 * +----------------------------------+----
3485 * +----------------+-----------------+----
3487 * | U even rows | U odd rows |
3489 * +----------------+------------------ -
3491 * | V even rows | V odd rows |
3493 * +----------------+-----------------+----
3497 * So it appears as if there are 4 chroma images, but in fact the odd rows
3498 * in the chroma images are in the same row as the even ones. So its is
3499 * kinda tricky to read
3501 * When reading from rectangle textures, keep in mind that the input y coordinates
3502 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3504 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3505 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3507 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3508 /* the chroma planes have only half the width */
3509 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
3511 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3512 * the coordinate. Also read the right side of the image when reading odd lines
3514 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3517 if(textype
== GL_TEXTURE_2D
) {
3519 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
3521 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
3523 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
3524 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3526 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3527 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3528 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3529 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3530 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3532 /* clamp, keep the half pixel origin in mind */
3533 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3534 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3535 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3536 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3538 /* Read from [size - size+size/4] */
3539 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3540 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3542 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3543 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3544 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3545 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3546 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3547 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3549 /* Make sure to read exactly from the pixel center */
3550 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3551 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
3554 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
3555 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
3556 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3557 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
3558 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3560 /* Read the texture, put the result into the output register */
3561 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3562 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
3564 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3565 * No need to clamp because we're just reusing the already clamped value from above
3567 if(textype
== GL_TEXTURE_2D
) {
3568 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3570 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3572 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3573 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
3575 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3576 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3577 * values due to filtering
3579 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3580 if(textype
== GL_TEXTURE_2D
) {
3581 /* Multiply the y coordinate by 2/3 and clamp it */
3582 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3583 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3584 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3585 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3587 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3588 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3591 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
3592 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
3593 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3600 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
3603 SHADER_BUFFER buffer
;
3604 char luminance_component
;
3605 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3608 shader_buffer_init(&buffer
);
3611 GL_EXTCALL(glGenProgramsARB(1, &shader
));
3612 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3613 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3614 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3617 shader_buffer_free(&buffer
);
3621 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3622 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3623 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3624 * each single pixel it contains, and one U and one V value shared between both
3627 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3628 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3629 * take the format into account when generating the read swizzles
3631 * Reading the Y value is straightforward - just sample the texture. The hardware
3632 * takes care of filtering in the horizontal and vertical direction.
3634 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3635 * because that would mix the U and V values of one pixel or two adjacent pixels.
3636 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3637 * regardless of the filtering setting. Vertical filtering works automatically
3638 * though - the U and V values of two rows are mixed nicely.
3640 * Appart of avoiding filtering issues, the code has to know which value it just
3641 * read, and where it can find the other one. To determine this, it checks if
3642 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3644 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3645 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3647 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3648 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3649 * in an unfiltered situation. Finding the luminance on the other hand requires
3650 * finding out if it is an odd or even pixel. The real drawback of this approach
3651 * is filtering. This would have to be emulated completely in the shader, reading
3652 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3653 * vertically. Beyond that it would require adjustments to the texture handling
3654 * code to deal with the width scaling
3656 shader_addline(&buffer
, "!!ARBfp1.0\n");
3657 shader_addline(&buffer
, "TEMP luminance;\n");
3658 shader_addline(&buffer
, "TEMP temp;\n");
3659 shader_addline(&buffer
, "TEMP chroma;\n");
3660 shader_addline(&buffer
, "TEMP texcrd;\n");
3661 shader_addline(&buffer
, "TEMP texcrd2;\n");
3662 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3663 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3664 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
3668 case YUV_FIXUP_UYVY
:
3669 case YUV_FIXUP_YUY2
:
3670 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
3672 shader_buffer_free(&buffer
);
3677 case YUV_FIXUP_YV12
:
3678 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
3680 shader_buffer_free(&buffer
);
3686 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3687 shader_buffer_free(&buffer
);
3691 /* Calculate the final result. Formula is taken from
3692 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3693 * ranges from -0.5 to 0.5
3695 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
3697 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
3698 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
3699 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3700 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
3701 shader_addline(&buffer
, "END\n");
3704 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3706 if (glGetError() == GL_INVALID_OPERATION
) {
3708 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3709 FIXME("Fragment program error at position %d: %s\n", pos
,
3710 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3712 shader_buffer_free(&buffer
);
3717 case YUV_FIXUP_YUY2
:
3718 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
3719 else priv
->yuy2_2d_shader
= shader
;
3722 case YUV_FIXUP_UYVY
:
3723 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
3724 else priv
->uyvy_2d_shader
= shader
;
3727 case YUV_FIXUP_YV12
:
3728 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
3729 else priv
->yv12_2d_shader
= shader
;
3736 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
3737 GLenum textype
, UINT width
, UINT height
)
3740 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3741 float size
[4] = {width
, height
, 1, 1};
3742 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3743 enum yuv_fixup yuv_fixup
;
3745 if (!is_yuv_fixup(format_desc
->color_fixup
))
3748 dump_color_fixup_desc(format_desc
->color_fixup
);
3749 /* Don't bother setting up a shader for unconverted formats */
3752 checkGLcall("glEnable(textype)");
3757 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
3761 case YUV_FIXUP_YUY2
:
3762 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
3765 case YUV_FIXUP_UYVY
:
3766 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
3769 case YUV_FIXUP_YV12
:
3770 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
3774 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
3777 checkGLcall("glEnable(textype)");
3782 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
3785 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
3786 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3787 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3788 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3789 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
3790 checkGLcall("glProgramLocalParameter4fvARB");
3796 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3797 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3800 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
3801 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3802 glDisable(GL_TEXTURE_2D
);
3803 checkGLcall("glDisable(GL_TEXTURE_2D)");
3804 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3805 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3806 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3808 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3809 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3810 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3815 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
3817 enum yuv_fixup yuv_fixup
;
3819 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3821 TRACE("Checking support for fixup:\n");
3822 dump_color_fixup_desc(fixup
);
3825 if (is_identity_fixup(fixup
))
3831 /* We only support YUV conversions. */
3832 if (!is_yuv_fixup(fixup
))
3834 TRACE("[FAILED]\n");
3838 yuv_fixup
= get_yuv_fixup(fixup
);
3841 case YUV_FIXUP_YUY2
:
3842 case YUV_FIXUP_UYVY
:
3843 case YUV_FIXUP_YV12
:
3848 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3849 TRACE("[FAILED]\n");
3854 const struct blit_shader arbfp_blit
= {
3859 arbfp_blit_color_fixup_supported
,
3862 #undef GLINFO_LOCATION