wined3d: Fix clamping in reading rectangular YV12 textures.
[wine/multimedia.git] / dlls / wined3d / arb_program_shader.c
blobaa0f6094a67f64e4ef50074298ab3c306256cba6
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
55 char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *q = '\0';
65 *ptr = q + 1;
67 return p;
70 static void shader_arb_dump_program_source(const char *source)
72 ULONG source_size;
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77 if (!tmp)
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80 return;
82 memcpy(tmp, source, source_size);
84 ptr = tmp;
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
86 FIXME("\n");
88 HeapFree(GetProcessHeap(), 0, tmp);
91 enum arb_helper_value
93 ARB_ZERO,
94 ARB_ONE,
95 ARB_TWO,
96 ARB_0001,
97 ARB_EPS,
99 ARB_VS_REL_OFFSET
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
107 return "bad";
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
112 switch (value)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
119 default: break;
122 else
124 switch (value)
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136 switch (value)
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
149 return context->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
154 struct control_frame
156 struct list entry;
157 enum
160 IFC,
161 LOOP,
163 } type;
164 BOOL muting;
165 BOOL outer_loop;
166 union
168 unsigned int loop;
169 unsigned int ifc;
170 } no;
171 struct wined3d_shader_loop_control loop_control;
172 BOOL had_else;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need an offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
182 UINT offset;
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
188 WORD bools;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
196 UINT const_num;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
206 GLuint prgId;
207 UINT ycorrection;
208 unsigned char numbumpenvmatconsts;
209 char num_int_consts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
215 union
217 struct
219 WORD bools;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
222 } boolclip;
223 DWORD boolclip_compare;
224 } clip;
225 DWORD ps_signature;
226 union
228 unsigned char samplers[4];
229 DWORD samplers_compare;
230 } vertex;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
237 GLuint prgId;
238 UINT int_consts[MAX_CONST_I];
239 char num_int_consts;
240 char need_color_unclamp;
241 UINT pos_fixup;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
247 struct list entry;
250 struct shader_arb_ctx_priv
252 char addr_reg[20];
253 enum
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256 ARB,
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258 NV2,
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
261 } target_version;
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
269 struct list record;
270 BOOL recording;
271 BOOL muted;
272 unsigned int num_loops, loop_depth, num_ifcs;
273 int aL;
274 BOOL ps_post_process;
276 unsigned int vs_clipplanes;
277 BOOL footer_written;
278 BOOL in_main_func;
280 /* For 3.0 vertex shaders */
281 const char *vs_output[MAX_REG_OUTPUT];
282 /* For 2.x and earlier vertex shaders */
283 const char *texcrd_output[8], *color_output[2], *fog_output;
285 /* 3.0 pshader input for compatibility with fixed function */
286 const char *ps_input[MAX_REG_INPUT];
289 struct ps_signature
291 struct wined3d_shader_signature_element *sig;
292 DWORD idx;
293 struct wine_rb_entry entry;
296 struct arb_pshader_private {
297 struct arb_ps_compiled_shader *gl_shaders;
298 UINT num_gl_shaders, shader_array_size;
299 DWORD input_signature_idx;
300 DWORD clipplane_emulation;
301 BOOL clamp_consts;
304 struct arb_vshader_private {
305 struct arb_vs_compiled_shader *gl_shaders;
306 UINT num_gl_shaders, shader_array_size;
307 UINT rel_offset;
310 struct shader_arb_priv
312 GLuint current_vprogram_id;
313 GLuint current_fprogram_id;
314 const struct arb_ps_compiled_shader *compiled_fprog;
315 const struct arb_vs_compiled_shader *compiled_vprog;
316 GLuint depth_blt_vprogram_id;
317 GLuint depth_blt_fprogram_id_full[tex_type_count];
318 GLuint depth_blt_fprogram_id_masked[tex_type_count];
319 BOOL use_arbfp_fixed_func;
320 struct wine_rb_tree fragment_shaders;
321 BOOL last_ps_const_clamped;
322 BOOL last_vs_color_unclamp;
324 struct wine_rb_tree signature_tree;
325 DWORD ps_sig_number;
327 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
328 char *vshader_const_dirty, *pshader_const_dirty;
329 const struct wined3d_context *last_context;
331 const struct wined3d_vertex_pipe_ops *vertex_pipe;
332 const struct fragment_pipeline *fragment_pipe;
333 BOOL ffp_proj_control;
336 /* Context activation for state handlers is done by the caller. */
338 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
339 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
341 if (shader_data->rel_offset) return TRUE;
342 if (!reg_maps->usesmova) return FALSE;
343 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
346 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
347 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
349 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
350 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
353 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
354 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
356 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
357 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
358 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
359 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
360 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
361 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
362 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
363 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
364 return FALSE;
367 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
368 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
370 unsigned int ret = 1;
371 /* We use one PARAM for the pos fixup, and in some cases one to load
372 * some immediate values into the shader. */
373 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
374 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
375 return ret;
378 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
379 * When constant_list == NULL, it will load all the constants.
381 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
382 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
384 /* Context activation is done by the caller. */
385 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
386 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
387 const float *constants, char *dirty_consts)
389 struct wined3d_shader_lconst *lconst;
390 DWORD i, j;
391 unsigned int ret;
393 if (TRACE_ON(d3d_constants))
395 for(i = 0; i < max_constants; i++) {
396 if(!dirty_consts[i]) continue;
397 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
398 constants[i * 4 + 0], constants[i * 4 + 1],
399 constants[i * 4 + 2], constants[i * 4 + 3]);
403 i = 0;
405 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
406 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
408 float lcl_const[4];
409 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
410 * shaders, the first 8 constants are marked dirty for reload
412 for(; i < min(8, max_constants); i++) {
413 if(!dirty_consts[i]) continue;
414 dirty_consts[i] = 0;
416 j = 4 * i;
417 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
418 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
419 else lcl_const[0] = constants[j + 0];
421 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
422 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
423 else lcl_const[1] = constants[j + 1];
425 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
426 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
427 else lcl_const[2] = constants[j + 2];
429 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
430 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
431 else lcl_const[3] = constants[j + 3];
433 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
436 /* If further constants are dirty, reload them without clamping.
438 * The alternative is not to touch them, but then we cannot reset the dirty constant count
439 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
440 * above would always re-check the first 8 constants since max_constant remains at the init
441 * value
445 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
447 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
448 * or just reloading *all* constants at once
450 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
452 for(; i < max_constants; i++) {
453 if(!dirty_consts[i]) continue;
455 /* Find the next block of dirty constants */
456 dirty_consts[i] = 0;
457 j = i;
458 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
459 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
464 } else {
465 for(; i < max_constants; i++) {
466 if(dirty_consts[i]) {
467 dirty_consts[i] = 0;
468 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
472 checkGLcall("glProgramEnvParameter4fvARB()");
474 /* Load immediate constants */
475 if (shader->load_local_constsF)
477 if (TRACE_ON(d3d_shader))
479 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
481 GLfloat* values = (GLfloat*)lconst->value;
482 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
483 values[0], values[1], values[2], values[3]);
486 /* Immediate constants are clamped for 1.X shaders at loading times */
487 ret = 0;
488 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
490 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
491 ret = max(ret, lconst->idx + 1);
492 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
494 checkGLcall("glProgramEnvParameter4fvARB()");
495 return ret; /* The loaded immediate constants need reloading for the next shader */
496 } else {
497 return 0; /* No constants are dirty now */
501 /* Loads the texture dimensions for NP2 fixup into the currently set
502 * ARB_[vertex/fragment]_programs. */
503 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
504 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
506 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
507 WORD active = fixup->super.active;
508 UINT i;
510 if (!active)
511 return;
513 for (i = 0; active; active >>= 1, ++i)
515 const struct wined3d_texture *tex = state->textures[i];
516 unsigned char idx = fixup->super.idx[i];
517 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
519 if (!(active & 1))
520 continue;
522 if (!tex)
524 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
525 continue;
528 if (idx % 2)
530 tex_dim[2] = tex->pow2_matrix[0];
531 tex_dim[3] = tex->pow2_matrix[5];
533 else
535 tex_dim[0] = tex->pow2_matrix[0];
536 tex_dim[1] = tex->pow2_matrix[5];
540 for (i = 0; i < fixup->super.num_consts; ++i)
542 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
543 fixup->offset + i, &np2fixup_constants[i * 4]));
547 /* Context activation is done by the caller. */
548 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
549 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
551 const struct wined3d_gl_info *gl_info = context->gl_info;
552 unsigned char i;
554 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
556 int texunit = gl_shader->bumpenvmatconst[i].texunit;
558 /* The state manager takes care that this function is always called if the bump env matrix changes */
559 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
560 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
561 gl_shader->bumpenvmatconst[i].const_num, data));
563 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
565 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
566 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
567 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
568 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
570 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
571 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
572 gl_shader->luminanceconst[i].const_num, scale));
575 checkGLcall("Load bumpmap consts");
577 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
579 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
580 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
581 * ycorrection.z: 1.0
582 * ycorrection.w: 0.0
584 float val[4];
585 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
586 val[1] = context->render_offscreen ? 1.0f : -1.0f;
587 val[2] = 1.0f;
588 val[3] = 0.0f;
589 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
590 checkGLcall("y correction loading");
593 if (!gl_shader->num_int_consts) return;
595 for(i = 0; i < MAX_CONST_I; i++)
597 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
599 float val[4];
600 val[0] = (float)state->ps_consts_i[4 * i];
601 val[1] = (float)state->ps_consts_i[4 * i + 1];
602 val[2] = (float)state->ps_consts_i[4 * i + 2];
603 val[3] = -1.0f;
605 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
608 checkGLcall("Load ps int consts");
611 /* Context activation is done by the caller. */
612 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
613 const struct wined3d_context *context, const struct wined3d_state *state)
615 const struct wined3d_gl_info *gl_info = context->gl_info;
616 float position_fixup[4];
617 unsigned char i;
619 /* Upload the position fixup */
620 shader_get_position_fixup(context, state, position_fixup);
621 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
623 if (!gl_shader->num_int_consts) return;
625 for(i = 0; i < MAX_CONST_I; i++)
627 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
629 float val[4];
630 val[0] = (float)state->vs_consts_i[4 * i];
631 val[1] = (float)state->vs_consts_i[4 * i + 1];
632 val[2] = (float)state->vs_consts_i[4 * i + 2];
633 val[3] = -1.0f;
635 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
638 checkGLcall("Load vs int consts");
641 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
642 const struct wined3d_state *state);
645 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
647 * We only support float constants in ARB at the moment, so don't
648 * worry about the Integers or Booleans
650 /* Context activation is done by the caller (state handler). */
651 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
652 struct wined3d_context *context, const struct wined3d_state *state,
653 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
655 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
656 const struct wined3d_gl_info *gl_info = context->gl_info;
658 if (!from_shader_select)
660 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
661 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
663 if (vshader
664 && (vshader->reg_maps.boolean_constants
665 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
666 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
668 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
669 shader_arb_select(priv, context, state);
671 else if (pshader
672 && (pshader->reg_maps.boolean_constants
673 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
674 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
676 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
677 shader_arb_select(priv, context, state);
681 if (context != priv->last_context)
683 memset(priv->vshader_const_dirty, 1,
684 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
685 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
687 memset(priv->pshader_const_dirty, 1,
688 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
689 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
691 priv->last_context = context;
694 if (useVertexShader)
696 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
697 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
699 /* Load DirectX 9 float constants for vertex shader */
700 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
701 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
702 shader_arb_vs_local_constants(gl_shader, context, state);
705 if (usePixelShader)
707 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
708 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
709 UINT rt_height = state->fb->render_targets[0]->resource.height;
711 /* Load DirectX 9 float constants for pixel shader */
712 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
713 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
714 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
716 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
717 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
721 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
722 const struct wined3d_state *state)
724 BOOL vs = use_vs(state);
725 BOOL ps = use_ps(state);
727 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
730 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
732 struct wined3d_context *context = context_get_current();
733 struct shader_arb_priv *priv = device->shader_priv;
734 unsigned int i;
736 for (i = 0; i < device->context_count; ++i)
738 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
741 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
742 * context. On a context switch the old context will be fully dirtified */
743 if (!context || context->swapchain->device != device) return;
745 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
746 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
749 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
751 struct wined3d_context *context = context_get_current();
752 struct shader_arb_priv *priv = device->shader_priv;
753 unsigned int i;
755 for (i = 0; i < device->context_count; ++i)
757 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
760 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
761 * context. On a context switch the old context will be fully dirtified */
762 if (!context || context->swapchain->device != device) return;
764 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
765 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
768 static void shader_arb_append_imm_vec4(struct wined3d_shader_buffer *buffer, const float *values)
770 char str[4][17];
772 wined3d_ftoa(values[0], str[0]);
773 wined3d_ftoa(values[1], str[1]);
774 wined3d_ftoa(values[2], str[2]);
775 wined3d_ftoa(values[3], str[3]);
776 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
779 /* Generate the variable & register declarations for the ARB_vertex_program output target */
780 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
781 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
782 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
783 const struct shader_arb_ctx_priv *ctx)
785 DWORD i;
786 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
787 const struct wined3d_shader_lconst *lconst;
788 unsigned max_constantsF;
789 DWORD map;
791 /* In pixel shaders, all private constants are program local, we don't need anything
792 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
793 * If we need a private constant the GL implementation will squeeze it in somewhere
795 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
796 * immediate values. The posFixup is loaded using program.env for now, so always
797 * subtract one from the number of constants. If the shader uses indirect addressing,
798 * account for the helper const too because we have to declare all available d3d constants
799 * and don't know which are actually used.
801 if (pshader)
803 max_constantsF = gl_info->limits.arb_ps_native_constants;
804 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
805 if (max_constantsF < 24)
806 max_constantsF = gl_info->limits.arb_ps_float_constants;
808 else
810 const struct arb_vshader_private *shader_data = shader->backend_data;
811 max_constantsF = gl_info->limits.arb_vs_native_constants;
812 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
813 * Also prevents max_constantsF from becoming less than 0 and
814 * wrapping . */
815 if (max_constantsF < 96)
816 max_constantsF = gl_info->limits.arb_vs_float_constants;
818 if (reg_maps->usesrelconstF)
820 DWORD highest_constf = 0, clip_limit;
822 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
823 max_constantsF -= count_bits(reg_maps->integer_constants);
824 max_constantsF -= gl_info->reserved_arb_constants;
826 for (i = 0; i < shader->limits.constant_float; ++i)
828 DWORD idx = i >> 5;
829 DWORD shift = i & 0x1f;
830 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
833 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
835 if(ctx->cur_vs_args->super.clip_enabled)
836 clip_limit = gl_info->limits.clipplanes;
837 else
838 clip_limit = 0;
840 else
842 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
843 clip_limit = min(count_bits(mask), 4);
845 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
846 max_constantsF -= *num_clipplanes;
847 if(*num_clipplanes < clip_limit)
849 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
852 else
854 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
855 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
859 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
861 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
864 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
866 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
869 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
871 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
873 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
877 if (!shader->load_local_constsF)
879 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
881 const float *value;
882 value = (const float *)lconst->value;
883 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
884 shader_arb_append_imm_vec4(buffer, value);
885 shader_addline(buffer, ";\n");
889 /* After subtracting privately used constants from the hardware limit(they are loaded as
890 * local constants), make sure the shader doesn't violate the env constant limit
892 if(pshader)
894 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
896 else
898 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
901 /* Avoid declaring more constants than needed */
902 max_constantsF = min(max_constantsF, shader->limits.constant_float);
904 /* we use the array-based constants array if the local constants are marked for loading,
905 * because then we use indirect addressing, or when the local constant list is empty,
906 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
907 * local constants do not declare the loaded constants as an array because ARB compilers usually
908 * do not optimize unused constants away
910 if (reg_maps->usesrelconstF)
912 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
913 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
914 max_constantsF, max_constantsF - 1);
915 } else {
916 for(i = 0; i < max_constantsF; i++) {
917 DWORD idx, mask;
918 idx = i >> 5;
919 mask = 1 << (i & 0x1f);
920 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
922 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
928 static const char * const shift_tab[] = {
929 "dummy", /* 0 (none) */
930 "coefmul.x", /* 1 (x2) */
931 "coefmul.y", /* 2 (x4) */
932 "coefmul.z", /* 3 (x8) */
933 "coefmul.w", /* 4 (x16) */
934 "dummy", /* 5 (x32) */
935 "dummy", /* 6 (x64) */
936 "dummy", /* 7 (x128) */
937 "dummy", /* 8 (d256) */
938 "dummy", /* 9 (d128) */
939 "dummy", /* 10 (d64) */
940 "dummy", /* 11 (d32) */
941 "coefdiv.w", /* 12 (d16) */
942 "coefdiv.z", /* 13 (d8) */
943 "coefdiv.y", /* 14 (d4) */
944 "coefdiv.x" /* 15 (d2) */
947 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
948 const struct wined3d_shader_dst_param *dst, char *write_mask)
950 char *ptr = write_mask;
952 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
954 *ptr++ = '.';
955 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
956 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
957 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
958 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
961 *ptr = '\0';
964 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
966 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
967 * but addressed as "rgba". To fix this we need to swap the register's x
968 * and z components. */
969 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
970 char *ptr = swizzle_str;
972 /* swizzle bits fields: wwzzyyxx */
973 DWORD swizzle = param->swizzle;
974 DWORD swizzle_x = swizzle & 0x03;
975 DWORD swizzle_y = (swizzle >> 2) & 0x03;
976 DWORD swizzle_z = (swizzle >> 4) & 0x03;
977 DWORD swizzle_w = (swizzle >> 6) & 0x03;
979 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
980 * generate a swizzle string. Unless we need to our own swizzling. */
981 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
983 *ptr++ = '.';
984 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
985 *ptr++ = swizzle_chars[swizzle_x];
986 } else {
987 *ptr++ = swizzle_chars[swizzle_x];
988 *ptr++ = swizzle_chars[swizzle_y];
989 *ptr++ = swizzle_chars[swizzle_z];
990 *ptr++ = swizzle_chars[swizzle_w];
994 *ptr = '\0';
997 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
999 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1000 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1002 if (!strcmp(priv->addr_reg, src)) return;
1004 strcpy(priv->addr_reg, src);
1005 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1008 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1009 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1011 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1012 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1014 /* oPos, oFog and oPts in D3D */
1015 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1016 const struct wined3d_shader *shader = ins->ctx->shader;
1017 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1018 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1019 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1021 *is_color = FALSE;
1023 switch (reg->type)
1025 case WINED3DSPR_TEMP:
1026 sprintf(register_name, "R%u", reg->idx[0].offset);
1027 break;
1029 case WINED3DSPR_INPUT:
1030 if (pshader)
1032 if (reg_maps->shader_version.major < 3)
1034 if (!reg->idx[0].offset)
1035 strcpy(register_name, "fragment.color.primary");
1036 else
1037 strcpy(register_name, "fragment.color.secondary");
1039 else
1041 if (reg->idx[0].rel_addr)
1043 char rel_reg[50];
1044 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1046 if (!strcmp(rel_reg, "**aL_emul**"))
1048 DWORD idx = ctx->aL + reg->idx[0].offset;
1049 if(idx < MAX_REG_INPUT)
1051 strcpy(register_name, ctx->ps_input[idx]);
1053 else
1055 ERR("Pixel shader input register out of bounds: %u\n", idx);
1056 sprintf(register_name, "out_of_bounds_%u", idx);
1059 else if (reg_maps->input_registers & 0x0300)
1061 /* There are two ways basically:
1063 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1064 * That means trouble if the loop also contains a breakc or if the control values
1065 * aren't local constants.
1066 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1067 * source dynamically. The trouble is that we cannot simply read aL.y because it
1068 * is an ADDRESS register. We could however push it, load .zw with a value and use
1069 * ADAC to load the condition code register and pop it again afterwards
1071 FIXME("Relative input register addressing with more than 8 registers\n");
1073 /* This is better than nothing for now */
1074 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1076 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1078 /* This is problematic because we'd have to consult the ctx->ps_input strings
1079 * for where to find the varying. Some may be "0.0", others can be texcoords or
1080 * colors. This needs either a pipeline replacement to make the vertex shader feed
1081 * proper varyings, or loop unrolling
1083 * For now use the texcoords and hope for the best
1085 FIXME("Non-vertex shader varying input with indirect addressing\n");
1086 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1088 else
1090 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1091 * pulls GL_NV_fragment_program2 in
1093 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1096 else
1098 if (reg->idx[0].offset < MAX_REG_INPUT)
1100 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1102 else
1104 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1105 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1110 else
1112 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1113 *is_color = TRUE;
1114 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1116 break;
1118 case WINED3DSPR_CONST:
1119 if (!pshader && reg->idx[0].rel_addr)
1121 const struct arb_vshader_private *shader_data = shader->backend_data;
1122 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1123 BOOL aL = FALSE;
1124 char rel_reg[50];
1125 if (reg_maps->shader_version.major < 2)
1127 sprintf(rel_reg, "A0.x");
1129 else
1131 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1132 if (ctx->target_version == ARB)
1134 if (!strcmp(rel_reg, "**aL_emul**"))
1136 aL = TRUE;
1137 } else {
1138 shader_arb_request_a0(ins, rel_reg);
1139 sprintf(rel_reg, "A0.x");
1143 if (aL)
1144 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1145 else if (reg->idx[0].offset >= rel_offset)
1146 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1147 else
1148 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1150 else
1152 if (reg_maps->usesrelconstF)
1153 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1154 else
1155 sprintf(register_name, "C%u", reg->idx[0].offset);
1157 break;
1159 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1160 if (pshader)
1162 if (reg_maps->shader_version.major == 1
1163 && reg_maps->shader_version.minor <= 3)
1164 /* In ps <= 1.3, Tx is a temporary register as destination
1165 * to all instructions, and as source to most instructions.
1166 * For some instructions it is the texcoord input. Those
1167 * instructions know about the special use. */
1168 sprintf(register_name, "T%u", reg->idx[0].offset);
1169 else
1170 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1171 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1173 else
1175 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1176 sprintf(register_name, "A%u", reg->idx[0].offset);
1177 else
1178 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1180 break;
1182 case WINED3DSPR_COLOROUT:
1183 if (ctx->ps_post_process && !reg->idx[0].offset)
1185 strcpy(register_name, "TMP_COLOR");
1187 else
1189 if (ctx->cur_ps_args->super.srgb_correction)
1190 FIXME("sRGB correction on higher render targets.\n");
1191 if (reg_maps->rt_mask > 1)
1192 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1193 else
1194 strcpy(register_name, "result.color");
1196 break;
1198 case WINED3DSPR_RASTOUT:
1199 if (reg->idx[0].offset == 1)
1200 sprintf(register_name, "%s", ctx->fog_output);
1201 else
1202 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1203 break;
1205 case WINED3DSPR_DEPTHOUT:
1206 strcpy(register_name, "result.depth");
1207 break;
1209 case WINED3DSPR_ATTROUT:
1210 /* case WINED3DSPR_OUTPUT: */
1211 if (pshader)
1212 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1213 else
1214 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1215 break;
1217 case WINED3DSPR_TEXCRDOUT:
1218 if (pshader)
1219 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1220 else if (reg_maps->shader_version.major < 3)
1221 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1222 else
1223 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1224 break;
1226 case WINED3DSPR_LOOP:
1227 if(ctx->target_version >= NV2)
1229 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1230 if(pshader) sprintf(register_name, "A0.x");
1231 else sprintf(register_name, "aL.y");
1233 else
1235 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1236 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1237 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1238 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1239 * indexing
1241 sprintf(register_name, "**aL_emul**");
1244 break;
1246 case WINED3DSPR_CONSTINT:
1247 sprintf(register_name, "I%u", reg->idx[0].offset);
1248 break;
1250 case WINED3DSPR_MISCTYPE:
1251 if (!reg->idx[0].offset)
1252 sprintf(register_name, "vpos");
1253 else if (reg->idx[0].offset == 1)
1254 sprintf(register_name, "fragment.facing.x");
1255 else
1256 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1257 break;
1259 default:
1260 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1261 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1262 break;
1266 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1267 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1269 char register_name[255];
1270 char write_mask[6];
1271 BOOL is_color;
1273 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1274 strcpy(str, register_name);
1276 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1277 strcat(str, write_mask);
1280 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1282 switch(channel_source)
1284 case CHANNEL_SOURCE_ZERO: return "0";
1285 case CHANNEL_SOURCE_ONE: return "1";
1286 case CHANNEL_SOURCE_X: return "x";
1287 case CHANNEL_SOURCE_Y: return "y";
1288 case CHANNEL_SOURCE_Z: return "z";
1289 case CHANNEL_SOURCE_W: return "w";
1290 default:
1291 FIXME("Unhandled channel source %#x\n", channel_source);
1292 return "undefined";
1296 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1297 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1299 DWORD mask;
1301 if (is_complex_fixup(fixup))
1303 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1304 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1305 return;
1308 mask = 0;
1309 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1310 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1311 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1312 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1313 mask &= dst_mask;
1315 if (mask)
1317 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1318 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1319 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1322 mask = 0;
1323 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1324 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1325 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1326 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1327 mask &= dst_mask;
1329 if (mask)
1331 char reg_mask[6];
1332 char *ptr = reg_mask;
1334 if (mask != WINED3DSP_WRITEMASK_ALL)
1336 *ptr++ = '.';
1337 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1338 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1339 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1340 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1342 *ptr = '\0';
1344 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1348 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1350 DWORD mod;
1351 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1352 if (!ins->dst_count) return "";
1354 mod = ins->dst[0].modifiers;
1356 /* Silently ignore PARTIALPRECISION if its not supported */
1357 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1359 if(mod & WINED3DSPDM_MSAMPCENTROID)
1361 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1362 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1365 switch(mod)
1367 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1368 return "H_SAT";
1370 case WINED3DSPDM_SATURATE:
1371 return "_SAT";
1373 case WINED3DSPDM_PARTIALPRECISION:
1374 return "H";
1376 case 0:
1377 return "";
1379 default:
1380 FIXME("Unknown modifiers 0x%08x\n", mod);
1381 return "";
1385 #define TEX_PROJ 0x1
1386 #define TEX_BIAS 0x2
1387 #define TEX_LOD 0x4
1388 #define TEX_DERIV 0x10
1390 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1391 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1393 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1394 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1395 const char *tex_type;
1396 BOOL np2_fixup = FALSE;
1397 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1398 const char *mod;
1399 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1400 const struct wined3d_shader *shader;
1401 const struct wined3d_device *device;
1402 const struct wined3d_gl_info *gl_info;
1404 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1405 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1407 switch(sampler_type) {
1408 case WINED3DSTT_1D:
1409 tex_type = "1D";
1410 break;
1412 case WINED3DSTT_2D:
1413 shader = ins->ctx->shader;
1414 device = shader->device;
1415 gl_info = &device->adapter->gl_info;
1417 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1418 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1419 tex_type = "RECT";
1420 else
1421 tex_type = "2D";
1422 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1424 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1426 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1427 else np2_fixup = TRUE;
1430 break;
1432 case WINED3DSTT_VOLUME:
1433 tex_type = "3D";
1434 break;
1436 case WINED3DSTT_CUBE:
1437 tex_type = "CUBE";
1438 break;
1440 default:
1441 ERR("Unexpected texture type %d\n", sampler_type);
1442 tex_type = "";
1445 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1446 * so don't use shader_arb_get_modifier
1448 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1449 else mod = "";
1451 /* Fragment samplers always have indentity mapping */
1452 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1454 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1457 if (flags & TEX_DERIV)
1459 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1460 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1461 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1462 dsx, dsy,sampler_idx, tex_type);
1464 else if(flags & TEX_LOD)
1466 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1467 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1468 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1469 sampler_idx, tex_type);
1471 else if (flags & TEX_BIAS)
1473 /* Shouldn't be possible, but let's check for it */
1474 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1475 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1476 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1478 else if (flags & TEX_PROJ)
1480 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1482 else
1484 if (np2_fixup)
1486 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1487 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1488 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1490 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1492 else
1493 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1496 if (pshader)
1498 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1499 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1500 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1501 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1505 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1506 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1508 /* Generate a line that does the input modifier computation and return the input register to use */
1509 BOOL is_color = FALSE, insert_line;
1510 char regstr[256];
1511 char swzstr[20];
1512 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1513 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1514 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1515 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1517 /* Assume a new line will be added */
1518 insert_line = TRUE;
1520 /* Get register name */
1521 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1522 shader_arb_get_swizzle(src, is_color, swzstr);
1524 switch (src->modifiers)
1526 case WINED3DSPSM_NONE:
1527 sprintf(outregstr, "%s%s", regstr, swzstr);
1528 insert_line = FALSE;
1529 break;
1530 case WINED3DSPSM_NEG:
1531 sprintf(outregstr, "-%s%s", regstr, swzstr);
1532 insert_line = FALSE;
1533 break;
1534 case WINED3DSPSM_BIAS:
1535 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1536 break;
1537 case WINED3DSPSM_BIASNEG:
1538 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1539 break;
1540 case WINED3DSPSM_SIGN:
1541 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1542 break;
1543 case WINED3DSPSM_SIGNNEG:
1544 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1545 break;
1546 case WINED3DSPSM_COMP:
1547 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1548 break;
1549 case WINED3DSPSM_X2:
1550 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1551 break;
1552 case WINED3DSPSM_X2NEG:
1553 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1554 break;
1555 case WINED3DSPSM_DZ:
1556 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1557 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1558 break;
1559 case WINED3DSPSM_DW:
1560 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1561 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1562 break;
1563 case WINED3DSPSM_ABS:
1564 if(ctx->target_version >= NV2) {
1565 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1566 insert_line = FALSE;
1567 } else {
1568 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1570 break;
1571 case WINED3DSPSM_ABSNEG:
1572 if(ctx->target_version >= NV2) {
1573 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1574 } else {
1575 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1576 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1578 insert_line = FALSE;
1579 break;
1580 default:
1581 sprintf(outregstr, "%s%s", regstr, swzstr);
1582 insert_line = FALSE;
1585 /* Return modified or original register, with swizzle */
1586 if (insert_line)
1587 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1590 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1592 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1593 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1594 DWORD sampler_code = dst->reg.idx[0].offset;
1595 char dst_name[50];
1596 char src_name[2][50];
1598 shader_arb_get_dst_param(ins, dst, dst_name);
1600 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1602 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1603 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1604 * temps is done.
1606 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1607 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1608 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1609 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1610 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1612 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1613 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1616 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1618 *extra_char = ' ';
1619 switch(mod)
1621 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1622 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1623 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1624 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1625 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1626 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1627 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1628 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1629 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1630 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1631 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1632 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1633 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1635 FIXME("Unknown modifier %u\n", mod);
1636 return mod;
1639 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1641 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1642 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1643 char dst_name[50];
1644 char src_name[3][50];
1645 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1646 ins->ctx->reg_maps->shader_version.minor);
1648 shader_arb_get_dst_param(ins, dst, dst_name);
1649 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1651 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1652 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1654 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1656 else
1658 struct wined3d_shader_src_param src0_copy = ins->src[0];
1659 char extra_neg;
1661 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1662 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1664 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1665 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1666 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1667 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1668 dst_name, src_name[1], src_name[2]);
1672 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1674 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1675 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1676 char dst_name[50];
1677 char src_name[3][50];
1679 shader_arb_get_dst_param(ins, dst, dst_name);
1681 /* Generate input register names (with modifiers) */
1682 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1683 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1684 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1686 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1687 dst_name, src_name[0], src_name[2], src_name[1]);
1690 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1691 * dst = dot2(src0, src1) + src2 */
1692 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1694 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1695 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1696 char dst_name[50];
1697 char src_name[3][50];
1698 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1700 shader_arb_get_dst_param(ins, dst, dst_name);
1701 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1702 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1704 if(ctx->target_version >= NV3)
1706 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1707 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1708 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1709 dst_name, src_name[0], src_name[1], src_name[2]);
1711 else if(ctx->target_version >= NV2)
1713 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1714 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1715 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1716 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1718 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1720 * .xyxy and other swizzles that we could get with this are not valid in
1721 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1723 struct wined3d_shader_src_param tmp_param = ins->src[1];
1724 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1725 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1727 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1729 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1730 dst_name, src_name[2], src_name[0], src_name[1]);
1732 else
1734 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1735 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1736 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1738 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1739 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1740 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1741 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1745 /* Map the opcode 1-to-1 to the GL code */
1746 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1748 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1749 const char *instruction;
1750 char arguments[256], dst_str[50];
1751 unsigned int i;
1752 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1754 switch (ins->handler_idx)
1756 case WINED3DSIH_ABS: instruction = "ABS"; break;
1757 case WINED3DSIH_ADD: instruction = "ADD"; break;
1758 case WINED3DSIH_CRS: instruction = "XPD"; break;
1759 case WINED3DSIH_DP3: instruction = "DP3"; break;
1760 case WINED3DSIH_DP4: instruction = "DP4"; break;
1761 case WINED3DSIH_DST: instruction = "DST"; break;
1762 case WINED3DSIH_FRC: instruction = "FRC"; break;
1763 case WINED3DSIH_LIT: instruction = "LIT"; break;
1764 case WINED3DSIH_LRP: instruction = "LRP"; break;
1765 case WINED3DSIH_MAD: instruction = "MAD"; break;
1766 case WINED3DSIH_MAX: instruction = "MAX"; break;
1767 case WINED3DSIH_MIN: instruction = "MIN"; break;
1768 case WINED3DSIH_MOV: instruction = "MOV"; break;
1769 case WINED3DSIH_MUL: instruction = "MUL"; break;
1770 case WINED3DSIH_SGE: instruction = "SGE"; break;
1771 case WINED3DSIH_SLT: instruction = "SLT"; break;
1772 case WINED3DSIH_SUB: instruction = "SUB"; break;
1773 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1774 case WINED3DSIH_DSX: instruction = "DDX"; break;
1775 default: instruction = "";
1776 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1777 break;
1780 /* Note that shader_arb_add_dst_param() adds spaces. */
1781 arguments[0] = '\0';
1782 shader_arb_get_dst_param(ins, dst, dst_str);
1783 for (i = 0; i < ins->src_count; ++i)
1785 char operand[100];
1786 strcat(arguments, ", ");
1787 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1788 strcat(arguments, operand);
1790 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1793 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1795 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1797 const struct wined3d_shader *shader = ins->ctx->shader;
1798 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1799 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1800 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1801 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1802 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1803 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1805 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1806 char src0_param[256];
1808 if (ins->handler_idx == WINED3DSIH_MOVA)
1810 const struct arb_vshader_private *shader_data = shader->backend_data;
1811 char write_mask[6];
1812 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1814 if(ctx->target_version >= NV2) {
1815 shader_hw_map2gl(ins);
1816 return;
1818 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1819 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1821 /* This implements the mova formula used in GLSL. The first two instructions
1822 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1823 * in this case:
1824 * mova A0.x, 0.0
1826 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1828 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1829 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1831 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1832 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1834 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1835 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1836 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1837 if (shader_data->rel_offset)
1839 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1841 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1843 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1845 else if (reg_maps->shader_version.major == 1
1846 && !shader_is_pshader_version(reg_maps->shader_version.type)
1847 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1849 const struct arb_vshader_private *shader_data = shader->backend_data;
1850 src0_param[0] = '\0';
1852 if (shader_data->rel_offset && ctx->target_version == ARB)
1854 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1855 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1856 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1857 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1859 else
1861 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1862 * with more than one component. Thus replicate the first source argument over all
1863 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1864 struct wined3d_shader_src_param tmp_src = ins->src[0];
1865 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1866 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1867 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1870 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1872 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1874 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1875 return;
1877 shader_hw_map2gl(ins);
1879 else
1881 shader_hw_map2gl(ins);
1885 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1887 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1888 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1889 char reg_dest[40];
1891 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1892 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1894 shader_arb_get_dst_param(ins, dst, reg_dest);
1896 if (ins->ctx->reg_maps->shader_version.major >= 2)
1898 const char *kilsrc = "TA";
1899 BOOL is_color;
1901 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1902 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1904 kilsrc = reg_dest;
1906 else
1908 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1909 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1910 * masked out components to 0(won't kill)
1912 char x = '0', y = '0', z = '0', w = '0';
1913 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1914 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1915 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1916 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1917 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1919 shader_addline(buffer, "KIL %s;\n", kilsrc);
1921 else
1923 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1924 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1926 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1927 * or pass in any temporary register(in shader phase 2)
1929 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1930 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1931 else
1932 shader_arb_get_dst_param(ins, dst, reg_dest);
1933 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1934 shader_addline(buffer, "KIL TA;\n");
1938 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1940 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1941 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1942 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1943 ins->ctx->reg_maps->shader_version.minor);
1944 struct wined3d_shader_src_param src;
1946 char reg_dest[40];
1947 char reg_coord[40];
1948 DWORD reg_sampler_code;
1949 WORD myflags = 0;
1950 BOOL swizzle_coord = FALSE;
1952 /* All versions have a destination register */
1953 shader_arb_get_dst_param(ins, dst, reg_dest);
1955 /* 1.0-1.4: Use destination register number as texture code.
1956 2.0+: Use provided sampler number as texure code. */
1957 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1958 reg_sampler_code = dst->reg.idx[0].offset;
1959 else
1960 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1962 /* 1.0-1.3: Use the texcoord varying.
1963 1.4+: Use provided coordinate source register. */
1964 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1965 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1966 else {
1967 /* TEX is the only instruction that can handle DW and DZ natively */
1968 src = ins->src[0];
1969 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1970 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1971 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1974 /* projection flag:
1975 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1976 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1977 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1979 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1981 DWORD flags = 0;
1982 if (reg_sampler_code < MAX_TEXTURES)
1983 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1984 if (flags & WINED3D_PSARGS_PROJECTED)
1986 myflags |= TEX_PROJ;
1987 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1988 swizzle_coord = TRUE;
1991 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1993 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1994 if (src_mod == WINED3DSPSM_DZ)
1996 swizzle_coord = TRUE;
1997 myflags |= TEX_PROJ;
1998 } else if(src_mod == WINED3DSPSM_DW) {
1999 myflags |= TEX_PROJ;
2001 } else {
2002 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2003 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2006 if (swizzle_coord)
2008 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2009 * reg_coord is a read-only varying register, so we need a temp reg */
2010 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2011 strcpy(reg_coord, "TA");
2014 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2017 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2019 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2020 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2021 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2022 ins->ctx->reg_maps->shader_version.minor);
2023 char dst_str[50];
2025 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2027 DWORD reg = dst->reg.idx[0].offset;
2029 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2030 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2031 } else {
2032 char reg_src[40];
2034 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2035 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2036 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2040 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2042 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2043 DWORD flags = 0;
2045 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2046 char dst_str[50];
2047 char src_str[50];
2049 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2050 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2051 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2052 /* Move .x first in case src_str is "TA" */
2053 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2054 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2055 if (reg1 < MAX_TEXTURES)
2057 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2058 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2060 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2063 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2065 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2067 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2068 char dst_str[50];
2069 char src_str[50];
2071 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2072 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2073 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2074 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2075 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2076 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2079 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2081 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2082 char dst_str[50];
2083 char src_str[50];
2085 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2086 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2087 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2088 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2091 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2093 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2094 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2095 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2096 char reg_coord[40], dst_reg[50], src_reg[50];
2097 DWORD reg_dest_code;
2099 /* All versions have a destination register. The Tx where the texture coordinates come
2100 * from is the varying incarnation of the texture register
2102 reg_dest_code = dst->reg.idx[0].offset;
2103 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2104 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2105 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2107 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2108 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2110 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2111 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2113 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2114 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2115 * extension.
2117 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2118 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2119 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2120 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2122 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2123 * so we can't let the GL handle this.
2125 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2126 & WINED3D_PSARGS_PROJECTED)
2128 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2129 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2130 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2131 } else {
2132 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2135 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2137 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2139 /* No src swizzles are allowed, so this is ok */
2140 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2141 src_reg, reg_dest_code, reg_dest_code);
2142 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2146 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2148 DWORD reg = ins->dst[0].reg.idx[0].offset;
2149 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2150 char src0_name[50], dst_name[50];
2151 BOOL is_color;
2152 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2154 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2155 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2156 * T<reg+1> register. Use this register to store the calculated vector
2158 tmp_reg.idx[0].offset = reg + 1;
2159 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2160 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2163 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2165 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2166 DWORD flags;
2167 DWORD reg = ins->dst[0].reg.idx[0].offset;
2168 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2169 char dst_str[50];
2170 char src0_name[50];
2171 char dst_reg[50];
2172 BOOL is_color;
2174 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2175 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2177 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2178 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2179 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2180 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2181 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2184 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2186 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2187 DWORD reg = ins->dst[0].reg.idx[0].offset;
2188 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2189 char src0_name[50], dst_name[50];
2190 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2191 BOOL is_color;
2193 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2194 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2195 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2197 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2198 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2200 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2201 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2202 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2203 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2206 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2208 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2209 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2210 DWORD flags;
2211 DWORD reg = ins->dst[0].reg.idx[0].offset;
2212 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2213 char dst_str[50];
2214 char src0_name[50], dst_name[50];
2215 BOOL is_color;
2217 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2218 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2219 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2221 /* Sample the texture using the calculated coordinates */
2222 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2223 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2224 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2225 tex_mx->current_row = 0;
2228 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2230 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2231 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2232 DWORD flags;
2233 DWORD reg = ins->dst[0].reg.idx[0].offset;
2234 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2235 char dst_str[50];
2236 char src0_name[50];
2237 char dst_reg[50];
2238 BOOL is_color;
2240 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2241 * components for temporary data storage
2243 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2244 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2245 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2247 /* Construct the eye-ray vector from w coordinates */
2248 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2249 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2250 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2252 /* Calculate reflection vector
2254 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2255 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2256 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2257 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2258 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2259 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2260 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2262 /* Sample the texture using the calculated coordinates */
2263 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2264 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2265 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2266 tex_mx->current_row = 0;
2269 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2271 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2272 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2273 DWORD flags;
2274 DWORD reg = ins->dst[0].reg.idx[0].offset;
2275 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2276 char dst_str[50];
2277 char src0_name[50];
2278 char src1_name[50];
2279 char dst_reg[50];
2280 BOOL is_color;
2282 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2283 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2284 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2285 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2286 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2288 /* Calculate reflection vector.
2290 * dot(N, E)
2291 * dst_reg.xyz = 2 * --------- * N - E
2292 * dot(N, N)
2294 * Which normalizes the normal vector
2296 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2297 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2298 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2299 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2300 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2301 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2303 /* Sample the texture using the calculated coordinates */
2304 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2305 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2306 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2307 tex_mx->current_row = 0;
2310 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2312 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2313 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2314 char dst_name[50];
2315 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2316 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2318 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2319 * which is essentially an input, is the destination register because it is the first
2320 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2321 * here(writemasks/swizzles are not valid on texdepth)
2323 shader_arb_get_dst_param(ins, dst, dst_name);
2325 /* According to the msdn, the source register(must be r5) is unusable after
2326 * the texdepth instruction, so we're free to modify it
2328 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2330 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2331 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2332 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2334 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2335 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2336 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2337 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2340 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2341 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2342 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2343 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2345 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2346 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2347 char src0[50];
2348 char dst_str[50];
2350 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2351 shader_addline(buffer, "MOV TB, 0.0;\n");
2352 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2354 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2355 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2358 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2359 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2360 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2362 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2363 char src0[50];
2364 char dst_str[50];
2365 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2367 /* Handle output register */
2368 shader_arb_get_dst_param(ins, dst, dst_str);
2369 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2370 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2373 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2374 * Perform the 3rd row of a 3x3 matrix multiply */
2375 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2377 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2378 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2379 char dst_str[50], dst_name[50];
2380 char src0[50];
2381 BOOL is_color;
2383 shader_arb_get_dst_param(ins, dst, dst_str);
2384 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2385 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2386 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2387 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2390 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2391 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2392 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2393 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2395 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2397 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2398 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2399 char src0[50], dst_name[50];
2400 BOOL is_color;
2401 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2402 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2404 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2405 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2406 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2408 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2409 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2410 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2412 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2413 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2414 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2415 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2418 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2419 Vertex/Pixel shaders to ARB_vertex_program codes */
2420 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2422 int i;
2423 int nComponents = 0;
2424 struct wined3d_shader_dst_param tmp_dst = {{0}};
2425 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2426 struct wined3d_shader_instruction tmp_ins;
2428 memset(&tmp_ins, 0, sizeof(tmp_ins));
2430 /* Set constants for the temporary argument */
2431 tmp_ins.ctx = ins->ctx;
2432 tmp_ins.dst_count = 1;
2433 tmp_ins.dst = &tmp_dst;
2434 tmp_ins.src_count = 2;
2435 tmp_ins.src = tmp_src;
2437 switch(ins->handler_idx)
2439 case WINED3DSIH_M4x4:
2440 nComponents = 4;
2441 tmp_ins.handler_idx = WINED3DSIH_DP4;
2442 break;
2443 case WINED3DSIH_M4x3:
2444 nComponents = 3;
2445 tmp_ins.handler_idx = WINED3DSIH_DP4;
2446 break;
2447 case WINED3DSIH_M3x4:
2448 nComponents = 4;
2449 tmp_ins.handler_idx = WINED3DSIH_DP3;
2450 break;
2451 case WINED3DSIH_M3x3:
2452 nComponents = 3;
2453 tmp_ins.handler_idx = WINED3DSIH_DP3;
2454 break;
2455 case WINED3DSIH_M3x2:
2456 nComponents = 2;
2457 tmp_ins.handler_idx = WINED3DSIH_DP3;
2458 break;
2459 default:
2460 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2461 break;
2464 tmp_dst = ins->dst[0];
2465 tmp_src[0] = ins->src[0];
2466 tmp_src[1] = ins->src[1];
2467 for (i = 0; i < nComponents; ++i)
2469 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2470 shader_hw_map2gl(&tmp_ins);
2471 ++tmp_src[1].reg.idx[0].offset;
2475 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2477 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2479 char dst[50];
2480 char src[50];
2482 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2483 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2484 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2486 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2487 * .w is used
2489 strcat(src, ".w");
2492 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2495 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2497 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2498 const char *instruction;
2500 char dst[50];
2501 char src[50];
2503 switch(ins->handler_idx)
2505 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2506 case WINED3DSIH_RCP: instruction = "RCP"; break;
2507 case WINED3DSIH_EXP: instruction = "EX2"; break;
2508 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2509 default: instruction = "";
2510 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2511 break;
2514 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2515 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2516 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2518 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2519 * .w is used
2521 strcat(src, ".w");
2524 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2527 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2529 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2530 char dst_name[50];
2531 char src_name[50];
2532 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2533 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2534 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2536 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2537 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2539 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2540 * otherwise NRM or RSQ would return NaN */
2541 if(pshader && priv->target_version >= NV3)
2543 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2545 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2547 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2548 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2549 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2551 else if(priv->target_version >= NV2)
2553 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2554 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2555 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2556 src_name);
2558 else
2560 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2562 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2563 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2564 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2566 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2567 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2569 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2570 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2571 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2572 src_name);
2576 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2578 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2579 char dst_name[50];
2580 char src_name[3][50];
2582 /* ARB_fragment_program has a convenient LRP instruction */
2583 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2584 shader_hw_map2gl(ins);
2585 return;
2588 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2589 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2590 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2591 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2593 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2594 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2595 dst_name, src_name[0], src_name[2]);
2598 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2600 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2601 * must contain fixed constants. So we need a separate function to filter those constants and
2602 * can't use map2gl
2604 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2605 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2606 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2607 char dst_name[50];
2608 char src_name0[50], src_name1[50], src_name2[50];
2609 BOOL is_color;
2611 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2612 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2613 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2614 /* No modifiers are supported on SCS */
2615 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2617 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2619 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2620 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2622 } else if(priv->target_version >= NV2) {
2623 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2625 /* Sincos writemask must be .x, .y or .xy */
2626 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2627 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2628 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2629 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2630 } else {
2631 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2632 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2634 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2635 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2637 * The constants we get are:
2639 * +1 +1, -1 -1 +1 +1 -1 -1
2640 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2641 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2643 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2645 * (x/2)^2 = x^2 / 4
2646 * (x/2)^3 = x^3 / 8
2647 * (x/2)^4 = x^4 / 16
2648 * (x/2)^5 = x^5 / 32
2649 * etc
2651 * To get the final result:
2652 * sin(x) = 2 * sin(x/2) * cos(x/2)
2653 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2654 * (from sin(x+y) and cos(x+y) rules)
2656 * As per MSDN, dst.z is undefined after the operation, and so is
2657 * dst.x and dst.y if they're masked out by the writemask. Ie
2658 * sincos dst.y, src1, c0, c1
2659 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2660 * vsa.exe also stops with an error if the dest register is the same register as the source
2661 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2662 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2664 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2665 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2666 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2668 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2669 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2670 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2671 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2672 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2673 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2675 /* sin(x/2)
2677 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2678 * properly merge that with MULs in the code above?
2679 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2680 * we can merge the sine and cosine MAD rows to calculate them together.
2682 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2683 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2684 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2685 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2687 /* cos(x/2) */
2688 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2689 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2690 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2692 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2693 /* cos x */
2694 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2695 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2697 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2698 /* sin x */
2699 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2700 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2705 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2707 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2708 char dst_name[50];
2709 char src_name[50];
2710 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2712 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2713 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2715 /* SGN is only valid in vertex shaders */
2716 if(ctx->target_version >= NV2) {
2717 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2718 return;
2721 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2722 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2724 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2725 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2726 } else {
2727 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2728 * Then use TA, and calculate the final result
2730 * Not reading from TA? Store the first result in TA to avoid overwriting the
2731 * destination if src reg = dst reg
2733 if(strstr(src_name, "TA"))
2735 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2736 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2737 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2739 else
2741 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2742 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2743 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2748 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2750 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2751 char src[50];
2752 char dst[50];
2753 char dst_name[50];
2754 BOOL is_color;
2756 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2757 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2758 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2760 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2761 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2764 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2766 *need_abs = FALSE;
2768 switch(mod)
2770 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2771 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2772 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2773 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2774 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2775 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2776 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2777 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2778 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2779 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2780 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2781 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2782 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2784 FIXME("Unknown modifier %u\n", mod);
2785 return mod;
2788 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2790 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2791 char src0[50], dst[50];
2792 struct wined3d_shader_src_param src0_copy = ins->src[0];
2793 BOOL need_abs = FALSE;
2794 const char *instr;
2796 switch(ins->handler_idx)
2798 case WINED3DSIH_LOG: instr = "LG2"; break;
2799 case WINED3DSIH_LOGP: instr = "LOG"; break;
2800 default:
2801 ERR("Unexpected instruction %d\n", ins->handler_idx);
2802 return;
2805 /* LOG and LOGP operate on the absolute value of the input */
2806 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2808 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2809 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2811 if(need_abs)
2813 shader_addline(buffer, "ABS TA, %s;\n", src0);
2814 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2816 else
2818 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2822 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2824 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2825 char src0[50], src1[50], dst[50];
2826 struct wined3d_shader_src_param src0_copy = ins->src[0];
2827 BOOL need_abs = FALSE;
2828 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2829 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2831 /* POW operates on the absolute value of the input */
2832 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2834 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2835 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2836 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2838 if (need_abs)
2839 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2840 else
2841 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2843 if (priv->target_version >= NV2)
2845 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2846 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2847 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2849 else
2851 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2852 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2854 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2855 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2856 /* Possibly add flt_eps to avoid getting float special values */
2857 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2858 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2859 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2860 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2864 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2866 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2867 char src_name[50];
2868 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2870 /* src0 is aL */
2871 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2873 if(vshader)
2875 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2876 struct list *e = list_head(&priv->control_frames);
2877 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2879 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2880 /* The constant loader makes sure to load -1 into iX.w */
2881 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2882 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2883 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2885 else
2887 shader_addline(buffer, "LOOP %s;\n", src_name);
2891 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2893 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2894 char src_name[50];
2895 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2897 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2899 /* The constant loader makes sure to load -1 into iX.w */
2900 if(vshader)
2902 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2903 struct list *e = list_head(&priv->control_frames);
2904 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2906 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2908 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2909 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2910 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2912 else
2914 shader_addline(buffer, "REP %s;\n", src_name);
2918 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2920 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2921 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2923 if(vshader)
2925 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2926 struct list *e = list_head(&priv->control_frames);
2927 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2929 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2930 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2931 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2933 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2935 else
2937 shader_addline(buffer, "ENDLOOP;\n");
2941 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2943 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2944 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2946 if(vshader)
2948 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2949 struct list *e = list_head(&priv->control_frames);
2950 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2952 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2953 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2954 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2956 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2958 else
2960 shader_addline(buffer, "ENDREP;\n");
2964 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2966 struct control_frame *control_frame;
2968 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2970 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2972 ERR("Could not find loop for break\n");
2973 return NULL;
2976 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2978 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2979 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2980 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2982 if(vshader)
2984 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2986 else
2988 shader_addline(buffer, "BRK;\n");
2992 static const char *get_compare(enum wined3d_shader_rel_op op)
2994 switch (op)
2996 case WINED3D_SHADER_REL_OP_GT: return "GT";
2997 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2998 case WINED3D_SHADER_REL_OP_GE: return "GE";
2999 case WINED3D_SHADER_REL_OP_LT: return "LT";
3000 case WINED3D_SHADER_REL_OP_NE: return "NE";
3001 case WINED3D_SHADER_REL_OP_LE: return "LE";
3002 default:
3003 FIXME("Unrecognized operator %#x.\n", op);
3004 return "(\?\?)";
3008 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3010 switch (op)
3012 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3013 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3014 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3015 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3016 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3017 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3018 default:
3019 FIXME("Unrecognized operator %#x.\n", op);
3020 return -1;
3024 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3026 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3027 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3028 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3029 char src_name0[50];
3030 char src_name1[50];
3031 const char *comp = get_compare(ins->flags);
3033 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3034 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3036 if(vshader)
3038 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3039 * away the subtraction result
3041 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3042 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3044 else
3046 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3047 shader_addline(buffer, "BRK (%s.x);\n", comp);
3051 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3053 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3054 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3055 struct list *e = list_head(&priv->control_frames);
3056 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3057 const char *comp;
3058 char src_name0[50];
3059 char src_name1[50];
3060 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3062 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3063 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3065 if(vshader)
3067 /* Invert the flag. We jump to the else label if the condition is NOT true */
3068 comp = get_compare(invert_compare(ins->flags));
3069 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3070 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3072 else
3074 comp = get_compare(ins->flags);
3075 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3076 shader_addline(buffer, "IF %s.x;\n", comp);
3080 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3082 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3083 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3084 struct list *e = list_head(&priv->control_frames);
3085 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3086 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3088 if(vshader)
3090 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3091 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3092 control_frame->had_else = TRUE;
3094 else
3096 shader_addline(buffer, "ELSE;\n");
3100 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3102 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3103 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3104 struct list *e = list_head(&priv->control_frames);
3105 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3106 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3108 if(vshader)
3110 if(control_frame->had_else)
3112 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3114 else
3116 shader_addline(buffer, "#No else branch. else is endif\n");
3117 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3120 else
3122 shader_addline(buffer, "ENDIF;\n");
3126 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3128 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3129 char reg_dest[40];
3130 char reg_src[3][40];
3131 WORD flags = TEX_DERIV;
3133 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3134 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3135 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3136 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3138 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3139 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3141 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3144 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3146 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3147 char reg_dest[40];
3148 char reg_coord[40];
3149 WORD flags = TEX_LOD;
3151 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3152 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3154 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3155 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3157 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3160 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3162 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3163 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3165 priv->in_main_func = FALSE;
3166 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3167 * subroutine, don't generate a label that will make GL complain
3169 if(priv->target_version == ARB) return;
3171 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3174 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3175 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3176 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3177 struct wined3d_shader_buffer *buffer)
3179 unsigned int i;
3181 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3182 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3183 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3184 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3186 if (args->super.fog_src == VS_FOG_Z)
3188 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3190 else
3192 if (!reg_maps->fog)
3194 /* posFixup.x is always 1.0, so we can safely use it */
3195 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3197 else
3199 /* Clamp fogcoord */
3200 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3201 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3203 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3204 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3208 /* Clipplanes are always stored without y inversion */
3209 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3211 if (args->super.clip_enabled)
3213 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3215 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3219 else if (args->clip.boolclip.clip_texcoord)
3221 unsigned int cur_clip = 0;
3222 char component[4] = {'x', 'y', 'z', 'w'};
3223 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3225 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3227 if (args->clip.boolclip.clipplane_mask & (1 << i))
3229 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3230 component[cur_clip++], i);
3233 switch (cur_clip)
3235 case 0:
3236 shader_addline(buffer, "MOV TA, %s;\n", zero);
3237 break;
3238 case 1:
3239 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3240 break;
3241 case 2:
3242 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3243 break;
3244 case 3:
3245 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3246 break;
3248 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3249 args->clip.boolclip.clip_texcoord - 1);
3252 /* Write the final position.
3254 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3255 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3256 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3257 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3259 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3260 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3261 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3263 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3264 * and the glsl equivalent
3266 if (need_helper_const(shader_data, reg_maps, gl_info))
3268 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3269 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3271 else
3273 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3274 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3277 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3279 priv_ctx->footer_written = TRUE;
3282 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3284 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3285 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3286 const struct wined3d_shader *shader = ins->ctx->shader;
3287 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3289 if(priv->target_version == ARB) return;
3291 if(vshader)
3293 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3294 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3297 shader_addline(buffer, "RET;\n");
3300 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3302 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3303 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3306 /* Context activation is done by the caller. */
3307 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3309 GLuint program_id = 0;
3310 GLint pos;
3312 const char *blt_vprogram =
3313 "!!ARBvp1.0\n"
3314 "PARAM c[1] = { { 1, 0.5 } };\n"
3315 "MOV result.position, vertex.position;\n"
3316 "MOV result.color, c[0].x;\n"
3317 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3318 "END\n";
3320 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3321 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3322 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3323 strlen(blt_vprogram), blt_vprogram));
3324 checkGLcall("glProgramStringARB()");
3326 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3327 if (pos != -1)
3329 FIXME("Vertex program error at position %d: %s\n\n", pos,
3330 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3331 shader_arb_dump_program_source(blt_vprogram);
3333 else
3335 GLint native;
3337 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3338 checkGLcall("glGetProgramivARB()");
3339 if (!native) WARN("Program exceeds native resource limits.\n");
3342 return program_id;
3345 /* Context activation is done by the caller. */
3346 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3347 enum tex_types tex_type, BOOL masked)
3349 GLuint program_id = 0;
3350 const char *fprogram;
3351 GLint pos;
3353 static const char * const blt_fprograms_full[tex_type_count] =
3355 /* tex_1d */
3356 NULL,
3357 /* tex_2d */
3358 "!!ARBfp1.0\n"
3359 "TEMP R0;\n"
3360 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3361 "MOV result.depth.z, R0.x;\n"
3362 "END\n",
3363 /* tex_3d */
3364 NULL,
3365 /* tex_cube */
3366 "!!ARBfp1.0\n"
3367 "TEMP R0;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3369 "MOV result.depth.z, R0.x;\n"
3370 "END\n",
3371 /* tex_rect */
3372 "!!ARBfp1.0\n"
3373 "TEMP R0;\n"
3374 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3375 "MOV result.depth.z, R0.x;\n"
3376 "END\n",
3379 static const char * const blt_fprograms_masked[tex_type_count] =
3381 /* tex_1d */
3382 NULL,
3383 /* tex_2d */
3384 "!!ARBfp1.0\n"
3385 "PARAM mask = program.local[0];\n"
3386 "TEMP R0;\n"
3387 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3388 "MUL R0.x, R0.x, R0.y;\n"
3389 "KIL -R0.x;\n"
3390 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3391 "MOV result.depth.z, R0.x;\n"
3392 "END\n",
3393 /* tex_3d */
3394 NULL,
3395 /* tex_cube */
3396 "!!ARBfp1.0\n"
3397 "PARAM mask = program.local[0];\n"
3398 "TEMP R0;\n"
3399 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3400 "MUL R0.x, R0.x, R0.y;\n"
3401 "KIL -R0.x;\n"
3402 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3403 "MOV result.depth.z, R0.x;\n"
3404 "END\n",
3405 /* tex_rect */
3406 "!!ARBfp1.0\n"
3407 "PARAM mask = program.local[0];\n"
3408 "TEMP R0;\n"
3409 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3410 "MUL R0.x, R0.x, R0.y;\n"
3411 "KIL -R0.x;\n"
3412 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3413 "MOV result.depth.z, R0.x;\n"
3414 "END\n",
3417 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3418 if (!fprogram)
3420 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3421 tex_type = tex_2d;
3422 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3425 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3426 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3427 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3428 checkGLcall("glProgramStringARB()");
3430 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3431 if (pos != -1)
3433 FIXME("Fragment program error at position %d: %s\n\n", pos,
3434 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3435 shader_arb_dump_program_source(fprogram);
3437 else
3439 GLint native;
3441 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3442 checkGLcall("glGetProgramivARB()");
3443 if (!native) WARN("Program exceeds native resource limits.\n");
3446 return program_id;
3449 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3450 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3452 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3454 if(condcode)
3456 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3457 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3458 /* Calculate the > 0.0031308 case */
3459 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3460 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3461 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3462 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3463 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3464 /* Calculate the < case */
3465 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3467 else
3469 /* Calculate the > 0.0031308 case */
3470 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3471 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3472 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3473 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3474 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3475 /* Calculate the < case */
3476 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3477 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3478 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3479 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3480 /* Store the components > 0.0031308 in the destination */
3481 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3482 /* Add the components that are < 0.0031308 */
3483 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3484 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3485 * result.color writes(.rgb first, then .a), or handle overwriting already written
3486 * components. The assembler uses a temporary register in this case, which is usually
3487 * not allocated from one of our registers that were used earlier.
3490 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3493 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3495 const struct wined3d_shader_lconst *constant;
3497 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3499 if (constant->idx == idx)
3501 return constant->value;
3504 return NULL;
3507 static void init_ps_input(const struct wined3d_shader *shader,
3508 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3510 static const char * const texcoords[8] =
3512 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3513 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3515 unsigned int i;
3516 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3517 const char *semantic_name;
3518 DWORD semantic_idx;
3520 switch(args->super.vp_mode)
3522 case pretransformed:
3523 case fixedfunction:
3524 /* The pixelshader has to collect the varyings on its own. In any case properly load
3525 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3526 * other attribs to 0.0.
3528 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3529 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3530 * load the texcoord attrib pointers to match the pixel shader signature
3532 for(i = 0; i < MAX_REG_INPUT; i++)
3534 semantic_name = sig[i].semantic_name;
3535 semantic_idx = sig[i].semantic_idx;
3536 if (!semantic_name) continue;
3538 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3540 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3541 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3542 else priv->ps_input[i] = "0.0";
3544 else if(args->super.vp_mode == fixedfunction)
3546 priv->ps_input[i] = "0.0";
3548 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3550 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3551 else priv->ps_input[i] = "0.0";
3553 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3555 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3556 else priv->ps_input[i] = "0.0";
3558 else
3560 priv->ps_input[i] = "0.0";
3563 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3565 break;
3567 case vertexshader:
3568 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3569 * fragment.color
3571 for(i = 0; i < 8; i++)
3573 priv->ps_input[i] = texcoords[i];
3575 priv->ps_input[8] = "fragment.color.primary";
3576 priv->ps_input[9] = "fragment.color.secondary";
3577 break;
3581 static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer,
3582 const char *fragcolor, const char *tmp)
3584 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3585 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3586 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3589 /* Context activation is done by the caller. */
3590 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3591 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3592 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3594 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3595 const DWORD *function = shader->function;
3596 GLuint retval;
3597 char fragcolor[16];
3598 DWORD next_local = 0;
3599 struct shader_arb_ctx_priv priv_ctx;
3600 BOOL dcl_td = FALSE;
3601 BOOL want_nv_prog = FALSE;
3602 struct arb_pshader_private *shader_priv = shader->backend_data;
3603 GLint errPos;
3604 DWORD map;
3605 BOOL custom_linear_fog = FALSE;
3607 char srgbtmp[4][4];
3608 char ftoa_tmp[17];
3609 unsigned int i, found = 0;
3611 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3613 if (!(map & 1)
3614 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3615 || (reg_maps->shader_version.major < 2 && !i))
3616 continue;
3618 sprintf(srgbtmp[found], "R%u", i);
3619 ++found;
3620 if (found == 4) break;
3623 switch(found) {
3624 case 0:
3625 sprintf(srgbtmp[0], "TA");
3626 sprintf(srgbtmp[1], "TB");
3627 sprintf(srgbtmp[2], "TC");
3628 sprintf(srgbtmp[3], "TD");
3629 dcl_td = TRUE;
3630 break;
3631 case 1:
3632 sprintf(srgbtmp[1], "TA");
3633 sprintf(srgbtmp[2], "TB");
3634 sprintf(srgbtmp[3], "TC");
3635 break;
3636 case 2:
3637 sprintf(srgbtmp[2], "TA");
3638 sprintf(srgbtmp[3], "TB");
3639 break;
3640 case 3:
3641 sprintf(srgbtmp[3], "TA");
3642 break;
3643 case 4:
3644 break;
3647 /* Create the hw ARB shader */
3648 memset(&priv_ctx, 0, sizeof(priv_ctx));
3649 priv_ctx.cur_ps_args = args;
3650 priv_ctx.compiled_fprog = compiled;
3651 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3652 init_ps_input(shader, args, &priv_ctx);
3653 list_init(&priv_ctx.control_frames);
3654 priv_ctx.ps_post_process = args->super.srgb_correction;
3656 /* Avoid enabling NV_fragment_program* if we do not need it.
3658 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3659 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3660 * is faster than what we gain from using higher native instructions. There are some things though
3661 * that cannot be emulated. In that case enable the extensions.
3662 * If the extension is enabled, instruction handlers that support both ways will use it.
3664 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3665 * So enable the best we can get.
3667 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3668 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3670 want_nv_prog = TRUE;
3673 shader_addline(buffer, "!!ARBfp1.0\n");
3674 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3676 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3677 priv_ctx.target_version = NV3;
3679 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3681 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3682 priv_ctx.target_version = NV2;
3683 } else {
3684 if(want_nv_prog)
3686 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3687 * limits properly
3689 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3690 ERR("Try GLSL\n");
3692 priv_ctx.target_version = ARB;
3695 if (reg_maps->rt_mask > 1)
3697 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3700 if (reg_maps->shader_version.major < 3)
3702 switch (args->super.fog)
3704 case WINED3D_FFP_PS_FOG_OFF:
3705 break;
3706 case WINED3D_FFP_PS_FOG_LINEAR:
3707 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3709 custom_linear_fog = TRUE;
3710 priv_ctx.ps_post_process = TRUE;
3711 break;
3713 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3714 break;
3715 case WINED3D_FFP_PS_FOG_EXP:
3716 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3717 break;
3718 case WINED3D_FFP_PS_FOG_EXP2:
3719 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3720 break;
3724 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3725 * unused temps away(but occupies them for the whole shader if they're used once). Always
3726 * declaring them avoids tricky bookkeeping work
3728 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3729 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3730 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3731 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3732 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3733 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3734 wined3d_ftoa(eps, ftoa_tmp);
3735 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3737 if (reg_maps->shader_version.major < 2)
3739 strcpy(fragcolor, "R0");
3741 else
3743 if (priv_ctx.ps_post_process)
3745 if (shader->u.ps.color0_mov)
3747 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3749 else
3751 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3752 strcpy(fragcolor, "TMP_COLOR");
3754 } else {
3755 strcpy(fragcolor, "result.color");
3759 if (args->super.srgb_correction)
3761 shader_addline(buffer, "PARAM srgb_consts0 = ");
3762 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3763 shader_addline(buffer, ";\n");
3764 shader_addline(buffer, "PARAM srgb_consts1 = ");
3765 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3766 shader_addline(buffer, ";\n");
3769 /* Base Declarations */
3770 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3772 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3774 unsigned char bump_const;
3776 if (!(map & 1)) continue;
3778 bump_const = compiled->numbumpenvmatconsts;
3779 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3780 compiled->bumpenvmatconst[bump_const].texunit = i;
3781 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3782 compiled->luminanceconst[bump_const].texunit = i;
3784 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3785 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3786 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3787 * textures due to conditional NP2 restrictions)
3789 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3790 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3791 * their location is shader dependent anyway and they cannot be loaded globally.
3793 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3794 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3795 i, compiled->bumpenvmatconst[bump_const].const_num);
3796 compiled->numbumpenvmatconsts = bump_const + 1;
3798 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3800 compiled->luminanceconst[bump_const].const_num = next_local++;
3801 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3802 i, compiled->luminanceconst[bump_const].const_num);
3805 for(i = 0; i < MAX_CONST_I; i++)
3807 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3808 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3810 const DWORD *control_values = find_loop_control_values(shader, i);
3812 if(control_values)
3814 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3815 control_values[0], control_values[1], control_values[2]);
3817 else
3819 compiled->int_consts[i] = next_local;
3820 compiled->num_int_consts++;
3821 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3826 if(reg_maps->vpos || reg_maps->usesdsy)
3828 compiled->ycorrection = next_local;
3829 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3831 if(reg_maps->vpos)
3833 shader_addline(buffer, "TEMP vpos;\n");
3834 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3835 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3836 * ycorrection.z: 1.0
3837 * ycorrection.w: 0.0
3839 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3840 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3843 else
3845 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3848 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3849 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3850 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3851 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3852 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3853 * shader compilation errors and the subsequent errors when drawing with this shader. */
3854 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3855 unsigned char cur_fixup_sampler = 0;
3857 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3858 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3859 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3861 fixup->offset = next_local;
3862 fixup->super.active = 0;
3864 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3865 if (!(map & (1 << i))) continue;
3867 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3868 fixup->super.active |= (1 << i);
3869 fixup->super.idx[i] = cur_fixup_sampler++;
3870 } else {
3871 FIXME("No free constant found to load NP2 fixup data into shader. "
3872 "Sampling from this texture will probably look wrong.\n");
3873 break;
3877 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3878 if (fixup->super.num_consts) {
3879 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3880 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3884 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3886 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3889 /* Base Shader Body */
3890 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3892 if(args->super.srgb_correction) {
3893 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3894 priv_ctx.target_version >= NV2);
3897 if (custom_linear_fog)
3898 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3900 if(strcmp(fragcolor, "result.color")) {
3901 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3903 shader_addline(buffer, "END\n");
3905 /* TODO: change to resource.glObjectHandle or something like that */
3906 GL_EXTCALL(glGenProgramsARB(1, &retval));
3908 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3909 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3911 TRACE("Created hw pixel shader, prg=%d\n", retval);
3912 /* Create the program and check for errors */
3913 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3914 buffer->content_size, buffer->buffer));
3915 checkGLcall("glProgramStringARB()");
3917 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3918 if (errPos != -1)
3920 FIXME("HW PixelShader Error at position %d: %s\n\n",
3921 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3922 shader_arb_dump_program_source(buffer->buffer);
3923 retval = 0;
3925 else
3927 GLint native;
3929 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3930 checkGLcall("glGetProgramivARB()");
3931 if (!native) WARN("Program exceeds native resource limits.\n");
3934 return retval;
3937 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3939 unsigned int i;
3940 int ret;
3942 for(i = 0; i < MAX_REG_INPUT; i++)
3944 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3946 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3947 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3948 continue;
3951 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3952 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3953 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3954 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3955 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3956 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3958 return 0;
3961 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3963 struct wined3d_shader_signature_element *new;
3964 int i;
3965 char *name;
3967 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3968 for(i = 0; i < MAX_REG_INPUT; i++)
3970 if (!sig[i].semantic_name) continue;
3972 new[i] = sig[i];
3973 /* Clone the semantic string */
3974 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3975 strcpy(name, sig[i].semantic_name);
3976 new[i].semantic_name = name;
3978 return new;
3981 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3983 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3984 struct ps_signature *found_sig;
3986 if (entry)
3988 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3989 TRACE("Found existing signature %u\n", found_sig->idx);
3990 return found_sig->idx;
3992 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
3993 found_sig->sig = clone_sig(sig);
3994 found_sig->idx = priv->ps_sig_number++;
3995 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3996 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3998 ERR("Failed to insert program entry.\n");
4000 return found_sig->idx;
4003 static void init_output_registers(const struct wined3d_shader *shader,
4004 const struct wined3d_shader_signature_element *ps_input_sig,
4005 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
4007 unsigned int i, j;
4008 static const char * const texcoords[8] =
4010 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4011 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4013 const char *semantic_name;
4014 DWORD semantic_idx, reg_idx;
4016 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4017 * and varying 9 to result.color.secondary
4019 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4021 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4022 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4023 "result.color.primary", "result.color.secondary"
4026 if (!ps_input_sig)
4028 TRACE("Pixel shader uses builtin varyings\n");
4029 /* Map builtins to builtins */
4030 for(i = 0; i < 8; i++)
4032 priv_ctx->texcrd_output[i] = texcoords[i];
4034 priv_ctx->color_output[0] = "result.color.primary";
4035 priv_ctx->color_output[1] = "result.color.secondary";
4036 priv_ctx->fog_output = "TMP_FOGCOORD";
4038 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4039 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4041 semantic_name = shader->output_signature[i].semantic_name;
4042 if (!semantic_name) continue;
4044 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4046 TRACE("o%u is TMP_OUT\n", i);
4047 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4048 else priv_ctx->vs_output[i] = "TA";
4050 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4052 TRACE("o%u is result.pointsize\n", i);
4053 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4054 else priv_ctx->vs_output[i] = "TA";
4056 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4058 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4059 if (!shader->output_signature[i].semantic_idx)
4060 priv_ctx->vs_output[i] = "result.color.primary";
4061 else if (shader->output_signature[i].semantic_idx == 1)
4062 priv_ctx->vs_output[i] = "result.color.secondary";
4063 else priv_ctx->vs_output[i] = "TA";
4065 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4067 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4068 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4069 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4071 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4073 TRACE("o%u is result.fogcoord\n", i);
4074 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4075 else priv_ctx->vs_output[i] = "result.fogcoord";
4077 else
4079 priv_ctx->vs_output[i] = "TA";
4082 return;
4085 TRACE("Pixel shader uses declared varyings\n");
4087 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4088 for(i = 0; i < 8; i++)
4090 priv_ctx->texcrd_output[i] = "TA";
4092 priv_ctx->color_output[0] = "TA";
4093 priv_ctx->color_output[1] = "TA";
4094 priv_ctx->fog_output = "TA";
4096 for(i = 0; i < MAX_REG_INPUT; i++)
4098 semantic_name = ps_input_sig[i].semantic_name;
4099 semantic_idx = ps_input_sig[i].semantic_idx;
4100 reg_idx = ps_input_sig[i].register_idx;
4101 if (!semantic_name) continue;
4103 /* If a declared input register is not written by builtin arguments, don't write to it.
4104 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4106 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4107 * to TMP_OUT in any case
4109 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4111 if (semantic_idx < 8)
4112 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4114 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4116 if (semantic_idx < 2)
4117 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4119 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4121 if (!semantic_idx)
4122 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4124 else
4126 continue;
4129 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4130 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4132 compiled->need_color_unclamp = TRUE;
4136 /* Map declared to declared */
4137 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4139 /* Write unread output to TA to throw them away */
4140 priv_ctx->vs_output[i] = "TA";
4141 semantic_name = shader->output_signature[i].semantic_name;
4142 if (!semantic_name) continue;
4144 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4145 && !shader->output_signature[i].semantic_idx)
4147 priv_ctx->vs_output[i] = "TMP_OUT";
4148 continue;
4150 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4151 && !shader->output_signature[i].semantic_idx)
4153 priv_ctx->vs_output[i] = "result.pointsize";
4154 continue;
4157 for(j = 0; j < MAX_REG_INPUT; j++)
4159 if (!ps_input_sig[j].semantic_name) continue;
4161 if (!strcmp(ps_input_sig[j].semantic_name, semantic_name)
4162 && ps_input_sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4164 priv_ctx->vs_output[i] = decl_idx_to_string[ps_input_sig[j].register_idx];
4166 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4167 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4169 compiled->need_color_unclamp = TRUE;
4176 /* Context activation is done by the caller. */
4177 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4178 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4179 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4180 const struct wined3d_shader_signature_element *ps_input_sig)
4182 const struct arb_vshader_private *shader_data = shader->backend_data;
4183 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4184 struct shader_arb_priv *priv = shader->device->shader_priv;
4185 const DWORD *function = shader->function;
4186 GLuint ret;
4187 DWORD next_local = 0;
4188 struct shader_arb_ctx_priv priv_ctx;
4189 unsigned int i;
4190 GLint errPos;
4192 memset(&priv_ctx, 0, sizeof(priv_ctx));
4193 priv_ctx.cur_vs_args = args;
4194 list_init(&priv_ctx.control_frames);
4195 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4197 /* Create the hw ARB shader */
4198 shader_addline(buffer, "!!ARBvp1.0\n");
4200 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4201 * mesurable performance penalty, and we can always make use of it for clipplanes.
4203 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4205 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4206 priv_ctx.target_version = NV3;
4207 shader_addline(buffer, "ADDRESS aL;\n");
4209 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4211 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4212 priv_ctx.target_version = NV2;
4213 shader_addline(buffer, "ADDRESS aL;\n");
4214 } else {
4215 priv_ctx.target_version = ARB;
4218 shader_addline(buffer, "TEMP TMP_OUT;\n");
4219 if (reg_maps->fog)
4220 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4221 if (need_helper_const(shader_data, reg_maps, gl_info))
4223 char ftoa_tmp[17];
4224 wined3d_ftoa(eps, ftoa_tmp);
4225 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4227 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4229 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4230 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4233 shader_addline(buffer, "TEMP TA;\n");
4234 shader_addline(buffer, "TEMP TB;\n");
4236 /* Base Declarations */
4237 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4238 &priv_ctx.vs_clipplanes, &priv_ctx);
4240 for(i = 0; i < MAX_CONST_I; i++)
4242 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4243 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4245 const DWORD *control_values = find_loop_control_values(shader, i);
4247 if(control_values)
4249 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4250 control_values[0], control_values[1], control_values[2]);
4252 else
4254 compiled->int_consts[i] = next_local;
4255 compiled->num_int_consts++;
4256 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4261 /* We need a constant to fixup the final position */
4262 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4263 compiled->pos_fixup = next_local++;
4265 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4266 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4267 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4268 * a replacement shader depend on the texcoord.w being set properly.
4270 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4271 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4272 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4273 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4274 * this can eat a number of instructions, so skip it unless this cap is set as well
4276 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4278 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4279 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4281 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4283 int i;
4284 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4285 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4287 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4288 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4293 /* The shader starts with the main function */
4294 priv_ctx.in_main_func = TRUE;
4295 /* Base Shader Body */
4296 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4298 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4299 shader_data, args, reg_maps, gl_info, buffer);
4301 shader_addline(buffer, "END\n");
4303 /* TODO: change to resource.glObjectHandle or something like that */
4304 GL_EXTCALL(glGenProgramsARB(1, &ret));
4306 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4307 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4309 TRACE("Created hw vertex shader, prg=%d\n", ret);
4310 /* Create the program and check for errors */
4311 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4312 buffer->content_size, buffer->buffer));
4313 checkGLcall("glProgramStringARB()");
4315 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4316 if (errPos != -1)
4318 FIXME("HW VertexShader Error at position %d: %s\n\n",
4319 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4320 shader_arb_dump_program_source(buffer->buffer);
4321 ret = -1;
4323 else
4325 GLint native;
4327 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4328 checkGLcall("glGetProgramivARB()");
4329 if (!native) WARN("Program exceeds native resource limits.\n");
4332 return ret;
4335 /* Context activation is done by the caller. */
4336 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4337 const struct arb_ps_compile_args *args)
4339 struct wined3d_device *device = shader->device;
4340 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4341 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4342 UINT i;
4343 DWORD new_size;
4344 struct arb_ps_compiled_shader *new_array;
4345 struct wined3d_shader_buffer buffer;
4346 struct arb_pshader_private *shader_data;
4347 GLuint ret;
4349 if (!shader->backend_data)
4351 struct shader_arb_priv *priv = device->shader_priv;
4353 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4354 shader_data = shader->backend_data;
4355 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4357 if (shader->reg_maps.shader_version.major < 3)
4358 shader_data->input_signature_idx = ~0U;
4359 else
4360 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4362 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4364 if (!d3d_info->vs_clipping)
4365 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4366 d3d_info->limits.ffp_blend_stages - 1);
4367 else
4368 shader_data->clipplane_emulation = ~0U;
4370 shader_data = shader->backend_data;
4372 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4373 * so a linear search is more performant than a hashmap or a binary search
4374 * (cache coherency etc)
4376 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4378 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4379 return &shader_data->gl_shaders[i];
4382 TRACE("No matching GL shader found, compiling a new shader\n");
4383 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4384 if (shader_data->num_gl_shaders)
4386 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4387 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4388 new_size * sizeof(*shader_data->gl_shaders));
4389 } else {
4390 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4391 new_size = 1;
4394 if(!new_array) {
4395 ERR("Out of memory\n");
4396 return 0;
4398 shader_data->gl_shaders = new_array;
4399 shader_data->shader_array_size = new_size;
4402 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4404 pixelshader_update_samplers(shader, args->super.tex_types);
4406 if (!shader_buffer_init(&buffer))
4408 ERR("Failed to initialize shader buffer.\n");
4409 return 0;
4412 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4413 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4414 shader_buffer_free(&buffer);
4415 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4417 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4420 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4421 const DWORD use_map, BOOL skip_int) {
4422 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4423 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4424 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4425 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4426 if(stored->ps_signature != new->ps_signature) return FALSE;
4427 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4428 if(skip_int) return TRUE;
4430 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4433 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4434 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4435 const struct wined3d_shader_signature_element *ps_input_sig)
4437 UINT i;
4438 DWORD new_size;
4439 struct arb_vs_compiled_shader *new_array;
4440 struct wined3d_shader_buffer buffer;
4441 struct arb_vshader_private *shader_data;
4442 GLuint ret;
4444 if (!shader->backend_data)
4446 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4448 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4449 shader_data = shader->backend_data;
4451 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4452 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4454 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4456 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4457 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4458 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4460 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4461 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4462 else if (reg_maps->max_rel_offset > 63)
4463 shader_data->rel_offset = reg_maps->min_rel_offset;
4466 shader_data = shader->backend_data;
4468 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4469 * so a linear search is more performant than a hashmap or a binary search
4470 * (cache coherency etc)
4472 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4473 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4474 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4476 return &shader_data->gl_shaders[i];
4480 TRACE("No matching GL shader found, compiling a new shader\n");
4482 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4483 if (shader_data->num_gl_shaders)
4485 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4486 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4487 new_size * sizeof(*shader_data->gl_shaders));
4488 } else {
4489 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4490 new_size = 1;
4493 if(!new_array) {
4494 ERR("Out of memory\n");
4495 return 0;
4497 shader_data->gl_shaders = new_array;
4498 shader_data->shader_array_size = new_size;
4501 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4503 if (!shader_buffer_init(&buffer))
4505 ERR("Failed to initialize shader buffer.\n");
4506 return 0;
4509 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4510 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4511 ps_input_sig);
4512 shader_buffer_free(&buffer);
4513 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4515 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4518 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4519 const struct wined3d_context *context, const struct wined3d_shader *shader,
4520 struct arb_ps_compile_args *args)
4522 const struct wined3d_gl_info *gl_info = context->gl_info;
4523 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4524 int i;
4525 WORD int_skip;
4527 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, gl_info);
4529 /* This forces all local boolean constants to 1 to make them stateblock independent */
4530 args->bools = shader->reg_maps.local_bool_consts;
4532 for(i = 0; i < MAX_CONST_B; i++)
4534 if (state->ps_consts_b[i])
4535 args->bools |= ( 1 << i);
4538 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4539 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4540 * duplicate the shader than have a no-op KIL instruction in every shader
4542 if (!d3d_info->vs_clipping && use_vs(state)
4543 && state->render_states[WINED3D_RS_CLIPPING]
4544 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4545 args->clip = 1;
4546 else
4547 args->clip = 0;
4549 /* Skip if unused or local, or supported natively */
4550 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4551 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4553 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4554 return;
4557 for(i = 0; i < MAX_CONST_I; i++)
4559 if(int_skip & (1 << i))
4561 args->loop_ctrl[i][0] = 0;
4562 args->loop_ctrl[i][1] = 0;
4563 args->loop_ctrl[i][2] = 0;
4565 else
4567 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4568 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4569 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4574 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4575 const struct wined3d_context *context, const struct wined3d_shader *shader,
4576 struct arb_vs_compile_args *args)
4578 const struct wined3d_device *device = shader->device;
4579 const struct wined3d_adapter *adapter = device->adapter;
4580 const struct wined3d_gl_info *gl_info = context->gl_info;
4581 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4582 int i;
4583 WORD int_skip;
4585 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super);
4587 args->clip.boolclip_compare = 0;
4588 if (use_ps(state))
4590 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4591 const struct arb_pshader_private *shader_priv = ps->backend_data;
4592 args->ps_signature = shader_priv->input_signature_idx;
4594 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4596 else
4598 args->ps_signature = ~0;
4599 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4600 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4601 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4604 if (args->clip.boolclip.clip_texcoord)
4606 if (state->render_states[WINED3D_RS_CLIPPING])
4607 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4608 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4611 /* This forces all local boolean constants to 1 to make them stateblock independent */
4612 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4613 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4614 for(i = 0; i < MAX_CONST_B; i++)
4616 if (state->vs_consts_b[i])
4617 args->clip.boolclip.bools |= ( 1 << i);
4620 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4621 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4622 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4623 args->vertex.samplers[3] = 0;
4625 /* Skip if unused or local */
4626 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4627 /* This is about flow control, not clipping. */
4628 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4630 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4631 return;
4634 for(i = 0; i < MAX_CONST_I; i++)
4636 if(int_skip & (1 << i))
4638 args->loop_ctrl[i][0] = 0;
4639 args->loop_ctrl[i][1] = 0;
4640 args->loop_ctrl[i][2] = 0;
4642 else
4644 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4645 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4646 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4651 /* Context activation is done by the caller. */
4652 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4653 const struct wined3d_state *state)
4655 struct shader_arb_priv *priv = shader_priv;
4656 const struct wined3d_gl_info *gl_info = context->gl_info;
4657 int i;
4659 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4660 if (use_ps(state))
4662 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4663 struct arb_ps_compile_args compile_args;
4664 struct arb_ps_compiled_shader *compiled;
4666 TRACE("Using pixel shader %p.\n", ps);
4667 find_arb_ps_compile_args(state, context, ps, &compile_args);
4668 compiled = find_arb_pshader(ps, &compile_args);
4669 priv->current_fprogram_id = compiled->prgId;
4670 priv->compiled_fprog = compiled;
4672 /* Bind the fragment program */
4673 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4674 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4676 if (!priv->use_arbfp_fixed_func)
4677 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4679 /* Enable OpenGL fragment programs. */
4680 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4681 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4683 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4685 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4686 * a 1.x and newer shader, reload the first 8 constants
4688 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4690 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4691 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4692 for(i = 0; i < 8; i++)
4694 priv->pshader_const_dirty[i] = 1;
4696 /* Also takes care of loading local constants */
4697 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4699 else
4701 UINT rt_height = state->fb->render_targets[0]->resource.height;
4702 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4705 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4706 if (compiled->np2fixup_info.super.active)
4707 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4709 if (ps->load_local_constsF)
4710 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4712 else
4714 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4716 /* Disable only if we're not using arbfp fixed function fragment
4717 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4718 * enabled, and the fixed function pipeline will bind the fixed
4719 * function replacement shader. */
4720 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4721 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4722 priv->current_fprogram_id = 0;
4724 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4727 if (use_vs(state))
4729 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4730 struct arb_vs_compile_args compile_args;
4731 struct arb_vs_compiled_shader *compiled;
4732 const struct wined3d_shader_signature_element *ps_input_sig;
4734 TRACE("Using vertex shader %p\n", vs);
4735 find_arb_vs_compile_args(state, context, vs, &compile_args);
4737 /* Instead of searching for the signature in the signature list, read the one from the
4738 * current pixel shader. It's maybe not the shader where the signature came from, but it
4739 * is the same signature and faster to find. */
4740 if (compile_args.ps_signature == ~0U)
4741 ps_input_sig = NULL;
4742 else
4743 ps_input_sig = state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4745 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4746 &compile_args, ps_input_sig);
4747 priv->current_vprogram_id = compiled->prgId;
4748 priv->compiled_vprog = compiled;
4750 /* Bind the vertex program */
4751 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4752 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4754 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4756 /* Enable OpenGL vertex programs */
4757 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4758 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4759 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4760 shader_arb_vs_local_constants(compiled, context, state);
4762 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4763 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4765 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4767 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4768 checkGLcall("glClampColorARB");
4769 } else {
4770 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4774 if (vs->load_local_constsF)
4775 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4777 else
4779 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4781 priv->current_vprogram_id = 0;
4782 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4783 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4785 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4790 /* Context activation is done by the caller. */
4791 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4793 const struct wined3d_gl_info *gl_info = context->gl_info;
4794 struct shader_arb_priv *priv = shader_priv;
4796 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4798 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4799 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4800 priv->current_fprogram_id = 0;
4802 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4804 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4806 priv->current_vprogram_id = 0;
4807 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4808 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4810 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4812 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4814 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4815 checkGLcall("glClampColorARB");
4816 priv->last_vs_color_unclamp = FALSE;
4819 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
4820 | (1 << WINED3D_SHADER_TYPE_VERTEX)
4821 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
4824 /* Context activation is done by the caller. */
4825 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4826 enum tex_types tex_type, const SIZE *ds_mask_size)
4828 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4829 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4830 struct shader_arb_priv *priv = shader_priv;
4831 GLuint *blt_fprogram;
4833 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4834 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4835 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4837 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4838 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4839 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4840 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4841 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4844 /* Context activation is done by the caller. */
4845 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4847 struct shader_arb_priv *priv = shader_priv;
4849 if (priv->current_vprogram_id) {
4850 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4851 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4853 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4855 else
4857 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4858 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4861 if (priv->current_fprogram_id) {
4862 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4863 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4865 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4867 else if(!priv->use_arbfp_fixed_func)
4869 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4870 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4874 static void shader_arb_destroy(struct wined3d_shader *shader)
4876 struct wined3d_device *device = shader->device;
4877 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4879 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4881 struct arb_pshader_private *shader_data = shader->backend_data;
4882 UINT i;
4884 if(!shader_data) return; /* This can happen if a shader was never compiled */
4886 if (shader_data->num_gl_shaders)
4888 struct wined3d_context *context = context_acquire(device, NULL);
4890 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4892 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4893 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4896 context_release(context);
4899 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4900 HeapFree(GetProcessHeap(), 0, shader_data);
4901 shader->backend_data = NULL;
4903 else
4905 struct arb_vshader_private *shader_data = shader->backend_data;
4906 UINT i;
4908 if(!shader_data) return; /* This can happen if a shader was never compiled */
4910 if (shader_data->num_gl_shaders)
4912 struct wined3d_context *context = context_acquire(device, NULL);
4914 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4916 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4917 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4920 context_release(context);
4923 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4924 HeapFree(GetProcessHeap(), 0, shader_data);
4925 shader->backend_data = NULL;
4929 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4931 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4932 return compare_sig(key, e->sig);
4935 static const struct wine_rb_functions sig_tree_functions =
4937 wined3d_rb_alloc,
4938 wined3d_rb_realloc,
4939 wined3d_rb_free,
4940 sig_tree_compare
4943 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4944 const struct fragment_pipeline *fragment_pipe)
4946 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4947 struct fragment_caps fragment_caps;
4948 void *vertex_priv, *fragment_priv;
4949 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4951 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4953 ERR("Failed to initialize vertex pipe.\n");
4954 HeapFree(GetProcessHeap(), 0, priv);
4955 return E_FAIL;
4958 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4960 ERR("Failed to initialize fragment pipe.\n");
4961 vertex_pipe->vp_free(device);
4962 HeapFree(GetProcessHeap(), 0, priv);
4963 return E_FAIL;
4966 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4967 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4968 if (!priv->vshader_const_dirty)
4969 goto fail;
4970 memset(priv->vshader_const_dirty, 1,
4971 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4973 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4974 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4975 if (!priv->pshader_const_dirty)
4976 goto fail;
4977 memset(priv->pshader_const_dirty, 1,
4978 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4980 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4982 ERR("RB tree init failed\n");
4983 goto fail;
4986 priv->vertex_pipe = vertex_pipe;
4987 priv->fragment_pipe = fragment_pipe;
4988 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4989 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4991 device->vertex_priv = vertex_priv;
4992 device->fragment_priv = fragment_priv;
4993 device->shader_priv = priv;
4995 return WINED3D_OK;
4997 fail:
4998 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4999 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5000 fragment_pipe->free_private(device);
5001 vertex_pipe->vp_free(device);
5002 HeapFree(GetProcessHeap(), 0, priv);
5003 return E_OUTOFMEMORY;
5006 static void release_signature(struct wine_rb_entry *entry, void *context)
5008 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
5009 int i;
5010 for(i = 0; i < MAX_REG_INPUT; i++)
5012 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
5014 HeapFree(GetProcessHeap(), 0, sig->sig);
5015 HeapFree(GetProcessHeap(), 0, sig);
5018 /* Context activation is done by the caller. */
5019 static void shader_arb_free(struct wined3d_device *device)
5021 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5022 struct shader_arb_priv *priv = device->shader_priv;
5023 int i;
5025 if (priv->depth_blt_vprogram_id)
5026 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
5028 for (i = 0; i < tex_type_count; ++i)
5030 if (priv->depth_blt_fprogram_id_full[i])
5032 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5034 if (priv->depth_blt_fprogram_id_masked[i])
5036 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5040 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5041 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5042 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5043 priv->fragment_pipe->free_private(device);
5044 priv->vertex_pipe->vp_free(device);
5045 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5048 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5050 return TRUE;
5053 static void shader_arb_free_context_data(struct wined3d_context *context)
5055 struct shader_arb_priv *priv = context->swapchain->device->shader_priv;
5057 if (priv->last_context == context)
5058 priv->last_context = NULL;
5061 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5063 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5065 DWORD vs_consts;
5066 UINT vs_version;
5068 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5069 * for vertex programs. If the native limit is less than that it's
5070 * not very useful, and e.g. Mesa swrast returns 0, probably to
5071 * indicate it's a software implementation. */
5072 if (gl_info->limits.arb_vs_native_constants < 96)
5073 vs_consts = gl_info->limits.arb_vs_float_constants;
5074 else
5075 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5077 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5079 vs_version = 3;
5080 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5082 else if (vs_consts >= 256)
5084 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5085 vs_version = 2;
5086 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5088 else
5090 vs_version = 1;
5091 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5093 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5094 caps->vs_uniform_count = vs_consts;
5096 else
5098 caps->vs_version = 0;
5099 caps->vs_uniform_count = 0;
5102 caps->gs_version = 0;
5104 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5106 DWORD ps_consts;
5107 UINT ps_version;
5109 /* Similar as above for vertex programs, but the minimum for fragment
5110 * programs is 24. */
5111 if (gl_info->limits.arb_ps_native_constants < 24)
5112 ps_consts = gl_info->limits.arb_ps_float_constants;
5113 else
5114 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5116 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5118 ps_version = 3;
5119 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5121 else if (ps_consts >= 32)
5123 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5124 ps_version = 2;
5125 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5127 else
5129 ps_version = 1;
5130 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5132 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5133 caps->ps_uniform_count = ps_consts;
5134 caps->ps_1x_max_value = 8.0f;
5136 else
5138 caps->ps_version = 0;
5139 caps->ps_uniform_count = 0;
5140 caps->ps_1x_max_value = 0.0f;
5143 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5144 if (use_nv_clip(gl_info))
5145 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5148 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5150 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5152 TRACE("Checking support for color_fixup:\n");
5153 dump_color_fixup_desc(fixup);
5156 /* We support everything except complex conversions. */
5157 if (!is_complex_fixup(fixup))
5159 TRACE("[OK]\n");
5160 return TRUE;
5163 TRACE("[FAILED]\n");
5164 return FALSE;
5167 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5168 DWORD shift;
5169 char write_mask[20], regstr[50];
5170 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5171 BOOL is_color = FALSE;
5172 const struct wined3d_shader_dst_param *dst;
5174 if (!ins->dst_count) return;
5176 dst = &ins->dst[0];
5177 shift = dst->shift;
5178 if (!shift) return; /* Saturate alone is handled by the instructions */
5180 shader_arb_get_write_mask(ins, dst, write_mask);
5181 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5183 /* Generate a line that does the output modifier computation
5184 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5185 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5187 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5188 regstr, write_mask, regstr, shift_tab[shift]);
5191 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5193 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5194 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5195 /* WINED3DSIH_AND */ NULL,
5196 /* WINED3DSIH_BEM */ pshader_hw_bem,
5197 /* WINED3DSIH_BREAK */ shader_hw_break,
5198 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5199 /* WINED3DSIH_BREAKP */ NULL,
5200 /* WINED3DSIH_CALL */ shader_hw_call,
5201 /* WINED3DSIH_CALLNZ */ NULL,
5202 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5203 /* WINED3DSIH_CND */ pshader_hw_cnd,
5204 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5205 /* WINED3DSIH_CUT */ NULL,
5206 /* WINED3DSIH_DCL */ shader_hw_nop,
5207 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5208 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5209 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5210 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5211 /* WINED3DSIH_DEF */ shader_hw_nop,
5212 /* WINED3DSIH_DEFB */ shader_hw_nop,
5213 /* WINED3DSIH_DEFI */ shader_hw_nop,
5214 /* WINED3DSIH_DIV */ NULL,
5215 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5216 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5217 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5218 /* WINED3DSIH_DST */ shader_hw_map2gl,
5219 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5220 /* WINED3DSIH_DSY */ shader_hw_dsy,
5221 /* WINED3DSIH_ELSE */ shader_hw_else,
5222 /* WINED3DSIH_EMIT */ NULL,
5223 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5224 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5225 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5226 /* WINED3DSIH_EQ */ NULL,
5227 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5228 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5229 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5230 /* WINED3DSIH_FTOI */ NULL,
5231 /* WINED3DSIH_GE */ NULL,
5232 /* WINED3DSIH_IADD */ NULL,
5233 /* WINED3DSIH_IEQ */ NULL,
5234 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5235 /* WINED3DSIH_IFC */ shader_hw_ifc,
5236 /* WINED3DSIH_IGE */ NULL,
5237 /* WINED3DSIH_IMUL */ NULL,
5238 /* WINED3DSIH_ITOF */ NULL,
5239 /* WINED3DSIH_LABEL */ shader_hw_label,
5240 /* WINED3DSIH_LD */ NULL,
5241 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5242 /* WINED3DSIH_LOG */ shader_hw_log,
5243 /* WINED3DSIH_LOGP */ shader_hw_log,
5244 /* WINED3DSIH_LOOP */ shader_hw_loop,
5245 /* WINED3DSIH_LRP */ shader_hw_lrp,
5246 /* WINED3DSIH_LT */ NULL,
5247 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5248 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5249 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5250 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5251 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5252 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5253 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5254 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5255 /* WINED3DSIH_MOV */ shader_hw_mov,
5256 /* WINED3DSIH_MOVA */ shader_hw_mov,
5257 /* WINED3DSIH_MOVC */ NULL,
5258 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5259 /* WINED3DSIH_NOP */ shader_hw_nop,
5260 /* WINED3DSIH_NRM */ shader_hw_nrm,
5261 /* WINED3DSIH_PHASE */ shader_hw_nop,
5262 /* WINED3DSIH_POW */ shader_hw_pow,
5263 /* WINED3DSIH_RCP */ shader_hw_rcp,
5264 /* WINED3DSIH_REP */ shader_hw_rep,
5265 /* WINED3DSIH_RET */ shader_hw_ret,
5266 /* WINED3DSIH_ROUND_NI */ NULL,
5267 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5268 /* WINED3DSIH_SAMPLE */ NULL,
5269 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5270 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5271 /* WINED3DSIH_SETP */ NULL,
5272 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5273 /* WINED3DSIH_SGN */ shader_hw_sgn,
5274 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5275 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5276 /* WINED3DSIH_SQRT */ NULL,
5277 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5278 /* WINED3DSIH_TEX */ pshader_hw_tex,
5279 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5280 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5281 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5282 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5283 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5284 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5285 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5286 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5287 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5288 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5289 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5290 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5291 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5292 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5293 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5294 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5295 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5296 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5297 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5298 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5299 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5300 /* WINED3DSIH_UDIV */ NULL,
5301 /* WINED3DSIH_USHR */ NULL,
5302 /* WINED3DSIH_UTOF */ NULL,
5303 /* WINED3DSIH_XOR */ NULL,
5306 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5307 const struct wined3d_shader *shader, DWORD idx)
5309 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5310 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5311 const struct wined3d_shader_lconst *constant;
5312 WORD bools = 0;
5313 WORD flag = (1 << idx);
5314 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5316 if (reg_maps->local_bool_consts & flag)
5318 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5319 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5321 if (constant->idx == idx)
5323 return constant->value[0];
5326 ERR("Local constant not found\n");
5327 return FALSE;
5329 else
5331 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5332 else bools = priv->cur_ps_args->bools;
5333 return bools & flag;
5337 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5338 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5340 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5341 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5343 /* Integer constants can either be a local constant, or they can be stored in the shader
5344 * type specific compile args. */
5345 if (reg_maps->local_int_consts & (1 << idx))
5347 const struct wined3d_shader_lconst *constant;
5349 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5351 if (constant->idx == idx)
5353 loop_control->count = constant->value[0];
5354 loop_control->start = constant->value[1];
5355 /* Step is signed. */
5356 loop_control->step = (int)constant->value[2];
5357 return;
5360 /* If this happens the flag was set incorrectly */
5361 ERR("Local constant not found\n");
5362 loop_control->count = 0;
5363 loop_control->start = 0;
5364 loop_control->step = 0;
5365 return;
5368 switch (reg_maps->shader_version.type)
5370 case WINED3D_SHADER_TYPE_VERTEX:
5371 /* Count and aL start value are unsigned */
5372 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5373 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5374 /* Step is signed. */
5375 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5376 break;
5378 case WINED3D_SHADER_TYPE_PIXEL:
5379 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5380 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5381 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5382 break;
5384 default:
5385 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5386 break;
5390 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5392 unsigned int i;
5393 struct wined3d_shader_dst_param *dst_param = NULL;
5394 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5395 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5396 if(!rec)
5398 ERR("Out of memory\n");
5399 return;
5402 rec->ins = *ins;
5403 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5404 if(!dst_param) goto free;
5405 *dst_param = *ins->dst;
5406 if (ins->dst->reg.idx[0].rel_addr)
5408 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5409 if (!rel_addr)
5410 goto free;
5411 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5412 dst_param->reg.idx[0].rel_addr = rel_addr;
5414 rec->ins.dst = dst_param;
5416 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5417 if (!src_param)
5418 goto free;
5419 for (i = 0; i < ins->src_count; ++i)
5421 src_param[i] = ins->src[i];
5422 if (ins->src[i].reg.idx[0].rel_addr)
5424 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5425 if (!rel_addr)
5426 goto free;
5427 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5428 src_param[i].reg.idx[0].rel_addr = rel_addr;
5431 rec->ins.src = src_param;
5432 list_add_tail(list, &rec->entry);
5433 return;
5435 free:
5436 ERR("Out of memory\n");
5437 if(dst_param)
5439 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5440 HeapFree(GetProcessHeap(), 0, dst_param);
5442 if(src_param)
5444 for(i = 0; i < ins->src_count; i++)
5446 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5448 HeapFree(GetProcessHeap(), 0, src_param);
5450 HeapFree(GetProcessHeap(), 0, rec);
5453 static void free_recorded_instruction(struct list *list)
5455 struct recorded_instruction *rec_ins, *entry2;
5456 unsigned int i;
5458 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5460 list_remove(&rec_ins->entry);
5461 if (rec_ins->ins.dst)
5463 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5464 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5466 if (rec_ins->ins.src)
5468 for (i = 0; i < rec_ins->ins.src_count; ++i)
5470 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5472 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5474 HeapFree(GetProcessHeap(), 0, rec_ins);
5478 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5480 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5481 struct control_frame *control_frame;
5483 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5485 struct list *e = list_head(&priv->control_frames);
5486 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5487 list_remove(&control_frame->entry);
5488 HeapFree(GetProcessHeap(), 0, control_frame);
5489 priv->loop_depth--;
5491 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5493 /* Non-ifc ENDIFs were already handled previously. */
5494 struct list *e = list_head(&priv->control_frames);
5495 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5496 list_remove(&control_frame->entry);
5497 HeapFree(GetProcessHeap(), 0, control_frame);
5501 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5502 SHADER_HANDLER hw_fct;
5503 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5504 const struct wined3d_shader *shader = ins->ctx->shader;
5505 struct control_frame *control_frame;
5506 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5507 BOOL bool_const;
5509 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5511 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5512 list_add_head(&priv->control_frames, &control_frame->entry);
5514 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5515 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5517 if(priv->target_version >= NV2)
5519 control_frame->no.loop = priv->num_loops++;
5520 priv->loop_depth++;
5522 else
5524 /* Don't bother recording when we're in a not used if branch */
5525 if(priv->muted)
5527 return;
5530 if(!priv->recording)
5532 list_init(&priv->record);
5533 priv->recording = TRUE;
5534 control_frame->outer_loop = TRUE;
5535 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5536 return; /* Instruction is handled */
5538 /* Record this loop in the outer loop's recording */
5541 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5543 if(priv->target_version >= NV2)
5545 /* Nothing to do. The control frame is popped after the HW instr handler */
5547 else
5549 struct list *e = list_head(&priv->control_frames);
5550 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5551 list_remove(&control_frame->entry);
5553 if(control_frame->outer_loop)
5555 unsigned int iteration;
5556 int aL = 0;
5557 struct list copy;
5559 /* Turn off recording before playback */
5560 priv->recording = FALSE;
5562 /* Move the recorded instructions to a separate list and get them out of the private data
5563 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5564 * be recorded again, thus priv->record might be overwritten
5566 list_init(&copy);
5567 list_move_tail(&copy, &priv->record);
5568 list_init(&priv->record);
5570 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5572 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5573 control_frame->loop_control.count, control_frame->loop_control.start,
5574 control_frame->loop_control.step);
5575 aL = control_frame->loop_control.start;
5577 else
5579 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5582 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5584 struct recorded_instruction *rec_ins;
5585 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5587 priv->aL = aL;
5588 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5590 else
5592 shader_addline(buffer, "#Iteration %u\n", iteration);
5595 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5597 shader_arb_handle_instruction(&rec_ins->ins);
5600 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5602 aL += control_frame->loop_control.step;
5605 shader_addline(buffer, "#end loop/rep\n");
5607 free_recorded_instruction(&copy);
5608 HeapFree(GetProcessHeap(), 0, control_frame);
5609 return; /* Instruction is handled */
5611 else
5613 /* This is a nested loop. Proceed to the normal recording function */
5614 HeapFree(GetProcessHeap(), 0, control_frame);
5619 if(priv->recording)
5621 record_instruction(&priv->record, ins);
5622 return;
5625 /* boolean if */
5626 if(ins->handler_idx == WINED3DSIH_IF)
5628 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5629 list_add_head(&priv->control_frames, &control_frame->entry);
5630 control_frame->type = IF;
5632 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5633 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5634 bool_const = !bool_const;
5635 if (!priv->muted && !bool_const)
5637 shader_addline(buffer, "#if(FALSE){\n");
5638 priv->muted = TRUE;
5639 control_frame->muting = TRUE;
5641 else shader_addline(buffer, "#if(TRUE) {\n");
5643 return; /* Instruction is handled */
5645 else if(ins->handler_idx == WINED3DSIH_IFC)
5647 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5648 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5649 control_frame->type = IFC;
5650 control_frame->no.ifc = priv->num_ifcs++;
5651 list_add_head(&priv->control_frames, &control_frame->entry);
5653 else if(ins->handler_idx == WINED3DSIH_ELSE)
5655 struct list *e = list_head(&priv->control_frames);
5656 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5658 if(control_frame->type == IF)
5660 shader_addline(buffer, "#} else {\n");
5661 if(!priv->muted && !control_frame->muting)
5663 priv->muted = TRUE;
5664 control_frame->muting = TRUE;
5666 else if(control_frame->muting) priv->muted = FALSE;
5667 return; /* Instruction is handled. */
5669 /* In case of an ifc, generate a HW shader instruction */
5670 if (control_frame->type != IFC)
5671 ERR("Control frame does not match.\n");
5673 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5675 struct list *e = list_head(&priv->control_frames);
5676 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5678 if(control_frame->type == IF)
5680 shader_addline(buffer, "#} endif\n");
5681 if(control_frame->muting) priv->muted = FALSE;
5682 list_remove(&control_frame->entry);
5683 HeapFree(GetProcessHeap(), 0, control_frame);
5684 return; /* Instruction is handled */
5686 /* In case of an ifc, generate a HW shader instruction */
5687 if (control_frame->type != IFC)
5688 ERR("Control frame does not match.\n");
5691 if(priv->muted)
5693 pop_control_frame(ins);
5694 return;
5697 /* Select handler */
5698 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5700 /* Unhandled opcode */
5701 if (!hw_fct)
5703 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5704 return;
5706 hw_fct(ins);
5708 pop_control_frame(ins);
5710 shader_arb_add_instruction_modifiers(ins);
5713 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5715 struct shader_arb_priv *priv = shader_priv;
5717 return priv->ffp_proj_control;
5720 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5722 shader_arb_handle_instruction,
5723 shader_arb_select,
5724 shader_arb_disable,
5725 shader_arb_select_depth_blt,
5726 shader_arb_deselect_depth_blt,
5727 shader_arb_update_float_vertex_constants,
5728 shader_arb_update_float_pixel_constants,
5729 shader_arb_load_constants,
5730 shader_arb_destroy,
5731 shader_arb_alloc,
5732 shader_arb_free,
5733 shader_arb_allocate_context_data,
5734 shader_arb_free_context_data,
5735 shader_arb_get_caps,
5736 shader_arb_color_fixup_supported,
5737 shader_arb_has_ffp_proj_control,
5740 /* ARB_fragment_program fixed function pipeline replacement definitions */
5741 #define ARB_FFP_CONST_TFACTOR 0
5742 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5743 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5744 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5745 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5747 struct arbfp_ffp_desc
5749 struct ffp_frag_desc parent;
5750 GLuint shader;
5753 /* Context activation is done by the caller. */
5754 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5756 if (enable)
5758 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5759 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5761 else
5763 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5764 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5768 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5770 struct shader_arb_priv *priv;
5772 /* Share private data between the shader backend and the pipeline
5773 * replacement, if both are the arb implementation. This is needed to
5774 * figure out whether ARBfp should be disabled if no pixel shader is bound
5775 * or not. */
5776 if (shader_backend == &arb_program_shader_backend)
5777 priv = shader_priv;
5778 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5779 return NULL;
5781 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5783 ERR("Failed to initialize rbtree.\n");
5784 if (priv != shader_priv)
5785 HeapFree(GetProcessHeap(), 0, priv);
5786 return NULL;
5788 priv->use_arbfp_fixed_func = TRUE;
5790 return priv;
5793 /* Context activation is done by the caller. */
5794 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5796 const struct wined3d_gl_info *gl_info = context;
5797 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5799 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5800 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5801 HeapFree(GetProcessHeap(), 0, entry_arb);
5804 /* Context activation is done by the caller. */
5805 static void arbfp_free(struct wined3d_device *device)
5807 struct shader_arb_priv *priv = device->fragment_priv;
5809 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5810 priv->use_arbfp_fixed_func = FALSE;
5812 if (device->shader_backend != &arb_program_shader_backend)
5814 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5818 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5820 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5821 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5822 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5823 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5824 WINED3DTEXOPCAPS_SELECTARG1 |
5825 WINED3DTEXOPCAPS_SELECTARG2 |
5826 WINED3DTEXOPCAPS_MODULATE4X |
5827 WINED3DTEXOPCAPS_MODULATE2X |
5828 WINED3DTEXOPCAPS_MODULATE |
5829 WINED3DTEXOPCAPS_ADDSIGNED2X |
5830 WINED3DTEXOPCAPS_ADDSIGNED |
5831 WINED3DTEXOPCAPS_ADD |
5832 WINED3DTEXOPCAPS_SUBTRACT |
5833 WINED3DTEXOPCAPS_ADDSMOOTH |
5834 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5835 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5836 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5837 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5838 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5839 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5840 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5841 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5842 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5843 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5844 WINED3DTEXOPCAPS_MULTIPLYADD |
5845 WINED3DTEXOPCAPS_LERP |
5846 WINED3DTEXOPCAPS_BUMPENVMAP |
5847 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5849 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5851 caps->MaxTextureBlendStages = 8;
5852 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5855 static void state_texfactor_arbfp(struct wined3d_context *context,
5856 const struct wined3d_state *state, DWORD state_id)
5858 struct wined3d_device *device = context->swapchain->device;
5859 const struct wined3d_gl_info *gl_info = context->gl_info;
5860 float col[4];
5862 /* Don't load the parameter if we're using an arbfp pixel shader,
5863 * otherwise we'll overwrite application provided constants. */
5864 if (device->shader_backend == &arb_program_shader_backend)
5866 struct shader_arb_priv *priv;
5868 if (use_ps(state)) return;
5870 priv = device->shader_priv;
5871 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5872 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5875 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5876 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5877 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5880 static void state_arb_specularenable(struct wined3d_context *context,
5881 const struct wined3d_state *state, DWORD state_id)
5883 struct wined3d_device *device = context->swapchain->device;
5884 const struct wined3d_gl_info *gl_info = context->gl_info;
5885 float col[4];
5887 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5888 * application provided constants
5890 if (device->shader_backend == &arb_program_shader_backend)
5892 struct shader_arb_priv *priv;
5894 if (use_ps(state)) return;
5896 priv = device->shader_priv;
5897 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5898 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5901 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5903 /* The specular color has no alpha */
5904 col[0] = 1.0f; col[1] = 1.0f;
5905 col[2] = 1.0f; col[3] = 0.0f;
5906 } else {
5907 col[0] = 0.0f; col[1] = 0.0f;
5908 col[2] = 0.0f; col[3] = 0.0f;
5910 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5911 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5914 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5916 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5917 struct wined3d_device *device = context->swapchain->device;
5918 const struct wined3d_gl_info *gl_info = context->gl_info;
5919 float mat[2][2];
5921 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5923 if (device->shader_backend == &arb_program_shader_backend)
5925 struct shader_arb_priv *priv = device->shader_priv;
5927 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5928 if (use_ps(state))
5929 return;
5931 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5932 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5935 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5936 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5937 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5938 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5940 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5941 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5944 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5945 const struct wined3d_state *state, DWORD state_id)
5947 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5948 struct wined3d_device *device = context->swapchain->device;
5949 const struct wined3d_gl_info *gl_info = context->gl_info;
5950 float param[4];
5952 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5954 if (device->shader_backend == &arb_program_shader_backend)
5956 struct shader_arb_priv *priv = device->shader_priv;
5958 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5959 if (use_ps(state))
5960 return;
5962 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5963 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5966 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5967 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5968 param[2] = 0.0f;
5969 param[3] = 0.0f;
5971 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5972 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5975 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5977 const char *ret;
5979 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5981 switch(arg & WINED3DTA_SELECTMASK) {
5982 case WINED3DTA_DIFFUSE:
5983 ret = "fragment.color.primary"; break;
5985 case WINED3DTA_CURRENT:
5986 if (!stage) ret = "fragment.color.primary";
5987 else ret = "ret";
5988 break;
5990 case WINED3DTA_TEXTURE:
5991 switch(stage) {
5992 case 0: ret = "tex0"; break;
5993 case 1: ret = "tex1"; break;
5994 case 2: ret = "tex2"; break;
5995 case 3: ret = "tex3"; break;
5996 case 4: ret = "tex4"; break;
5997 case 5: ret = "tex5"; break;
5998 case 6: ret = "tex6"; break;
5999 case 7: ret = "tex7"; break;
6000 default: ret = "unknown texture";
6002 break;
6004 case WINED3DTA_TFACTOR:
6005 ret = "tfactor"; break;
6007 case WINED3DTA_SPECULAR:
6008 ret = "fragment.color.secondary"; break;
6010 case WINED3DTA_TEMP:
6011 ret = "tempreg"; break;
6013 case WINED3DTA_CONSTANT:
6014 FIXME("Implement perstage constants\n");
6015 switch(stage) {
6016 case 0: ret = "const0"; break;
6017 case 1: ret = "const1"; break;
6018 case 2: ret = "const2"; break;
6019 case 3: ret = "const3"; break;
6020 case 4: ret = "const4"; break;
6021 case 5: ret = "const5"; break;
6022 case 6: ret = "const6"; break;
6023 case 7: ret = "const7"; break;
6024 default: ret = "unknown constant";
6026 break;
6028 default:
6029 return "unknown";
6032 if(arg & WINED3DTA_COMPLEMENT) {
6033 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6034 if(argnum == 0) ret = "arg0";
6035 if(argnum == 1) ret = "arg1";
6036 if(argnum == 2) ret = "arg2";
6038 if(arg & WINED3DTA_ALPHAREPLICATE) {
6039 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6040 if(argnum == 0) ret = "arg0";
6041 if(argnum == 1) ret = "arg1";
6042 if(argnum == 2) ret = "arg2";
6044 return ret;
6047 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
6048 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6050 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6051 unsigned int mul = 1;
6053 if(color && alpha) dstmask = "";
6054 else if(color) dstmask = ".xyz";
6055 else dstmask = ".w";
6057 if(dst == tempreg) dstreg = "tempreg";
6058 else dstreg = "ret";
6060 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6061 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6062 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6064 switch (op)
6066 case WINED3D_TOP_DISABLE:
6067 if (!stage)
6068 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6069 break;
6071 case WINED3D_TOP_SELECT_ARG2:
6072 arg1 = arg2;
6073 /* FALLTHROUGH */
6074 case WINED3D_TOP_SELECT_ARG1:
6075 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6076 break;
6078 case WINED3D_TOP_MODULATE_4X:
6079 mul = 2;
6080 /* FALLTHROUGH */
6081 case WINED3D_TOP_MODULATE_2X:
6082 mul *= 2;
6083 /* FALLTHROUGH */
6084 case WINED3D_TOP_MODULATE:
6085 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6086 break;
6088 case WINED3D_TOP_ADD_SIGNED_2X:
6089 mul = 2;
6090 /* FALLTHROUGH */
6091 case WINED3D_TOP_ADD_SIGNED:
6092 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6093 arg2 = "arg2";
6094 /* FALLTHROUGH */
6095 case WINED3D_TOP_ADD:
6096 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6097 break;
6099 case WINED3D_TOP_SUBTRACT:
6100 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6101 break;
6103 case WINED3D_TOP_ADD_SMOOTH:
6104 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6105 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6106 break;
6108 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6109 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6110 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6111 break;
6112 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6113 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6114 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6115 break;
6116 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6117 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6118 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6119 break;
6120 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6121 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6122 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6123 break;
6125 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6126 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6127 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6128 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6129 break;
6131 /* D3DTOP_PREMODULATE ???? */
6133 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6134 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6135 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6136 break;
6137 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6138 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6139 break;
6140 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6141 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6142 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6143 break;
6144 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6145 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6146 break;
6148 case WINED3D_TOP_DOTPRODUCT3:
6149 mul = 4;
6150 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6151 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6152 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6153 break;
6155 case WINED3D_TOP_MULTIPLY_ADD:
6156 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6157 break;
6159 case WINED3D_TOP_LERP:
6160 /* The msdn is not quite right here */
6161 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6162 break;
6164 case WINED3D_TOP_BUMPENVMAP:
6165 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6166 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6167 break;
6169 default:
6170 FIXME("Unhandled texture op %08x\n", op);
6173 if (mul == 2)
6174 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6175 else if (mul == 4)
6176 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6179 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6181 unsigned int stage;
6182 struct wined3d_shader_buffer buffer;
6183 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6184 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6185 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6186 UINT lowest_disabled_stage;
6187 const char *textype;
6188 const char *instr;
6189 char colorcor_dst[8];
6190 GLuint ret;
6191 DWORD arg0, arg1, arg2;
6192 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6193 BOOL op_equal;
6194 const char *final_combiner_src = "ret";
6195 GLint pos;
6196 BOOL custom_linear_fog = FALSE;
6198 /* Find out which textures are read */
6199 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6201 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6202 break;
6203 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6204 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6205 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6206 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6207 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6208 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6210 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6211 tex_read[stage] = TRUE;
6212 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6213 tex_read[stage] = TRUE;
6214 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6216 bump_used[stage] = TRUE;
6217 tex_read[stage] = TRUE;
6219 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6221 bump_used[stage] = TRUE;
6222 tex_read[stage] = TRUE;
6223 luminance_used[stage] = TRUE;
6225 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6227 tfactor_used = TRUE;
6230 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6231 tfactor_used = TRUE;
6234 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6235 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6236 tempreg_used = TRUE;
6239 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6240 continue;
6241 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6242 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6243 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6244 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6245 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6246 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6248 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6249 tempreg_used = TRUE;
6251 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6252 tfactor_used = TRUE;
6255 lowest_disabled_stage = stage;
6257 /* Shader header */
6258 if (!shader_buffer_init(&buffer))
6260 ERR("Failed to initialize shader buffer.\n");
6261 return 0;
6264 shader_addline(&buffer, "!!ARBfp1.0\n");
6266 switch (settings->fog)
6268 case WINED3D_FFP_PS_FOG_OFF: break;
6269 case WINED3D_FFP_PS_FOG_LINEAR:
6270 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6272 custom_linear_fog = TRUE;
6273 break;
6275 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6276 break;
6278 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6279 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6280 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6283 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6284 shader_addline(&buffer, "TEMP TMP;\n");
6285 shader_addline(&buffer, "TEMP ret;\n");
6286 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6287 shader_addline(&buffer, "TEMP arg0;\n");
6288 shader_addline(&buffer, "TEMP arg1;\n");
6289 shader_addline(&buffer, "TEMP arg2;\n");
6290 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6291 if(!tex_read[stage]) continue;
6292 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6293 if(!bump_used[stage]) continue;
6294 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6295 if(!luminance_used[stage]) continue;
6296 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6298 if(tfactor_used) {
6299 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6301 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6303 if (settings->sRGB_write)
6305 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6306 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6307 shader_addline(&buffer, ";\n");
6308 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6309 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6310 shader_addline(&buffer, ";\n");
6313 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6314 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6316 /* Generate texture sampling instructions) */
6317 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6319 if (!tex_read[stage])
6320 continue;
6322 switch(settings->op[stage].tex_type) {
6323 case tex_1d: textype = "1D"; break;
6324 case tex_2d: textype = "2D"; break;
6325 case tex_3d: textype = "3D"; break;
6326 case tex_cube: textype = "CUBE"; break;
6327 case tex_rect: textype = "RECT"; break;
6328 default: textype = "unexpected_textype"; break;
6331 if(settings->op[stage].projected == proj_none) {
6332 instr = "TEX";
6333 } else if(settings->op[stage].projected == proj_count4 ||
6334 settings->op[stage].projected == proj_count3) {
6335 instr = "TXP";
6336 } else {
6337 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6338 instr = "TXP";
6341 if (stage > 0
6342 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6343 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6345 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6346 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6347 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6348 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6350 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6351 * so multiply the displacement with the dividing parameter before passing it to TXP
6353 if (settings->op[stage].projected != proj_none) {
6354 if(settings->op[stage].projected == proj_count4) {
6355 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6356 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6357 } else {
6358 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6359 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6361 } else {
6362 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6365 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6366 instr, stage, stage, textype);
6367 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6369 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6370 stage - 1, stage - 1, stage - 1);
6371 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6373 } else if(settings->op[stage].projected == proj_count3) {
6374 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6375 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6376 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6377 instr, stage, stage, textype);
6378 } else {
6379 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6380 instr, stage, stage, stage, textype);
6383 sprintf(colorcor_dst, "tex%u", stage);
6384 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6385 settings->op[stage].color_fixup);
6388 /* Generate the main shader */
6389 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6391 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6393 if (!stage)
6394 final_combiner_src = "fragment.color.primary";
6395 break;
6398 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6399 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6400 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6401 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6402 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6403 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6404 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6405 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6406 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6407 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6408 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6409 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6410 else
6411 op_equal = settings->op[stage].aop == settings->op[stage].cop
6412 && settings->op[stage].carg0 == settings->op[stage].aarg0
6413 && settings->op[stage].carg1 == settings->op[stage].aarg1
6414 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6416 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6418 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6419 settings->op[stage].cop, settings->op[stage].carg0,
6420 settings->op[stage].carg1, settings->op[stage].carg2);
6421 if (!stage)
6422 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6424 else if (op_equal)
6426 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6427 settings->op[stage].cop, settings->op[stage].carg0,
6428 settings->op[stage].carg1, settings->op[stage].carg2);
6429 } else {
6430 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6431 settings->op[stage].cop, settings->op[stage].carg0,
6432 settings->op[stage].carg1, settings->op[stage].carg2);
6433 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6434 settings->op[stage].aop, settings->op[stage].aarg0,
6435 settings->op[stage].aarg1, settings->op[stage].aarg2);
6439 if (settings->sRGB_write || custom_linear_fog)
6441 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6442 if (settings->sRGB_write)
6443 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6444 if (custom_linear_fog)
6445 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6446 shader_addline(&buffer, "MOV result.color, ret;\n");
6448 else
6450 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6451 final_combiner_src);
6454 /* Footer */
6455 shader_addline(&buffer, "END\n");
6457 /* Generate the shader */
6458 GL_EXTCALL(glGenProgramsARB(1, &ret));
6459 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6460 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6461 strlen(buffer.buffer), buffer.buffer));
6462 checkGLcall("glProgramStringARB()");
6464 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6465 if (pos != -1)
6467 FIXME("Fragment program error at position %d: %s\n\n", pos,
6468 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6469 shader_arb_dump_program_source(buffer.buffer);
6471 else
6473 GLint native;
6475 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6476 checkGLcall("glGetProgramivARB()");
6477 if (!native) WARN("Program exceeds native resource limits.\n");
6480 shader_buffer_free(&buffer);
6481 return ret;
6484 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6486 const struct wined3d_device *device = context->swapchain->device;
6487 const struct wined3d_gl_info *gl_info = context->gl_info;
6488 struct shader_arb_priv *priv = device->fragment_priv;
6489 BOOL use_pshader = use_ps(state);
6490 struct ffp_frag_settings settings;
6491 const struct arbfp_ffp_desc *desc;
6492 unsigned int i;
6494 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6496 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6498 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6500 /* Reload fixed function constants since they collide with the
6501 * pixel shader constants. */
6502 for (i = 0; i < MAX_TEXTURES; ++i)
6504 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6506 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6507 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6509 else if (use_pshader)
6511 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6513 return;
6516 if (!use_pshader)
6518 /* Find or create a shader implementing the fixed function pipeline
6519 * settings, then activate it. */
6520 gen_ffp_frag_op(context, state, &settings, FALSE);
6521 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6522 if(!desc) {
6523 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6524 if (!new_desc)
6526 ERR("Out of memory\n");
6527 return;
6530 new_desc->parent.settings = settings;
6531 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6532 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6533 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6534 desc = new_desc;
6537 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6538 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6539 * deactivate it.
6541 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6542 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6543 priv->current_fprogram_id = desc->shader;
6545 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6547 /* Reload fixed function constants since they collide with the
6548 * pixel shader constants. */
6549 for (i = 0; i < MAX_TEXTURES; ++i)
6551 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6553 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6554 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6556 context->last_was_pshader = FALSE;
6557 } else {
6558 context->last_was_pshader = TRUE;
6561 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6564 /* We can't link the fog states to the fragment state directly since the
6565 * vertex pipeline links them to FOGENABLE. A different linking in different
6566 * pipeline parts can't be expressed in the combined state table, so we need
6567 * to handle that with a forwarding function. The other invisible side effect
6568 * is that changing the fog start and fog end (which links to FOGENABLE in
6569 * vertex) results in the fragment_prog_arbfp function being called because
6570 * FOGENABLE is dirty, which calls this function here. */
6571 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6573 enum fogsource new_source;
6574 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6575 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6577 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6579 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6580 fragment_prog_arbfp(context, state, state_id);
6582 if (!state->render_states[WINED3D_RS_FOGENABLE])
6583 return;
6585 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6587 if (use_vs(state))
6589 new_source = FOGSOURCE_VS;
6591 else
6593 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6594 new_source = FOGSOURCE_COORD;
6595 else
6596 new_source = FOGSOURCE_FFP;
6599 else
6601 new_source = FOGSOURCE_FFP;
6604 if (new_source != context->fog_source || fogstart == fogend)
6606 context->fog_source = new_source;
6607 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6611 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6613 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6614 fragment_prog_arbfp(context, state, state_id);
6617 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6619 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6673 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6675 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6741 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6742 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6745 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6747 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6749 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6758 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6759 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6762 const struct fragment_pipeline arbfp_fragment_pipeline = {
6763 arbfp_enable,
6764 arbfp_get_caps,
6765 arbfp_alloc,
6766 arbfp_free,
6767 shader_arb_color_fixup_supported,
6768 arbfp_fragmentstate_template,
6771 struct arbfp_blit_priv {
6772 GLenum yuy2_rect_shader, yuy2_2d_shader;
6773 GLenum uyvy_rect_shader, uyvy_2d_shader;
6774 GLenum yv12_rect_shader, yv12_2d_shader;
6775 GLenum p8_rect_shader, p8_2d_shader;
6776 GLuint palette_texture;
6779 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6781 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6782 if(!device->blit_priv) {
6783 ERR("Out of memory\n");
6784 return E_OUTOFMEMORY;
6786 return WINED3D_OK;
6789 /* Context activation is done by the caller. */
6790 static void arbfp_blit_free(struct wined3d_device *device)
6792 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6793 struct arbfp_blit_priv *priv = device->blit_priv;
6795 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6796 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6797 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6798 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6799 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6800 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6801 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6802 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6803 checkGLcall("Delete yuv and p8 programs");
6805 if (priv->palette_texture)
6806 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6808 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6809 device->blit_priv = NULL;
6812 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6813 GLenum textype, char *luminance)
6815 char chroma;
6816 const char *tex, *texinstr;
6818 if (fixup == COMPLEX_FIXUP_UYVY) {
6819 chroma = 'x';
6820 *luminance = 'w';
6821 } else {
6822 chroma = 'w';
6823 *luminance = 'x';
6825 switch(textype) {
6826 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6827 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6828 default:
6829 /* This is more tricky than just replacing the texture type - we have to navigate
6830 * properly in the texture to find the correct chroma values
6832 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6833 return FALSE;
6836 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6837 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6838 * filtering when we sample the texture.
6840 * These are the rules for reading the chroma:
6842 * Even pixel: Cr
6843 * Even pixel: U
6844 * Odd pixel: V
6846 * So we have to get the sampling x position in non-normalized coordinates in integers
6848 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6849 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6850 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6851 } else {
6852 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6854 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6855 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6856 * 0.5, so add 0.5.
6858 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6859 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6861 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6862 * even and odd pixels respectively
6864 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6865 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6867 /* Sample Pixel 1 */
6868 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6870 /* Put the value into either of the chroma values */
6871 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6872 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6873 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6874 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6876 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6877 * the pixel right to the current one. Otherwise, sample the left pixel.
6878 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6880 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6881 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6882 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6884 /* Put the value into the other chroma */
6885 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6886 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6887 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6888 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6890 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6891 * the current one and lerp the two U and V values
6894 /* This gives the correctly filtered luminance value */
6895 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6897 return TRUE;
6900 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6902 const char *tex;
6903 static const float yv12_coef[]
6904 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
6906 switch(textype) {
6907 case GL_TEXTURE_2D: tex = "2D"; break;
6908 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6909 default:
6910 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6911 return FALSE;
6914 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6915 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6916 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6917 * pitch of the luminance plane, the packing into the gl texture is a bit
6918 * unfortunate. If the whole texture is interpreted as luminance data it looks
6919 * approximately like this:
6921 * +----------------------------------+----
6922 * | |
6923 * | |
6924 * | |
6925 * | |
6926 * | | 2
6927 * | LUMINANCE | -
6928 * | | 3
6929 * | |
6930 * | |
6931 * | |
6932 * | |
6933 * +----------------+-----------------+----
6934 * | | |
6935 * | U even rows | U odd rows |
6936 * | | | 1
6937 * +----------------+------------------ -
6938 * | | | 3
6939 * | V even rows | V odd rows |
6940 * | | |
6941 * +----------------+-----------------+----
6942 * | | |
6943 * | 0.5 | 0.5 |
6945 * So it appears as if there are 4 chroma images, but in fact the odd rows
6946 * in the chroma images are in the same row as the even ones. So its is
6947 * kinda tricky to read
6949 * When reading from rectangle textures, keep in mind that the input y coordinates
6950 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6952 shader_addline(buffer, "PARAM yv12_coef = ");
6953 shader_arb_append_imm_vec4(buffer, yv12_coef);
6954 shader_addline(buffer, ";\n");
6956 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6957 /* the chroma planes have only half the width */
6958 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6960 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6961 * the coordinate. Also read the right side of the image when reading odd lines
6963 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6964 * bleeding
6966 if(textype == GL_TEXTURE_2D) {
6968 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6970 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6972 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6973 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6975 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6976 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6977 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6978 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6979 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6981 /* clamp, keep the half pixel origin in mind */
6982 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6983 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6984 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6985 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6986 } else {
6987 /* Read from [size - size+size/4] */
6988 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6989 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6991 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6992 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6993 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6994 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6995 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6996 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6998 /* Make sure to read exactly from the pixel center */
6999 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7000 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7002 /* Clamp */
7003 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7004 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7005 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7006 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7007 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7009 /* Read the texture, put the result into the output register */
7010 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7011 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7013 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7014 * No need to clamp because we're just reusing the already clamped value from above
7016 if(textype == GL_TEXTURE_2D) {
7017 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7018 } else {
7019 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7021 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7022 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7024 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7025 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7026 * values due to filtering
7028 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7029 if(textype == GL_TEXTURE_2D) {
7030 /* Multiply the y coordinate by 2/3 and clamp it */
7031 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7032 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7033 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7034 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7035 } else {
7036 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7037 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7038 * is bigger
7040 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7041 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7042 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7044 *luminance = 'a';
7046 return TRUE;
7049 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7050 const struct wined3d_gl_info *gl_info, GLenum textype)
7052 GLenum shader;
7053 struct wined3d_shader_buffer buffer;
7054 GLint pos;
7056 /* Shader header */
7057 if (!shader_buffer_init(&buffer))
7059 ERR("Failed to initialize shader buffer.\n");
7060 return 0;
7063 GL_EXTCALL(glGenProgramsARB(1, &shader));
7064 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7065 if (!shader)
7067 shader_buffer_free(&buffer);
7068 return 0;
7071 shader_addline(&buffer, "!!ARBfp1.0\n");
7072 shader_addline(&buffer, "TEMP index;\n");
7074 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7075 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7077 /* The alpha-component contains the palette index */
7078 if(textype == GL_TEXTURE_RECTANGLE_ARB)
7079 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7080 else
7081 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7083 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7084 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7086 /* Use the alpha-component as an index in the palette to get the final color */
7087 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7088 shader_addline(&buffer, "END\n");
7090 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7091 strlen(buffer.buffer), buffer.buffer));
7092 checkGLcall("glProgramStringARB()");
7094 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7095 if (pos != -1)
7097 FIXME("Fragment program error at position %d: %s\n\n", pos,
7098 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7099 shader_arb_dump_program_source(buffer.buffer);
7102 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7103 priv->p8_rect_shader = shader;
7104 else
7105 priv->p8_2d_shader = shader;
7107 shader_buffer_free(&buffer);
7109 return shader;
7112 /* Context activation is done by the caller. */
7113 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7115 BYTE table[256][4];
7116 struct wined3d_device *device = surface->resource.device;
7117 const struct wined3d_gl_info *gl_info = context->gl_info;
7118 struct arbfp_blit_priv *priv = device->blit_priv;
7119 BOOL colorkey = !!(surface->container->color_key_flags & WINEDDSD_CKSRCBLT);
7121 d3dfmt_p8_init_palette(surface, table, colorkey);
7123 if (!priv->palette_texture)
7124 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7126 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7127 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7129 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7131 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7132 /* Make sure we have discrete color levels. */
7133 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7134 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7135 /* Upload the palette */
7136 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7137 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7139 /* Switch back to unit 0 in which the 2D texture will be stored. */
7140 context_active_texture(context, gl_info, 0);
7143 /* Context activation is done by the caller. */
7144 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7145 enum complex_fixup yuv_fixup, GLenum textype)
7147 GLenum shader;
7148 struct wined3d_shader_buffer buffer;
7149 char luminance_component;
7150 GLint pos;
7152 /* Shader header */
7153 if (!shader_buffer_init(&buffer))
7155 ERR("Failed to initialize shader buffer.\n");
7156 return 0;
7159 GL_EXTCALL(glGenProgramsARB(1, &shader));
7160 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7161 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7162 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7163 if (!shader)
7165 shader_buffer_free(&buffer);
7166 return 0;
7169 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7170 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7171 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7172 * each single pixel it contains, and one U and one V value shared between both
7173 * pixels.
7175 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7176 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7177 * take the format into account when generating the read swizzles
7179 * Reading the Y value is straightforward - just sample the texture. The hardware
7180 * takes care of filtering in the horizontal and vertical direction.
7182 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7183 * because that would mix the U and V values of one pixel or two adjacent pixels.
7184 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7185 * regardless of the filtering setting. Vertical filtering works automatically
7186 * though - the U and V values of two rows are mixed nicely.
7188 * Apart of avoiding filtering issues, the code has to know which value it just
7189 * read, and where it can find the other one. To determine this, it checks if
7190 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7192 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7193 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7195 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7196 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7197 * in an unfiltered situation. Finding the luminance on the other hand requires
7198 * finding out if it is an odd or even pixel. The real drawback of this approach
7199 * is filtering. This would have to be emulated completely in the shader, reading
7200 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7201 * vertically. Beyond that it would require adjustments to the texture handling
7202 * code to deal with the width scaling
7204 shader_addline(&buffer, "!!ARBfp1.0\n");
7205 shader_addline(&buffer, "TEMP luminance;\n");
7206 shader_addline(&buffer, "TEMP temp;\n");
7207 shader_addline(&buffer, "TEMP chroma;\n");
7208 shader_addline(&buffer, "TEMP texcrd;\n");
7209 shader_addline(&buffer, "TEMP texcrd2;\n");
7210 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7211 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7212 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7214 switch (yuv_fixup)
7216 case COMPLEX_FIXUP_UYVY:
7217 case COMPLEX_FIXUP_YUY2:
7218 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7220 shader_buffer_free(&buffer);
7221 return 0;
7223 break;
7225 case COMPLEX_FIXUP_YV12:
7226 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7228 shader_buffer_free(&buffer);
7229 return 0;
7231 break;
7233 default:
7234 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7235 shader_buffer_free(&buffer);
7236 return 0;
7239 /* Calculate the final result. Formula is taken from
7240 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7241 * ranges from -0.5 to 0.5
7243 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7245 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7246 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7247 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7248 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7249 shader_addline(&buffer, "END\n");
7251 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7252 strlen(buffer.buffer), buffer.buffer));
7253 checkGLcall("glProgramStringARB()");
7255 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7256 if (pos != -1)
7258 FIXME("Fragment program error at position %d: %s\n\n", pos,
7259 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7260 shader_arb_dump_program_source(buffer.buffer);
7262 else
7264 GLint native;
7266 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7267 checkGLcall("glGetProgramivARB()");
7268 if (!native) WARN("Program exceeds native resource limits.\n");
7271 shader_buffer_free(&buffer);
7273 switch (yuv_fixup)
7275 case COMPLEX_FIXUP_YUY2:
7276 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7277 else priv->yuy2_2d_shader = shader;
7278 break;
7280 case COMPLEX_FIXUP_UYVY:
7281 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7282 else priv->uyvy_2d_shader = shader;
7283 break;
7285 case COMPLEX_FIXUP_YV12:
7286 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7287 else priv->yv12_2d_shader = shader;
7288 break;
7289 default:
7290 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7293 return shader;
7296 /* Context activation is done by the caller. */
7297 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7299 GLenum shader;
7300 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7301 struct arbfp_blit_priv *priv = blit_priv;
7302 enum complex_fixup fixup;
7303 const struct wined3d_gl_info *gl_info = context->gl_info;
7304 GLenum textype = surface->container->target;
7306 if (surface->flags & SFLAG_CONVERTED)
7308 gl_info->gl_ops.gl.p_glEnable(textype);
7309 checkGLcall("glEnable(textype)");
7310 return WINED3D_OK;
7313 if (!is_complex_fixup(surface->resource.format->color_fixup))
7315 TRACE("Fixup:\n");
7316 dump_color_fixup_desc(surface->resource.format->color_fixup);
7317 /* Don't bother setting up a shader for unconverted formats */
7318 gl_info->gl_ops.gl.p_glEnable(textype);
7319 checkGLcall("glEnable(textype)");
7320 return WINED3D_OK;
7323 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7325 switch(fixup)
7327 case COMPLEX_FIXUP_YUY2:
7328 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7329 break;
7331 case COMPLEX_FIXUP_UYVY:
7332 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7333 break;
7335 case COMPLEX_FIXUP_YV12:
7336 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7337 break;
7339 case COMPLEX_FIXUP_P8:
7340 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7341 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7343 upload_palette(surface, context);
7344 break;
7346 default:
7347 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7348 gl_info->gl_ops.gl.p_glEnable(textype);
7349 checkGLcall("glEnable(textype)");
7350 return E_NOTIMPL;
7353 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7355 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7356 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7357 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7358 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7359 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7360 checkGLcall("glProgramLocalParameter4fvARB");
7362 return WINED3D_OK;
7365 /* Context activation is done by the caller. */
7366 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7368 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7369 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7370 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7371 checkGLcall("glDisable(GL_TEXTURE_2D)");
7372 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7374 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7375 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7377 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7379 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7380 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7384 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7385 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7386 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7388 enum complex_fixup src_fixup;
7390 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7391 return FALSE;
7393 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7395 TRACE("Unsupported blit_op=%d\n", blit_op);
7396 return FALSE;
7399 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7400 return FALSE;
7402 src_fixup = get_complex_fixup(src_format->color_fixup);
7403 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7405 TRACE("Checking support for fixup:\n");
7406 dump_color_fixup_desc(src_format->color_fixup);
7409 if (!is_identity_fixup(dst_format->color_fixup))
7411 TRACE("Destination fixups are not supported\n");
7412 return FALSE;
7415 if (is_identity_fixup(src_format->color_fixup))
7417 TRACE("[OK]\n");
7418 return TRUE;
7421 /* We only support YUV conversions. */
7422 if (!is_complex_fixup(src_format->color_fixup))
7424 TRACE("[FAILED]\n");
7425 return FALSE;
7428 switch(src_fixup)
7430 case COMPLEX_FIXUP_YUY2:
7431 case COMPLEX_FIXUP_UYVY:
7432 case COMPLEX_FIXUP_YV12:
7433 case COMPLEX_FIXUP_P8:
7434 TRACE("[OK]\n");
7435 return TRUE;
7437 default:
7438 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7439 TRACE("[FAILED]\n");
7440 return FALSE;
7444 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7445 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7446 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7448 struct wined3d_context *context;
7449 RECT src_rect = *src_rect_in;
7450 RECT dst_rect = *dst_rect_in;
7452 /* Activate the destination context, set it up for blitting */
7453 context = context_acquire(device, dst_surface);
7455 /* Now load the surface */
7456 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7457 && (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7458 == WINED3D_LOCATION_DRAWABLE
7459 && !surface_is_offscreen(src_surface))
7461 /* Without FBO blits transferring from the drawable to the texture is
7462 * expensive, because we have to flip the data in sysmem. Since we can
7463 * flip in the blitter, we don't actually need that flip anyway. So we
7464 * use the surface's texture as scratch texture, and flip the source
7465 * rectangle instead. */
7466 surface_load_fb_texture(src_surface, FALSE);
7468 src_rect.top = src_surface->resource.height - src_rect.top;
7469 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7471 else
7472 wined3d_texture_load(src_surface->container, context, FALSE);
7474 context_apply_blit_state(context, device);
7476 if (!surface_is_offscreen(dst_surface))
7477 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7479 arbfp_blit_set(device->blit_priv, context, src_surface);
7481 /* Draw a textured quad */
7482 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7484 /* Leave the opengl state valid for blitting */
7485 arbfp_blit_unset(context->gl_info);
7487 if (wined3d_settings.strict_draw_ordering
7488 || (dst_surface->swapchain && (dst_surface->swapchain->front_buffer == dst_surface)))
7489 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7491 context_release(context);
7493 surface_validate_location(dst_surface, dst_surface->draw_binding);
7494 surface_invalidate_location(dst_surface, ~dst_surface->draw_binding);
7496 return WINED3D_OK;
7499 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7500 const RECT *dst_rect, const struct wined3d_color *color)
7502 FIXME("Color filling not implemented by arbfp_blit\n");
7503 return WINED3DERR_INVALIDCALL;
7506 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7507 struct wined3d_surface *surface, const RECT *rect, float depth)
7509 FIXME("Depth filling not implemented by arbfp_blit.\n");
7510 return WINED3DERR_INVALIDCALL;
7513 const struct blit_shader arbfp_blit = {
7514 arbfp_blit_alloc,
7515 arbfp_blit_free,
7516 arbfp_blit_set,
7517 arbfp_blit_unset,
7518 arbfp_blit_supported,
7519 arbfp_blit_color_fill,
7520 arbfp_blit_depth_fill,