wined3d: Get rid of TMP accesses in texm3x3* instructions.
[wine/multimedia.git] / dlls / wined3d / arb_program_shader.c
blob229c3236540a84a874b678dce951e1ec9baa7dc3
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
46 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
47 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
48 gl_info->set_texcoord_w) { /* Load the immval offset */
49 return TRUE;
51 return FALSE;
54 static unsigned int reserved_vs_const(const WineD3D_GL_Info *gl_info) {
55 /* We use one PARAM for the pos fixup, and in some cases one to load
56 * some immediate values into the shader
58 if(need_helper_const(gl_info)) return 2;
59 else return 1;
62 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
63 * so upload them above that
65 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
66 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
68 /* ARB_program_shader private data */
69 struct shader_arb_priv {
70 GLuint current_vprogram_id;
71 GLuint current_fprogram_id;
72 GLuint depth_blt_vprogram_id;
73 GLuint depth_blt_fprogram_id[tex_type_count];
74 BOOL use_arbfp_fixed_func;
75 struct hash_table_t *fragment_shaders;
78 /********************************************************
79 * ARB_[vertex/fragment]_program helper functions follow
80 ********************************************************/
82 /**
83 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
84 * When constant_list == NULL, it will load all the constants.
86 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
87 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
89 /* GL locking is done by the caller */
90 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
91 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
93 local_constant* lconst;
94 DWORD i, j;
95 unsigned int ret;
97 if (TRACE_ON(d3d_shader)) {
98 for(i = 0; i < max_constants; i++) {
99 if(!dirty_consts[i]) continue;
100 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
101 constants[i * 4 + 0], constants[i * 4 + 1],
102 constants[i * 4 + 2], constants[i * 4 + 3]);
105 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
106 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
108 float lcl_const[4];
109 for(i = 0; i < max_constants; i++) {
110 if(!dirty_consts[i]) continue;
111 dirty_consts[i] = 0;
113 j = 4 * i;
114 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
115 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
116 else lcl_const[0] = constants[j + 0];
118 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
119 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
120 else lcl_const[1] = constants[j + 1];
122 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
123 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
124 else lcl_const[2] = constants[j + 2];
126 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
127 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
128 else lcl_const[3] = constants[j + 3];
130 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
132 } else {
133 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
134 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
135 * or just reloading *all* constants at once
137 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
139 for(i = 0; i < max_constants; i++) {
140 if(!dirty_consts[i]) continue;
142 /* Find the next block of dirty constants */
143 dirty_consts[i] = 0;
144 j = i;
145 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
146 dirty_consts[i] = 0;
149 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
151 } else {
152 for(i = 0; i < max_constants; i++) {
153 if(dirty_consts[i]) {
154 dirty_consts[i] = 0;
155 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
160 checkGLcall("glProgramEnvParameter4fvARB()");
162 /* Load immediate constants */
163 if(This->baseShader.load_local_constsF) {
164 if (TRACE_ON(d3d_shader)) {
165 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
166 GLfloat* values = (GLfloat*)lconst->value;
167 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
168 values[0], values[1], values[2], values[3]);
171 /* Immediate constants are clamped for 1.X shaders at loading times */
172 ret = 0;
173 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
174 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
175 ret = max(ret, lconst->idx + 1);
176 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
178 checkGLcall("glProgramEnvParameter4fvARB()");
179 return ret; /* The loaded immediate constants need reloading for the next shader */
180 } else {
181 return 0; /* No constants are dirty now */
186 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
188 static void shader_arb_load_np2fixup_constants(
189 IWineD3DDevice* device,
190 char usePixelShader,
191 char useVertexShader) {
192 /* not implemented */
195 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
197 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
198 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
199 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
200 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
201 unsigned char i;
203 for(i = 0; i < psi->numbumpenvmatconsts; i++)
205 /* The state manager takes care that this function is always called if the bump env matrix changes */
206 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
207 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
209 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
211 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
212 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
213 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
214 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
216 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
217 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
222 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
224 * We only support float constants in ARB at the moment, so don't
225 * worry about the Integers or Booleans
227 /* GL locking is done by the caller (state handler) */
228 static void shader_arb_load_constants(
229 IWineD3DDevice* device,
230 char usePixelShader,
231 char useVertexShader) {
233 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
234 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
235 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
237 if (useVertexShader) {
238 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
240 /* Load DirectX 9 float constants for vertex shader */
241 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
242 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
243 deviceImpl->highest_dirty_vs_const,
244 stateBlock->vertexShaderConstantF,
245 deviceImpl->activeContext->vshader_const_dirty);
247 /* Upload the position fixup */
248 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
251 if (usePixelShader) {
252 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
254 /* Load DirectX 9 float constants for pixel shader */
255 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
256 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
257 deviceImpl->highest_dirty_ps_const,
258 stateBlock->pixelShaderConstantF,
259 deviceImpl->activeContext->pshader_const_dirty);
260 shader_arb_ps_local_constants(deviceImpl);
264 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
266 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
268 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
269 * context. On a context switch the old context will be fully dirtified */
270 memset(This->activeContext->vshader_const_dirty + start, 1,
271 sizeof(*This->activeContext->vshader_const_dirty) * count);
272 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
275 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
277 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
279 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
280 * context. On a context switch the old context will be fully dirtified */
281 memset(This->activeContext->pshader_const_dirty + start, 1,
282 sizeof(*This->activeContext->pshader_const_dirty) * count);
283 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
286 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
288 DWORD *ret;
289 DWORD idx = 0;
290 const local_constant *lconst;
292 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
294 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
295 if(!ret) {
296 ERR("Out of memory\n");
297 return NULL;
300 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
301 ret[lconst->idx] = idx++;
303 return ret;
306 /* Generate the variable & register declarations for the ARB_vertex_program output target */
307 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
308 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
310 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
311 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
312 DWORD i, cur, next_local = 0;
313 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
314 unsigned max_constantsF;
315 const local_constant *lconst;
317 /* In pixel shaders, all private constants are program local, we don't need anything
318 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
319 * If we need a private constant the GL implementation will squeeze it in somewhere
321 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
322 * immediate values. The posFixup is loaded using program.env for now, so always
323 * subtract one from the number of constants. If the shader uses indirect addressing,
324 * account for the helper const too because we have to declare all availabke d3d constants
325 * and don't know which are actually used.
327 if(pshader) {
328 max_constantsF = GL_LIMITS(pshader_constantsF);
329 } else {
330 if(This->baseShader.reg_maps.usesrelconstF) {
331 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(gl_info);
332 } else {
333 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
335 /* Temporary Output register */
336 shader_addline(buffer, "TEMP TMP_OUT;\n");
339 for(i = 0; i < This->baseShader.limits.temporary; i++) {
340 if (reg_maps->temporary[i])
341 shader_addline(buffer, "TEMP R%u;\n", i);
344 for (i = 0; i < This->baseShader.limits.address; i++) {
345 if (reg_maps->address[i])
346 shader_addline(buffer, "ADDRESS A%d;\n", i);
349 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
350 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
351 if (reg_maps->texcoord[i] && pshader)
352 shader_addline(buffer,"TEMP T%u;\n", i);
356 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
357 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
358 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
359 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
360 srgb_sub_high, 0.0, 0.0, 0.0);
363 /* Load local constants using the program-local space,
364 * this avoids reloading them each time the shader is used
366 if(lconst_map) {
367 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
368 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
369 lconst_map[lconst->idx]);
370 next_local = max(next_local, lconst_map[lconst->idx] + 1);
374 /* we use the array-based constants array if the local constants are marked for loading,
375 * because then we use indirect addressing, or when the local constant list is empty,
376 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
377 * local constants do not declare the loaded constants as an array because ARB compilers usually
378 * do not optimize unused constants away
380 if(This->baseShader.reg_maps.usesrelconstF) {
381 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
382 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
383 max_constantsF, max_constantsF - 1);
384 } else {
385 for(i = 0; i < max_constantsF; i++) {
386 DWORD idx, mask;
387 idx = i >> 5;
388 mask = 1 << (i & 0x1f);
389 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
390 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
395 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
396 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
397 if(!reg_maps->bumpmat[i]) continue;
399 cur = ps->numbumpenvmatconsts;
400 ps->bumpenvmatconst[cur].const_num = -1;
401 ps->bumpenvmatconst[cur].texunit = i;
402 ps->luminanceconst[cur].const_num = -1;
403 ps->luminanceconst[cur].texunit = i;
405 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
406 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
407 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
408 * textures due to conditional NP2 restrictions)
410 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
411 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
412 * their location is shader dependent anyway and they cannot be loaded globally.
414 ps->bumpenvmatconst[cur].const_num = next_local++;
415 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
416 i, ps->bumpenvmatconst[cur].const_num);
417 ps->numbumpenvmatconsts = cur + 1;
419 if(!reg_maps->luminanceparams[i]) continue;
421 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = next_local++;
422 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
423 i, ps->luminanceconst[cur].const_num);
428 static const char * const shift_tab[] = {
429 "dummy", /* 0 (none) */
430 "coefmul.x", /* 1 (x2) */
431 "coefmul.y", /* 2 (x4) */
432 "coefmul.z", /* 3 (x8) */
433 "coefmul.w", /* 4 (x16) */
434 "dummy", /* 5 (x32) */
435 "dummy", /* 6 (x64) */
436 "dummy", /* 7 (x128) */
437 "dummy", /* 8 (d256) */
438 "dummy", /* 9 (d128) */
439 "dummy", /* 10 (d64) */
440 "dummy", /* 11 (d32) */
441 "coefdiv.w", /* 12 (d16) */
442 "coefdiv.z", /* 13 (d8) */
443 "coefdiv.y", /* 14 (d4) */
444 "coefdiv.x" /* 15 (d2) */
447 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
448 const struct wined3d_shader_dst_param *dst, char *write_mask)
450 char *ptr = write_mask;
451 char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
453 if (vshader && dst->reg.type == WINED3DSPR_ADDR)
455 *ptr++ = '.';
456 *ptr++ = 'x';
458 else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
460 *ptr++ = '.';
461 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
462 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
463 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
464 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
467 *ptr = '\0';
470 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
472 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
473 * but addressed as "rgba". To fix this we need to swap the register's x
474 * and z components. */
475 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
476 char *ptr = swizzle_str;
478 /* swizzle bits fields: wwzzyyxx */
479 DWORD swizzle = param->swizzle;
480 DWORD swizzle_x = swizzle & 0x03;
481 DWORD swizzle_y = (swizzle >> 2) & 0x03;
482 DWORD swizzle_z = (swizzle >> 4) & 0x03;
483 DWORD swizzle_w = (swizzle >> 6) & 0x03;
485 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
486 * generate a swizzle string. Unless we need to our own swizzling. */
487 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
489 *ptr++ = '.';
490 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
491 *ptr++ = swizzle_chars[swizzle_x];
492 } else {
493 *ptr++ = swizzle_chars[swizzle_x];
494 *ptr++ = swizzle_chars[swizzle_y];
495 *ptr++ = swizzle_chars[swizzle_z];
496 *ptr++ = swizzle_chars[swizzle_w];
500 *ptr = '\0';
503 static void shader_arb_get_register_name(IWineD3DBaseShader *iface,
504 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
506 /* oPos, oFog and oPts in D3D */
507 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
508 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
509 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
511 *is_color = FALSE;
513 switch (reg->type)
515 case WINED3DSPR_TEMP:
516 sprintf(register_name, "R%u", reg->idx);
517 break;
519 case WINED3DSPR_INPUT:
520 if (pshader)
522 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
523 else strcpy(register_name, "fragment.color.secondary");
525 else
527 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
528 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
530 break;
532 case WINED3DSPR_CONST:
533 if (!pshader && reg->rel_addr)
535 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
536 if (reg->idx >= rel_offset)
537 sprintf(register_name, "C[A0.x + %u]", reg->idx - rel_offset);
538 else
539 sprintf(register_name, "C[A0.x - %u]", -reg->idx + rel_offset);
541 else
543 if (This->baseShader.reg_maps.usesrelconstF)
544 sprintf(register_name, "C[%u]", reg->idx);
545 else
546 sprintf(register_name, "C%u", reg->idx);
548 break;
550 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
551 if (pshader) {
552 if(This->baseShader.reg_maps.shader_version.major == 1 &&
553 This->baseShader.reg_maps.shader_version.minor <= 3) {
554 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
555 * and as source to most instructions. For some instructions it is the texcoord
556 * input. Those instructions know about the special use
558 sprintf(register_name, "T%u", reg->idx);
559 } else {
560 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
561 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
564 else sprintf(register_name, "A%u", reg->idx);
565 break;
567 case WINED3DSPR_COLOROUT:
568 if (reg->idx == 0)
570 if(((IWineD3DPixelShaderImpl *)This)->cur_args->srgb_correction)
572 strcpy(register_name, "TMP_COLOR");
574 else
576 strcpy(register_name, "result.color");
579 else
581 /* TODO: See GL_ARB_draw_buffers */
582 FIXME("Unsupported write to render target %u\n", reg->idx);
583 sprintf(register_name, "unsupported_register");
585 break;
587 case WINED3DSPR_RASTOUT:
588 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
589 break;
591 case WINED3DSPR_DEPTHOUT:
592 strcpy(register_name, "result.depth");
593 break;
595 case WINED3DSPR_ATTROUT:
596 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
597 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
598 else strcpy(register_name, "result.color.secondary");
599 break;
601 case WINED3DSPR_TEXCRDOUT:
602 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
603 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
604 break;
606 default:
607 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
608 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
609 break;
613 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
614 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
616 char register_name[255];
617 char write_mask[6];
618 BOOL is_color;
620 shader_arb_get_register_name(ins->ctx->shader, &wined3d_dst->reg, register_name, &is_color);
621 strcpy(str, register_name);
623 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
624 strcat(str, write_mask);
627 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
629 switch(channel_source)
631 case CHANNEL_SOURCE_ZERO: return "0";
632 case CHANNEL_SOURCE_ONE: return "1";
633 case CHANNEL_SOURCE_X: return "x";
634 case CHANNEL_SOURCE_Y: return "y";
635 case CHANNEL_SOURCE_Z: return "z";
636 case CHANNEL_SOURCE_W: return "w";
637 default:
638 FIXME("Unhandled channel source %#x\n", channel_source);
639 return "undefined";
643 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
644 const char *one, const char *two, struct color_fixup_desc fixup)
646 DWORD mask;
648 if (is_yuv_fixup(fixup))
650 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
651 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
652 return;
655 mask = 0;
656 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
657 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
658 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
659 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
660 mask &= dst_mask;
662 if (mask)
664 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
665 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
666 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
669 mask = 0;
670 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
671 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
672 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
673 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
674 mask &= dst_mask;
676 if (mask)
678 char reg_mask[6];
679 char *ptr = reg_mask;
681 if (mask != WINED3DSP_WRITEMASK_ALL)
683 *ptr++ = '.';
684 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
685 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
686 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
687 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
689 *ptr = '\0';
691 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
695 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
696 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
698 SHADER_BUFFER *buffer = ins->ctx->buffer;
699 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
700 const char *tex_type;
701 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
702 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
704 switch(sampler_type) {
705 case WINED3DSTT_1D:
706 tex_type = "1D";
707 break;
709 case WINED3DSTT_2D:
710 if(device->stateBlock->textures[sampler_idx] &&
711 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
712 tex_type = "RECT";
713 } else {
714 tex_type = "2D";
716 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
718 const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
719 if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
720 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
723 break;
725 case WINED3DSTT_VOLUME:
726 tex_type = "3D";
727 break;
729 case WINED3DSTT_CUBE:
730 tex_type = "CUBE";
731 break;
733 default:
734 ERR("Unexpected texture type %d\n", sampler_type);
735 tex_type = "";
738 if (bias) {
739 /* Shouldn't be possible, but let's check for it */
740 if(projected) FIXME("Biased and Projected texture sampling\n");
741 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
742 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
743 } else if (projected) {
744 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
745 } else {
746 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
749 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
751 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
752 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
753 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
757 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
758 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
760 /* Generate a line that does the input modifier computation and return the input register to use */
761 BOOL is_color = FALSE;
762 char regstr[256];
763 char swzstr[20];
764 int insert_line;
765 SHADER_BUFFER *buffer = ins->ctx->buffer;
767 /* Assume a new line will be added */
768 insert_line = 1;
770 /* Get register name */
771 shader_arb_get_register_name(ins->ctx->shader, &src->reg, regstr, &is_color);
772 shader_arb_get_swizzle(src, is_color, swzstr);
774 switch (src->modifiers)
776 case WINED3DSPSM_NONE:
777 sprintf(outregstr, "%s%s", regstr, swzstr);
778 insert_line = 0;
779 break;
780 case WINED3DSPSM_NEG:
781 sprintf(outregstr, "-%s%s", regstr, swzstr);
782 insert_line = 0;
783 break;
784 case WINED3DSPSM_BIAS:
785 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
786 break;
787 case WINED3DSPSM_BIASNEG:
788 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
789 break;
790 case WINED3DSPSM_SIGN:
791 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
792 break;
793 case WINED3DSPSM_SIGNNEG:
794 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
795 break;
796 case WINED3DSPSM_COMP:
797 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
798 break;
799 case WINED3DSPSM_X2:
800 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
801 break;
802 case WINED3DSPSM_X2NEG:
803 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
804 break;
805 case WINED3DSPSM_DZ:
806 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
807 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
808 break;
809 case WINED3DSPSM_DW:
810 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
811 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
812 break;
813 default:
814 sprintf(outregstr, "%s%s", regstr, swzstr);
815 insert_line = 0;
818 /* Return modified or original register, with swizzle */
819 if (insert_line)
820 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
823 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
825 DWORD mod;
826 const char *ret = "";
827 if (!ins->dst_count) return "";
829 mod = ins->dst[0].modifiers;
830 if(mod & WINED3DSPDM_SATURATE) {
831 ret = "_SAT";
832 mod &= ~WINED3DSPDM_SATURATE;
834 if(mod & WINED3DSPDM_PARTIALPRECISION) {
835 FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
836 mod &= ~WINED3DSPDM_PARTIALPRECISION;
838 if(mod & WINED3DSPDM_MSAMPCENTROID) {
839 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
840 mod &= ~WINED3DSPDM_MSAMPCENTROID;
842 if(mod) {
843 FIXME("Unknown modifiers 0x%08x\n", mod);
845 return ret;
848 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
850 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
851 SHADER_BUFFER *buffer = ins->ctx->buffer;
852 char dst_name[50];
853 char src_name[2][50];
854 DWORD sampler_code = dst->reg.idx;
856 shader_arb_get_dst_param(ins, dst, dst_name);
858 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
860 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
861 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
862 * temps is done.
864 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
865 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
866 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
867 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
868 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
870 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
871 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
874 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
876 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
877 SHADER_BUFFER *buffer = ins->ctx->buffer;
878 char dst_name[50];
879 char src_name[3][50];
880 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
881 ins->ctx->reg_maps->shader_version.minor);
883 shader_arb_get_dst_param(ins, dst, dst_name);
884 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
886 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
887 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
889 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
890 } else {
891 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
892 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
893 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
894 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n",
895 shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
899 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
901 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
902 SHADER_BUFFER *buffer = ins->ctx->buffer;
903 char dst_name[50];
904 char src_name[3][50];
906 shader_arb_get_dst_param(ins, dst, dst_name);
908 /* Generate input register names (with modifiers) */
909 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
910 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
911 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
913 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
914 src_name[0], src_name[2], src_name[1]);
917 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
918 * dst = dot2(src0, src1) + src2 */
919 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
921 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
922 SHADER_BUFFER *buffer = ins->ctx->buffer;
923 char dst_name[50];
924 char src_name[3][50];
926 shader_arb_get_dst_param(ins, dst, dst_name);
927 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
928 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
929 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
931 /* 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]
932 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
934 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
935 shader_addline(buffer, "MOV TA.z, 0.0;\n");
936 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
937 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
940 /* Map the opcode 1-to-1 to the GL code */
941 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
943 SHADER_BUFFER *buffer = ins->ctx->buffer;
944 const char *instruction;
945 char arguments[256], dst_str[50];
946 unsigned int i;
947 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
949 switch (ins->handler_idx)
951 case WINED3DSIH_ABS: instruction = "ABS"; break;
952 case WINED3DSIH_ADD: instruction = "ADD"; break;
953 case WINED3DSIH_CRS: instruction = "XPD"; break;
954 case WINED3DSIH_DP3: instruction = "DP3"; break;
955 case WINED3DSIH_DP4: instruction = "DP4"; break;
956 case WINED3DSIH_DST: instruction = "DST"; break;
957 case WINED3DSIH_EXP: instruction = "EX2"; break;
958 case WINED3DSIH_EXPP: instruction = "EXP"; break;
959 case WINED3DSIH_FRC: instruction = "FRC"; break;
960 case WINED3DSIH_LIT: instruction = "LIT"; break;
961 case WINED3DSIH_LOG: instruction = "LG2"; break;
962 case WINED3DSIH_LOGP: instruction = "LOG"; break;
963 case WINED3DSIH_LRP: instruction = "LRP"; break;
964 case WINED3DSIH_MAD: instruction = "MAD"; break;
965 case WINED3DSIH_MAX: instruction = "MAX"; break;
966 case WINED3DSIH_MIN: instruction = "MIN"; break;
967 case WINED3DSIH_MOV: instruction = "MOV"; break;
968 case WINED3DSIH_MUL: instruction = "MUL"; break;
969 case WINED3DSIH_POW: instruction = "POW"; break;
970 case WINED3DSIH_SGE: instruction = "SGE"; break;
971 case WINED3DSIH_SLT: instruction = "SLT"; break;
972 case WINED3DSIH_SUB: instruction = "SUB"; break;
973 default: instruction = "";
974 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
975 break;
978 /* Note that shader_arb_add_dst_param() adds spaces. */
979 arguments[0] = '\0';
980 shader_arb_get_dst_param(ins, dst, dst_str);
981 for (i = 0; i < ins->src_count; ++i)
983 char operand[100];
984 strcat(arguments, ", ");
985 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
986 strcat(arguments, operand);
988 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
991 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
993 SHADER_BUFFER *buffer = ins->ctx->buffer;
994 shader_addline(buffer, "NOP;\n");
997 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
999 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1001 if ((ins->ctx->reg_maps->shader_version.major == 1
1002 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1003 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1004 || ins->handler_idx == WINED3DSIH_MOVA)
1006 SHADER_BUFFER *buffer = ins->ctx->buffer;
1007 char src0_param[256];
1009 if (ins->handler_idx == WINED3DSIH_MOVA)
1010 FIXME("mova should round\n");
1012 src0_param[0] = '\0';
1013 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1015 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1016 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
1017 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1019 else
1021 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1022 * with more than one component. Thus replicate the first source argument over all
1023 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1024 struct wined3d_shader_src_param tmp_src = ins->src[0];
1025 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1026 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1027 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1030 else
1032 shader_hw_map2gl(ins);
1036 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1038 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1039 SHADER_BUFFER *buffer = ins->ctx->buffer;
1040 char reg_dest[40];
1042 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1043 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1045 shader_arb_get_dst_param(ins, dst, reg_dest);
1047 if (ins->ctx->reg_maps->shader_version.major >= 2)
1049 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1050 shader_arb_get_dst_param(ins, dst, reg_dest);
1051 shader_addline(buffer, "KIL %s;\n", reg_dest);
1052 } else {
1053 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1054 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1056 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1057 * or pass in any temporary register(in shader phase 2)
1059 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1060 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1061 } else {
1062 shader_arb_get_dst_param(ins, dst, reg_dest);
1064 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1065 shader_addline(buffer, "KIL TA;\n");
1069 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1071 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1072 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1073 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1074 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1075 ins->ctx->reg_maps->shader_version.minor);
1076 BOOL projected = FALSE, bias = FALSE;
1077 struct wined3d_shader_src_param src;
1079 char reg_dest[40];
1080 char reg_coord[40];
1081 DWORD reg_sampler_code;
1083 /* All versions have a destination register */
1084 shader_arb_get_dst_param(ins, dst, reg_dest);
1086 /* 1.0-1.4: Use destination register number as texture code.
1087 2.0+: Use provided sampler number as texure code. */
1088 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1089 reg_sampler_code = dst->reg.idx;
1090 else
1091 reg_sampler_code = ins->src[1].reg.idx;
1093 /* 1.0-1.3: Use the texcoord varying.
1094 1.4+: Use provided coordinate source register. */
1095 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1096 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1097 else {
1098 /* TEX is the only instruction that can handle DW and DZ natively */
1099 src = ins->src[0];
1100 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1101 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1102 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1105 /* projection flag:
1106 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1107 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1108 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1110 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1112 DWORD flags = 0;
1113 if(reg_sampler_code < MAX_TEXTURES) {
1114 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1116 if (flags & WINED3DTTFF_PROJECTED) {
1117 projected = TRUE;
1120 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1122 DWORD src_mod = ins->src[0].modifiers;
1123 if (src_mod == WINED3DSPSM_DZ) {
1124 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1125 * varying register, so we need a temp reg
1127 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1128 strcpy(reg_coord, "TA");
1129 projected = TRUE;
1130 } else if(src_mod == WINED3DSPSM_DW) {
1131 projected = TRUE;
1133 } else {
1134 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1135 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1137 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1140 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1142 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1143 SHADER_BUFFER *buffer = ins->ctx->buffer;
1144 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1145 ins->ctx->reg_maps->shader_version.minor);
1147 char tmp[20];
1148 shader_arb_get_write_mask(ins, dst, tmp);
1149 if (shader_version != WINED3D_SHADER_VERSION(1,4))
1151 DWORD reg = dst->reg.idx;
1152 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1153 } else {
1154 char reg_src[40];
1156 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1157 shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
1161 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1163 SHADER_BUFFER *buffer = ins->ctx->buffer;
1164 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1165 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1166 DWORD flags;
1168 DWORD reg1 = ins->dst[0].reg.idx;
1169 char dst_str[50];
1170 char src_str[50];
1172 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1173 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1174 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1175 /* Move .x first in case src_str is "TA" */
1176 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1177 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1178 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1179 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED, FALSE);
1182 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1184 SHADER_BUFFER *buffer = ins->ctx->buffer;
1186 DWORD reg1 = ins->dst[0].reg.idx;
1187 char dst_str[50];
1188 char src_str[50];
1190 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1191 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1192 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1193 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1194 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1195 shader_hw_sample(ins, reg1, dst_str, "TA", FALSE, FALSE);
1198 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1200 DWORD reg1 = ins->dst[0].reg.idx;
1201 char dst_str[50];
1202 char src_str[50];
1204 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1205 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1206 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1207 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1210 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1212 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1213 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1214 DWORD src = ins->src[0].reg.idx;
1215 SHADER_BUFFER *buffer = ins->ctx->buffer;
1216 char reg_coord[40], dst_reg[50];
1217 DWORD reg_dest_code;
1219 /* All versions have a destination register. The Tx where the texture coordinates come
1220 * from is the varying incarnation of the texture register
1222 reg_dest_code = dst->reg.idx;
1223 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1224 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1226 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1227 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1229 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1230 shader_addline(buffer, "DP3 TA.x, TB, T%u;\n", src);
1231 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1232 shader_addline(buffer, "DP3 TA.y, TB, T%u;\n", src);
1234 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1235 * so we can't let the GL handle this.
1237 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1238 & WINED3DTTFF_PROJECTED) {
1239 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1240 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1241 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1242 } else {
1243 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1246 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", FALSE, FALSE);
1248 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1250 shader_addline(buffer, "MAD TA, T%u.z, luminance%d.x, luminance%d.y;\n",
1251 src, reg_dest_code, reg_dest_code);
1252 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1256 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1258 DWORD reg = ins->dst[0].reg.idx;
1259 SHADER_BUFFER *buffer = ins->ctx->buffer;
1260 char src0_name[50];
1262 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1263 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1264 * T<reg+1> register. Use this register to store the calculated vector
1266 shader_addline(buffer, "DP3 T%u.x, fragment.texcoord[%u], %s;\n", reg + 1, reg, src0_name);
1269 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1271 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1272 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1273 DWORD flags;
1274 DWORD reg = ins->dst[0].reg.idx;
1275 SHADER_BUFFER *buffer = ins->ctx->buffer;
1276 char dst_str[50];
1277 char src0_name[50];
1278 char dst_reg[50];
1280 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1281 sprintf(dst_reg, "T%u", reg);
1283 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1284 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1285 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1286 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1287 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1290 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1292 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1293 DWORD reg = ins->dst[0].reg.idx;
1294 SHADER_BUFFER *buffer = ins->ctx->buffer;
1295 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1296 char src0_name[50];
1297 unsigned int dst;
1299 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1300 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1301 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1303 dst = reg + 2 - current_state->current_row;
1305 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1306 shader_addline(buffer, "DP3 T%u.%c, fragment.texcoord[%u], %s;\n", dst, 'x' + current_state->current_row, reg, src0_name);
1307 current_state->texcoord_w[current_state->current_row++] = reg;
1310 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1312 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1313 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1314 DWORD flags;
1315 DWORD reg = ins->dst[0].reg.idx;
1316 SHADER_BUFFER *buffer = ins->ctx->buffer;
1317 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1318 char dst_str[50];
1319 char dst_reg[8];
1320 char src0_name[50];
1322 sprintf(dst_reg, "T%u", reg);
1323 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1324 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1326 /* Sample the texture using the calculated coordinates */
1327 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1328 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1329 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1330 current_state->current_row = 0;
1333 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1335 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1336 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1337 DWORD flags;
1338 DWORD reg = ins->dst[0].reg.idx;
1339 SHADER_BUFFER *buffer = ins->ctx->buffer;
1340 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1341 char dst_str[50];
1342 char src0_name[50];
1343 char dst_reg[8];
1345 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1346 * components for temporary data storage
1348 sprintf(dst_reg, "T%u", reg);
1349 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1350 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1352 /* Construct the eye-ray vector from w coordinates */
1353 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1354 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1355 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1357 /* Calculate reflection vector
1359 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1360 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1361 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1362 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1363 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1364 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1365 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1367 /* Sample the texture using the calculated coordinates */
1368 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1369 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1370 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1371 current_state->current_row = 0;
1374 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1376 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1377 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1378 DWORD flags;
1379 DWORD reg = ins->dst[0].reg.idx;
1380 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1381 SHADER_BUFFER *buffer = ins->ctx->buffer;
1382 char dst_str[50];
1383 char src0_name[50];
1384 char src1_name[50];
1385 char dst_reg[8];
1387 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1388 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1389 /* Note: TMP.xy is input here, generated by two texm3x3pad instructions */
1390 sprintf(dst_reg, "T%u", reg);
1391 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1393 /* Calculate reflection vector.
1395 * dot(N, E)
1396 * TMP.xyz = 2 * --------- * N - E
1397 * dot(N, N)
1399 * Which normalizes the normal vector
1401 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1402 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1403 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1404 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1405 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1406 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1408 /* Sample the texture using the calculated coordinates */
1409 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1410 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1411 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1412 current_state->current_row = 0;
1415 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1417 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1418 SHADER_BUFFER *buffer = ins->ctx->buffer;
1419 char dst_name[50];
1421 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1422 * which is essentially an input, is the destination register because it is the first
1423 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1424 * here(writemasks/swizzles are not valid on texdepth)
1426 shader_arb_get_dst_param(ins, dst, dst_name);
1428 /* According to the msdn, the source register(must be r5) is unusable after
1429 * the texdepth instruction, so we're free to modify it
1431 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1433 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1434 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1435 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1437 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1438 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1439 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1440 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1443 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1444 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1445 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1446 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1448 SHADER_BUFFER *buffer = ins->ctx->buffer;
1449 DWORD sampler_idx = ins->dst[0].reg.idx;
1450 char src0[50];
1451 char dst_str[50];
1453 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1454 shader_addline(buffer, "MOV TB, 0.0;\n");
1455 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1457 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1458 shader_hw_sample(ins, sampler_idx, dst_str, "TB", FALSE /* Only one coord, can't be projected */, FALSE);
1461 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1462 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1463 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1465 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1466 char src0[50];
1467 char dst_str[50];
1468 SHADER_BUFFER *buffer = ins->ctx->buffer;
1470 /* Handle output register */
1471 shader_arb_get_dst_param(ins, dst, dst_str);
1472 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1473 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1476 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1477 * Perform the 3rd row of a 3x3 matrix multiply */
1478 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1480 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1481 SHADER_BUFFER *buffer = ins->ctx->buffer;
1482 char dst_str[50];
1483 char src0[50];
1485 shader_arb_get_dst_param(ins, dst, dst_str);
1486 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1487 shader_addline(buffer, "DP3 T%u.z, fragment.texcoord[%u], %s;\n", dst->reg.idx, dst->reg.idx, src0);
1488 shader_addline(buffer, "MOV %s, T%u;\n", dst_str, dst->reg.idx);
1491 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1492 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1493 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1494 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1496 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1498 SHADER_BUFFER *buffer = ins->ctx->buffer;
1499 DWORD dst_reg = ins->dst[0].reg.idx;
1500 char src0[50];
1502 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1503 shader_addline(buffer, "DP3 T%u.y, fragment.texcoord[%u], %s;\n", dst_reg, dst_reg, src0);
1505 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1506 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1507 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1509 shader_addline(buffer, "RCP T%u.y, T%u.y;\n", dst_reg, dst_reg);
1510 shader_addline(buffer, "MUL T%u.x, T%u.x, T%u.y;\n", dst_reg, dst_reg, dst_reg);
1511 shader_addline(buffer, "MIN T%u.x, T%u.x, one.x;\n", dst_reg, dst_reg);
1512 shader_addline(buffer, "MAX result.depth, T%u.x, 0.0;\n", dst_reg);
1515 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1516 Vertex/Pixel shaders to ARB_vertex_program codes */
1517 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1519 int i;
1520 int nComponents = 0;
1521 struct wined3d_shader_dst_param tmp_dst = {{0}};
1522 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1523 struct wined3d_shader_instruction tmp_ins;
1525 memset(&tmp_ins, 0, sizeof(tmp_ins));
1527 /* Set constants for the temporary argument */
1528 tmp_ins.ctx = ins->ctx;
1529 tmp_ins.dst_count = 1;
1530 tmp_ins.dst = &tmp_dst;
1531 tmp_ins.src_count = 2;
1532 tmp_ins.src = tmp_src;
1534 switch(ins->handler_idx)
1536 case WINED3DSIH_M4x4:
1537 nComponents = 4;
1538 tmp_ins.handler_idx = WINED3DSIH_DP4;
1539 break;
1540 case WINED3DSIH_M4x3:
1541 nComponents = 3;
1542 tmp_ins.handler_idx = WINED3DSIH_DP4;
1543 break;
1544 case WINED3DSIH_M3x4:
1545 nComponents = 4;
1546 tmp_ins.handler_idx = WINED3DSIH_DP3;
1547 break;
1548 case WINED3DSIH_M3x3:
1549 nComponents = 3;
1550 tmp_ins.handler_idx = WINED3DSIH_DP3;
1551 break;
1552 case WINED3DSIH_M3x2:
1553 nComponents = 2;
1554 tmp_ins.handler_idx = WINED3DSIH_DP3;
1555 break;
1556 default:
1557 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1558 break;
1561 tmp_dst = ins->dst[0];
1562 tmp_src[0] = ins->src[0];
1563 tmp_src[1] = ins->src[1];
1564 for (i = 0; i < nComponents; i++) {
1565 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1566 shader_hw_map2gl(&tmp_ins);
1567 ++tmp_src[1].reg.idx;
1571 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1573 SHADER_BUFFER *buffer = ins->ctx->buffer;
1574 const char *instruction;
1576 char dst[50];
1577 char src[50];
1579 switch(ins->handler_idx)
1581 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1582 case WINED3DSIH_RCP: instruction = "RCP"; break;
1583 default: instruction = "";
1584 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1585 break;
1588 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1589 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1590 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1592 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1593 * .w is used
1595 strcat(src, ".w");
1598 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1601 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1603 SHADER_BUFFER *buffer = ins->ctx->buffer;
1604 char dst_name[50];
1605 char src_name[50];
1607 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1608 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1609 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1610 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1611 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1612 shader_addline(buffer, "MUL%s %s, %s, TMP;\n", shader_arb_get_modifier(ins), dst_name,
1613 src_name);
1616 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1618 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1619 * must contain fixed constants. So we need a separate function to filter those constants and
1620 * can't use map2gl
1622 SHADER_BUFFER *buffer = ins->ctx->buffer;
1623 char dst_name[50];
1624 char src_name[50];
1626 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1627 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1628 shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1629 src_name);
1632 /* GL locking is done by the caller */
1633 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1635 GLuint program_id = 0;
1636 const char *blt_vprogram =
1637 "!!ARBvp1.0\n"
1638 "PARAM c[1] = { { 1, 0.5 } };\n"
1639 "MOV result.position, vertex.position;\n"
1640 "MOV result.color, c[0].x;\n"
1641 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1642 "END\n";
1644 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1645 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1646 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1648 if (glGetError() == GL_INVALID_OPERATION) {
1649 GLint pos;
1650 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1651 FIXME("Vertex program error at position %d: %s\n", pos,
1652 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1655 return program_id;
1658 /* GL locking is done by the caller */
1659 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1661 GLuint program_id = 0;
1662 static const char * const blt_fprograms[tex_type_count] =
1664 /* tex_1d */
1665 NULL,
1666 /* tex_2d */
1667 "!!ARBfp1.0\n"
1668 "TEMP R0;\n"
1669 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1670 "MOV result.depth.z, R0.x;\n"
1671 "END\n",
1672 /* tex_3d */
1673 NULL,
1674 /* tex_cube */
1675 "!!ARBfp1.0\n"
1676 "TEMP R0;\n"
1677 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1678 "MOV result.depth.z, R0.x;\n"
1679 "END\n",
1680 /* tex_rect */
1681 "!!ARBfp1.0\n"
1682 "TEMP R0;\n"
1683 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1684 "MOV result.depth.z, R0.x;\n"
1685 "END\n",
1688 if (!blt_fprograms[tex_type])
1690 FIXME("tex_type %#x not supported\n", tex_type);
1691 tex_type = tex_2d;
1694 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1695 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1696 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1698 if (glGetError() == GL_INVALID_OPERATION) {
1699 GLint pos;
1700 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1701 FIXME("Fragment program error at position %d: %s\n", pos,
1702 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1705 return program_id;
1708 /* GL locking is done by the caller */
1709 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1710 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1711 struct shader_arb_priv *priv = This->shader_priv;
1712 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1714 if (useVS) {
1715 struct vs_compile_args compile_args;
1717 TRACE("Using vertex shader\n");
1718 find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1719 priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1721 /* Bind the vertex program */
1722 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1723 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1725 /* Enable OpenGL vertex programs */
1726 glEnable(GL_VERTEX_PROGRAM_ARB);
1727 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1728 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1729 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1730 priv->current_vprogram_id = 0;
1731 glDisable(GL_VERTEX_PROGRAM_ARB);
1732 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1735 if (usePS) {
1736 struct ps_compile_args compile_args;
1737 TRACE("Using pixel shader\n");
1738 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1739 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1740 &compile_args);
1742 /* Bind the fragment program */
1743 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1744 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1746 if(!priv->use_arbfp_fixed_func) {
1747 /* Enable OpenGL fragment programs */
1748 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1749 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1751 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1753 shader_arb_ps_local_constants(This);
1754 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1755 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1756 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1757 * replacement shader
1759 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1760 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1761 priv->current_fprogram_id = 0;
1765 /* GL locking is done by the caller */
1766 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1767 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1768 struct shader_arb_priv *priv = This->shader_priv;
1769 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1770 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1772 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1773 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1774 glEnable(GL_VERTEX_PROGRAM_ARB);
1776 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1777 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1778 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1781 /* GL locking is done by the caller */
1782 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1783 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1784 struct shader_arb_priv *priv = This->shader_priv;
1785 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1787 if (priv->current_vprogram_id) {
1788 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1789 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1791 glEnable(GL_VERTEX_PROGRAM_ARB);
1792 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1794 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1795 } else {
1796 glDisable(GL_VERTEX_PROGRAM_ARB);
1797 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1800 if (priv->current_fprogram_id) {
1801 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1802 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1804 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1805 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1807 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1808 } else {
1809 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1810 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1814 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1815 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1816 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1818 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
1820 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1821 UINT i;
1823 ENTER_GL();
1824 for(i = 0; i < This->num_gl_shaders; i++) {
1825 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1826 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1828 LEAVE_GL();
1829 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1830 This->gl_shaders = NULL;
1831 This->num_gl_shaders = 0;
1832 This->shader_array_size = 0;
1833 } else {
1834 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1835 UINT i;
1837 ENTER_GL();
1838 for(i = 0; i < This->num_gl_shaders; i++) {
1839 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1840 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1842 LEAVE_GL();
1843 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1844 This->gl_shaders = NULL;
1845 This->num_gl_shaders = 0;
1846 This->shader_array_size = 0;
1850 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1851 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1852 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1853 return WINED3D_OK;
1856 static void shader_arb_free(IWineD3DDevice *iface) {
1857 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1858 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1859 struct shader_arb_priv *priv = This->shader_priv;
1860 int i;
1862 ENTER_GL();
1863 if(priv->depth_blt_vprogram_id) {
1864 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1866 for (i = 0; i < tex_type_count; ++i) {
1867 if (priv->depth_blt_fprogram_id[i]) {
1868 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1871 LEAVE_GL();
1873 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1876 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1877 return TRUE;
1880 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1881 const char *tmp2, const char *tmp3, const char *tmp4) {
1882 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1884 /* Calculate the > 0.0031308 case */
1885 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
1886 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
1887 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
1888 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
1889 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
1890 /* Calculate the < case */
1891 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
1892 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1893 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
1894 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
1895 /* Store the components > 0.0031308 in the destination */
1896 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1897 /* Add the components that are < 0.0031308 */
1898 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1899 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1902 /* GL locking is done by the caller */
1903 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
1904 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
1906 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1907 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1908 CONST DWORD *function = This->baseShader.function;
1909 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1910 const local_constant *lconst;
1911 GLuint retval;
1912 const char *fragcolor;
1913 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
1915 /* Create the hw ARB shader */
1916 shader_addline(buffer, "!!ARBfp1.0\n");
1918 if (reg_maps->shader_version.major < 3)
1920 switch(args->fog) {
1921 case FOG_OFF:
1922 break;
1923 case FOG_LINEAR:
1924 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
1925 break;
1926 case FOG_EXP:
1927 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
1928 break;
1929 case FOG_EXP2:
1930 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
1931 break;
1935 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
1936 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
1937 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
1938 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
1939 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1940 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1941 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1943 if (reg_maps->shader_version.major < 2)
1945 fragcolor = "R0";
1946 } else {
1947 if(args->srgb_correction) {
1948 shader_addline(buffer, "TEMP TMP_COLOR;\n");
1949 fragcolor = "TMP_COLOR";
1950 } else {
1951 fragcolor = "result.color";
1955 /* Base Declarations */
1956 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
1958 /* Base Shader Body */
1959 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
1961 if(args->srgb_correction) {
1962 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TA", "TB", "TC");
1963 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1964 } else if(reg_maps->shader_version.major < 2) {
1965 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1967 shader_addline(buffer, "END\n");
1969 /* TODO: change to resource.glObjectHandle or something like that */
1970 GL_EXTCALL(glGenProgramsARB(1, &retval));
1972 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
1973 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
1975 TRACE("Created hw pixel shader, prg=%d\n", retval);
1976 /* Create the program and check for errors */
1977 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1978 buffer->bsize, buffer->buffer));
1980 if (glGetError() == GL_INVALID_OPERATION) {
1981 GLint errPos;
1982 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
1983 FIXME("HW PixelShader Error at position %d: %s\n",
1984 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1985 retval = 0;
1988 /* Load immediate constants */
1989 if(lconst_map) {
1990 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1991 const float *value = (const float *)lconst->value;
1992 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
1993 checkGLcall("glProgramLocalParameter4fvARB");
1995 HeapFree(GetProcessHeap(), 0, lconst_map);
1998 return retval;
2001 /* GL locking is done by the caller */
2002 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
2003 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
2005 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2006 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2007 CONST DWORD *function = This->baseShader.function;
2008 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2009 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2010 const local_constant *lconst;
2011 GLuint ret;
2012 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2014 /* Create the hw ARB shader */
2015 shader_addline(buffer, "!!ARBvp1.0\n");
2016 if(need_helper_const(gl_info)) {
2017 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2020 /* Mesa supports only 95 constants */
2021 if (GL_VEND(MESA) || GL_VEND(WINE))
2022 This->baseShader.limits.constant_float =
2023 min(95, This->baseShader.limits.constant_float);
2025 shader_addline(buffer, "TEMP TMP;\n");
2027 /* Base Declarations */
2028 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2030 /* We need a constant to fixup the final position */
2031 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2033 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2034 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2035 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2036 * a replacement shader depend on the texcoord.w being set properly.
2038 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2039 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2040 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2041 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2042 * this can eat a number of instructions, so skip it unless this cap is set as well
2044 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2045 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2047 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2048 int i;
2049 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2050 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2051 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2052 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2058 /* Base Shader Body */
2059 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
2061 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2062 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2063 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2064 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2066 if(args->fog_src == VS_FOG_Z) {
2067 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2068 } else if (!reg_maps->fog) {
2069 /* posFixup.x is always 1.0, so we can savely use it */
2070 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2073 /* Write the final position.
2075 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2076 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2077 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2078 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2080 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2081 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2082 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2084 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2085 * and the glsl equivalent
2087 if(need_helper_const(gl_info)) {
2088 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2089 } else {
2090 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2091 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2094 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2096 shader_addline(buffer, "END\n");
2098 /* TODO: change to resource.glObjectHandle or something like that */
2099 GL_EXTCALL(glGenProgramsARB(1, &ret));
2101 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2102 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2104 TRACE("Created hw vertex shader, prg=%d\n", ret);
2105 /* Create the program and check for errors */
2106 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2107 buffer->bsize, buffer->buffer));
2109 if (glGetError() == GL_INVALID_OPERATION) {
2110 GLint errPos;
2111 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2112 FIXME("HW VertexShader Error at position %d: %s\n",
2113 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2114 ret = -1;
2115 } else {
2116 /* Load immediate constants */
2117 if(lconst_map) {
2118 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2119 const float *value = (const float *)lconst->value;
2120 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2124 HeapFree(GetProcessHeap(), 0, lconst_map);
2126 return ret;
2129 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2131 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2132 * then overwrite the shader specific ones
2134 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2136 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2137 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2138 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2139 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
2142 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2143 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2144 pCaps->PixelShader1xMaxValue = 8.0;
2145 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2146 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
2149 pCaps->VSClipping = FALSE; /* TODO: GL_NV_vertex_program2_option provides this */
2152 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2154 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2156 TRACE("Checking support for color_fixup:\n");
2157 dump_color_fixup_desc(fixup);
2160 /* We support everything except YUV conversions. */
2161 if (!is_yuv_fixup(fixup))
2163 TRACE("[OK]\n");
2164 return TRUE;
2167 TRACE("[FAILED]\n");
2168 return FALSE;
2171 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2172 DWORD shift;
2173 char write_mask[20], regstr[50];
2174 SHADER_BUFFER *buffer = ins->ctx->buffer;
2175 BOOL is_color = FALSE;
2176 const struct wined3d_shader_dst_param *dst;
2178 if (!ins->dst_count) return;
2180 dst = &ins->dst[0];
2181 shift = dst->shift;
2182 if(shift == 0) return; /* Saturate alone is handled by the instructions */
2184 shader_arb_get_write_mask(ins, dst, write_mask);
2185 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, regstr, &is_color);
2187 /* Generate a line that does the output modifier computation
2188 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
2189 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
2191 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
2192 regstr, write_mask, regstr, shift_tab[shift]);
2195 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2197 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2198 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2199 /* WINED3DSIH_BEM */ pshader_hw_bem,
2200 /* WINED3DSIH_BREAK */ NULL,
2201 /* WINED3DSIH_BREAKC */ NULL,
2202 /* WINED3DSIH_BREAKP */ NULL,
2203 /* WINED3DSIH_CALL */ NULL,
2204 /* WINED3DSIH_CALLNZ */ NULL,
2205 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2206 /* WINED3DSIH_CND */ pshader_hw_cnd,
2207 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2208 /* WINED3DSIH_DCL */ NULL,
2209 /* WINED3DSIH_DEF */ NULL,
2210 /* WINED3DSIH_DEFB */ NULL,
2211 /* WINED3DSIH_DEFI */ NULL,
2212 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2213 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2214 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2215 /* WINED3DSIH_DST */ shader_hw_map2gl,
2216 /* WINED3DSIH_DSX */ NULL,
2217 /* WINED3DSIH_DSY */ NULL,
2218 /* WINED3DSIH_ELSE */ NULL,
2219 /* WINED3DSIH_ENDIF */ NULL,
2220 /* WINED3DSIH_ENDLOOP */ NULL,
2221 /* WINED3DSIH_ENDREP */ NULL,
2222 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2223 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2224 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2225 /* WINED3DSIH_IF */ NULL,
2226 /* WINED3DSIH_IFC */ NULL,
2227 /* WINED3DSIH_LABEL */ NULL,
2228 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2229 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2230 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2231 /* WINED3DSIH_LOOP */ NULL,
2232 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2233 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2234 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2235 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2236 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2237 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2238 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2239 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2240 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2241 /* WINED3DSIH_MOV */ shader_hw_mov,
2242 /* WINED3DSIH_MOVA */ shader_hw_mov,
2243 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2244 /* WINED3DSIH_NOP */ shader_hw_nop,
2245 /* WINED3DSIH_NRM */ shader_hw_nrm,
2246 /* WINED3DSIH_PHASE */ NULL,
2247 /* WINED3DSIH_POW */ shader_hw_map2gl,
2248 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
2249 /* WINED3DSIH_REP */ NULL,
2250 /* WINED3DSIH_RET */ NULL,
2251 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
2252 /* WINED3DSIH_SETP */ NULL,
2253 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2254 /* WINED3DSIH_SGN */ NULL,
2255 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2256 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2257 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2258 /* WINED3DSIH_TEX */ pshader_hw_tex,
2259 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2260 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2261 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2262 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2263 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2264 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2265 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2266 /* WINED3DSIH_TEXLDD */ NULL,
2267 /* WINED3DSIH_TEXLDL */ NULL,
2268 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2269 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2270 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2271 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2272 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2273 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2274 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2275 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2276 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2277 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2278 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2279 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2282 const shader_backend_t arb_program_shader_backend = {
2283 shader_arb_instruction_handler_table,
2284 shader_arb_select,
2285 shader_arb_select_depth_blt,
2286 shader_arb_deselect_depth_blt,
2287 shader_arb_update_float_vertex_constants,
2288 shader_arb_update_float_pixel_constants,
2289 shader_arb_load_constants,
2290 shader_arb_load_np2fixup_constants,
2291 shader_arb_destroy,
2292 shader_arb_alloc,
2293 shader_arb_free,
2294 shader_arb_dirty_const,
2295 shader_arb_generate_pshader,
2296 shader_arb_generate_vshader,
2297 shader_arb_get_caps,
2298 shader_arb_color_fixup_supported,
2299 shader_arb_add_instruction_modifiers,
2302 /* ARB_fragment_program fixed function pipeline replacement definitions */
2303 #define ARB_FFP_CONST_TFACTOR 0
2304 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2305 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2306 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2307 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2309 struct arbfp_ffp_desc
2311 struct ffp_frag_desc parent;
2312 GLuint shader;
2313 unsigned int num_textures_used;
2316 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2317 ENTER_GL();
2318 if(enable) {
2319 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2320 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2321 } else {
2322 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2323 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2325 LEAVE_GL();
2328 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2329 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2330 struct shader_arb_priv *priv;
2331 /* Share private data between the shader backend and the pipeline replacement, if both
2332 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2333 * if no pixel shader is bound or not
2335 if(This->shader_backend == &arb_program_shader_backend) {
2336 This->fragment_priv = This->shader_priv;
2337 } else {
2338 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2339 if(!This->fragment_priv) return E_OUTOFMEMORY;
2341 priv = This->fragment_priv;
2342 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2343 priv->use_arbfp_fixed_func = TRUE;
2344 return WINED3D_OK;
2347 static void arbfp_free_ffpshader(void *value, void *gli) {
2348 const WineD3D_GL_Info *gl_info = gli;
2349 struct arbfp_ffp_desc *entry_arb = value;
2351 ENTER_GL();
2352 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2353 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2354 HeapFree(GetProcessHeap(), 0, entry_arb);
2355 LEAVE_GL();
2358 static void arbfp_free(IWineD3DDevice *iface) {
2359 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2360 struct shader_arb_priv *priv = This->fragment_priv;
2362 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2363 priv->use_arbfp_fixed_func = FALSE;
2365 if(This->shader_backend != &arb_program_shader_backend) {
2366 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2370 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2372 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2373 WINED3DTEXOPCAPS_SELECTARG1 |
2374 WINED3DTEXOPCAPS_SELECTARG2 |
2375 WINED3DTEXOPCAPS_MODULATE4X |
2376 WINED3DTEXOPCAPS_MODULATE2X |
2377 WINED3DTEXOPCAPS_MODULATE |
2378 WINED3DTEXOPCAPS_ADDSIGNED2X |
2379 WINED3DTEXOPCAPS_ADDSIGNED |
2380 WINED3DTEXOPCAPS_ADD |
2381 WINED3DTEXOPCAPS_SUBTRACT |
2382 WINED3DTEXOPCAPS_ADDSMOOTH |
2383 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2384 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2385 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2386 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2387 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2388 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2389 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2390 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2391 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2392 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2393 WINED3DTEXOPCAPS_MULTIPLYADD |
2394 WINED3DTEXOPCAPS_LERP |
2395 WINED3DTEXOPCAPS_BUMPENVMAP |
2396 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2398 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2400 caps->MaxTextureBlendStages = 8;
2401 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2403 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2405 #undef GLINFO_LOCATION
2407 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2408 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2409 float col[4];
2410 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2412 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2413 * application provided constants
2415 if(device->shader_backend == &arb_program_shader_backend) {
2416 if (use_ps(stateblock)) return;
2418 device = stateblock->wineD3DDevice;
2419 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2420 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2423 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2424 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2425 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2429 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2430 float col[4];
2431 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2433 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2434 * application provided constants
2436 if(device->shader_backend == &arb_program_shader_backend) {
2437 if (use_ps(stateblock)) return;
2439 device = stateblock->wineD3DDevice;
2440 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2441 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2444 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2445 /* The specular color has no alpha */
2446 col[0] = 1.0; col[1] = 1.0;
2447 col[2] = 1.0; col[3] = 0.0;
2448 } else {
2449 col[0] = 0.0; col[1] = 0.0;
2450 col[2] = 0.0; col[3] = 0.0;
2452 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2453 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2456 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2457 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2458 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2459 float mat[2][2];
2461 if (use_ps(stateblock))
2463 if(stage != 0 &&
2464 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2465 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2466 * anyway
2468 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2469 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2473 if(device->shader_backend == &arb_program_shader_backend) {
2474 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2475 return;
2477 } else if(device->shader_backend == &arb_program_shader_backend) {
2478 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2479 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2482 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2483 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2484 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2485 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2487 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2488 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2491 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2492 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2493 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2494 float param[4];
2496 if (use_ps(stateblock))
2498 if(stage != 0 &&
2499 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2500 /* The pixel shader has to know the luminance offset. Do a constants update if it
2501 * isn't scheduled anyway
2503 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2504 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2508 if(device->shader_backend == &arb_program_shader_backend) {
2509 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2510 return;
2512 } else if(device->shader_backend == &arb_program_shader_backend) {
2513 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2514 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2517 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2518 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2519 param[2] = 0.0;
2520 param[3] = 0.0;
2522 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2523 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2526 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2527 const char *ret;
2529 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2531 switch(arg & WINED3DTA_SELECTMASK) {
2532 case WINED3DTA_DIFFUSE:
2533 ret = "fragment.color.primary"; break;
2535 case WINED3DTA_CURRENT:
2536 if(stage == 0) ret = "fragment.color.primary";
2537 else ret = "ret";
2538 break;
2540 case WINED3DTA_TEXTURE:
2541 switch(stage) {
2542 case 0: ret = "tex0"; break;
2543 case 1: ret = "tex1"; break;
2544 case 2: ret = "tex2"; break;
2545 case 3: ret = "tex3"; break;
2546 case 4: ret = "tex4"; break;
2547 case 5: ret = "tex5"; break;
2548 case 6: ret = "tex6"; break;
2549 case 7: ret = "tex7"; break;
2550 default: ret = "unknown texture";
2552 break;
2554 case WINED3DTA_TFACTOR:
2555 ret = "tfactor"; break;
2557 case WINED3DTA_SPECULAR:
2558 ret = "fragment.color.secondary"; break;
2560 case WINED3DTA_TEMP:
2561 ret = "tempreg"; break;
2563 case WINED3DTA_CONSTANT:
2564 FIXME("Implement perstage constants\n");
2565 switch(stage) {
2566 case 0: ret = "const0"; break;
2567 case 1: ret = "const1"; break;
2568 case 2: ret = "const2"; break;
2569 case 3: ret = "const3"; break;
2570 case 4: ret = "const4"; break;
2571 case 5: ret = "const5"; break;
2572 case 6: ret = "const6"; break;
2573 case 7: ret = "const7"; break;
2574 default: ret = "unknown constant";
2576 break;
2578 default:
2579 return "unknown";
2582 if(arg & WINED3DTA_COMPLEMENT) {
2583 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2584 if(argnum == 0) ret = "arg0";
2585 if(argnum == 1) ret = "arg1";
2586 if(argnum == 2) ret = "arg2";
2588 if(arg & WINED3DTA_ALPHAREPLICATE) {
2589 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2590 if(argnum == 0) ret = "arg0";
2591 if(argnum == 1) ret = "arg1";
2592 if(argnum == 2) ret = "arg2";
2594 return ret;
2597 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2598 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2599 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2600 unsigned int mul = 1;
2601 BOOL mul_final_dest = FALSE;
2603 if(color && alpha) dstmask = "";
2604 else if(color) dstmask = ".xyz";
2605 else dstmask = ".w";
2607 if(dst == tempreg) dstreg = "tempreg";
2608 else dstreg = "ret";
2610 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2611 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2612 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2614 switch(op) {
2615 case WINED3DTOP_DISABLE:
2616 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2617 break;
2619 case WINED3DTOP_SELECTARG2:
2620 arg1 = arg2;
2621 case WINED3DTOP_SELECTARG1:
2622 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2623 break;
2625 case WINED3DTOP_MODULATE4X:
2626 mul = 2;
2627 case WINED3DTOP_MODULATE2X:
2628 mul *= 2;
2629 if(strcmp(dstreg, "result.color") == 0) {
2630 dstreg = "ret";
2631 mul_final_dest = TRUE;
2633 case WINED3DTOP_MODULATE:
2634 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2635 break;
2637 case WINED3DTOP_ADDSIGNED2X:
2638 mul = 2;
2639 if(strcmp(dstreg, "result.color") == 0) {
2640 dstreg = "ret";
2641 mul_final_dest = TRUE;
2643 case WINED3DTOP_ADDSIGNED:
2644 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2645 arg2 = "arg2";
2646 case WINED3DTOP_ADD:
2647 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2648 break;
2650 case WINED3DTOP_SUBTRACT:
2651 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2652 break;
2654 case WINED3DTOP_ADDSMOOTH:
2655 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2656 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2657 break;
2659 case WINED3DTOP_BLENDCURRENTALPHA:
2660 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2661 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2662 break;
2663 case WINED3DTOP_BLENDFACTORALPHA:
2664 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2665 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2666 break;
2667 case WINED3DTOP_BLENDTEXTUREALPHA:
2668 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2669 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2670 break;
2671 case WINED3DTOP_BLENDDIFFUSEALPHA:
2672 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2673 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2674 break;
2676 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2677 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2678 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2679 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2680 break;
2682 /* D3DTOP_PREMODULATE ???? */
2684 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2685 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2686 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2687 break;
2688 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2689 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2690 break;
2691 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2692 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2693 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2694 break;
2695 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2696 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2697 break;
2699 case WINED3DTOP_DOTPRODUCT3:
2700 mul = 4;
2701 if(strcmp(dstreg, "result.color") == 0) {
2702 dstreg = "ret";
2703 mul_final_dest = TRUE;
2705 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2706 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2707 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2708 break;
2710 case WINED3DTOP_MULTIPLYADD:
2711 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2712 break;
2714 case WINED3DTOP_LERP:
2715 /* The msdn is not quite right here */
2716 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2717 break;
2719 case WINED3DTOP_BUMPENVMAP:
2720 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2721 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2722 break;
2724 default:
2725 FIXME("Unhandled texture op %08x\n", op);
2728 if(mul == 2) {
2729 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2730 } else if(mul == 4) {
2731 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2735 /* The stateblock is passed for GLINFO_LOCATION */
2736 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2738 unsigned int stage;
2739 SHADER_BUFFER buffer;
2740 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2741 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2742 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2743 const char *textype;
2744 const char *instr, *sat;
2745 char colorcor_dst[8];
2746 GLuint ret;
2747 DWORD arg0, arg1, arg2;
2748 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2749 BOOL op_equal;
2750 const char *final_combiner_src = "ret";
2752 /* Find out which textures are read */
2753 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2754 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2755 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2756 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2757 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2758 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2759 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2760 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2762 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2763 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2764 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2765 bump_used[stage] = TRUE;
2766 tex_read[stage] = TRUE;
2768 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2769 bump_used[stage] = TRUE;
2770 tex_read[stage] = TRUE;
2771 luminance_used[stage] = TRUE;
2772 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2773 tfactor_used = TRUE;
2776 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2777 tfactor_used = TRUE;
2780 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2781 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2782 tempreg_used = TRUE;
2785 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2786 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2787 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2788 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2789 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2790 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2791 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2793 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2794 tempreg_used = TRUE;
2796 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2797 tfactor_used = TRUE;
2801 /* Shader header */
2802 shader_buffer_init(&buffer);
2804 shader_addline(&buffer, "!!ARBfp1.0\n");
2806 switch(settings->fog) {
2807 case FOG_OFF: break;
2808 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2809 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2810 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2811 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2814 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2815 shader_addline(&buffer, "TEMP TMP;\n");
2816 shader_addline(&buffer, "TEMP ret;\n");
2817 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2818 shader_addline(&buffer, "TEMP arg0;\n");
2819 shader_addline(&buffer, "TEMP arg1;\n");
2820 shader_addline(&buffer, "TEMP arg2;\n");
2821 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2822 if(!tex_read[stage]) continue;
2823 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2824 if(!bump_used[stage]) continue;
2825 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2826 if(!luminance_used[stage]) continue;
2827 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2829 if(tfactor_used) {
2830 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2832 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2834 if(settings->sRGB_write) {
2835 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2836 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2837 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2838 srgb_sub_high, 0.0, 0.0, 0.0);
2841 /* Generate texture sampling instructions) */
2842 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2843 if(!tex_read[stage]) continue;
2845 switch(settings->op[stage].tex_type) {
2846 case tex_1d: textype = "1D"; break;
2847 case tex_2d: textype = "2D"; break;
2848 case tex_3d: textype = "3D"; break;
2849 case tex_cube: textype = "CUBE"; break;
2850 case tex_rect: textype = "RECT"; break;
2851 default: textype = "unexpected_textype"; break;
2854 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2855 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2856 sat = "";
2857 } else {
2858 sat = "_SAT";
2861 if(settings->op[stage].projected == proj_none) {
2862 instr = "TEX";
2863 } else if(settings->op[stage].projected == proj_count4 ||
2864 settings->op[stage].projected == proj_count3) {
2865 instr = "TXP";
2866 } else {
2867 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2868 instr = "TXP";
2871 if(stage > 0 &&
2872 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2873 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2874 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2875 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2876 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2877 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2879 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2880 * so multiply the displacement with the dividing parameter before passing it to TXP
2882 if (settings->op[stage].projected != proj_none) {
2883 if(settings->op[stage].projected == proj_count4) {
2884 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2885 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2886 } else {
2887 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
2888 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
2890 } else {
2891 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2894 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2895 instr, sat, stage, stage, textype);
2896 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2897 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2898 stage - 1, stage - 1, stage - 1);
2899 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
2901 } else if(settings->op[stage].projected == proj_count3) {
2902 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2903 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
2904 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2905 instr, sat, stage, stage, textype);
2906 } else {
2907 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2908 instr, sat, stage, stage, stage, textype);
2911 sprintf(colorcor_dst, "tex%u", stage);
2912 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2913 settings->op[stage].color_fixup);
2916 /* Generate the main shader */
2917 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2918 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2919 if(stage == 0) {
2920 final_combiner_src = "fragment.color.primary";
2922 break;
2925 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2926 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2927 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2928 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2929 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2930 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2931 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2932 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2933 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2934 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2935 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2936 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2937 } else {
2938 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2939 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2940 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2941 settings->op[stage].carg2 == settings->op[stage].aarg2;
2944 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2945 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2946 settings->op[stage].cop, settings->op[stage].carg0,
2947 settings->op[stage].carg1, settings->op[stage].carg2);
2948 if(stage == 0) {
2949 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
2951 } else if(op_equal) {
2952 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2953 settings->op[stage].cop, settings->op[stage].carg0,
2954 settings->op[stage].carg1, settings->op[stage].carg2);
2955 } else {
2956 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2957 settings->op[stage].cop, settings->op[stage].carg0,
2958 settings->op[stage].carg1, settings->op[stage].carg2);
2959 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2960 settings->op[stage].aop, settings->op[stage].aarg0,
2961 settings->op[stage].aarg1, settings->op[stage].aarg2);
2965 if(settings->sRGB_write) {
2966 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2967 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2968 shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
2969 } else {
2970 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2973 /* Footer */
2974 shader_addline(&buffer, "END\n");
2976 /* Generate the shader */
2977 GL_EXTCALL(glGenProgramsARB(1, &ret));
2978 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2979 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2981 if (glGetError() == GL_INVALID_OPERATION) {
2982 GLint pos;
2983 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2984 FIXME("Fragment program error at position %d: %s\n", pos,
2985 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2987 shader_buffer_free(&buffer);
2988 return ret;
2991 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2992 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2993 struct shader_arb_priv *priv = device->fragment_priv;
2994 BOOL use_pshader = use_ps(stateblock);
2995 BOOL use_vshader = use_vs(stateblock);
2996 struct ffp_frag_settings settings;
2997 const struct arbfp_ffp_desc *desc;
2998 unsigned int i;
3000 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3002 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3003 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3004 /* Reload fixed function constants since they collide with the pixel shader constants */
3005 for(i = 0; i < MAX_TEXTURES; i++) {
3006 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3008 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3009 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3010 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3011 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3013 return;
3016 if(!use_pshader) {
3017 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3018 gen_ffp_frag_op(stateblock, &settings, FALSE);
3019 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3020 if(!desc) {
3021 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3022 if (!new_desc)
3024 ERR("Out of memory\n");
3025 return;
3027 new_desc->num_textures_used = 0;
3028 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3029 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3030 new_desc->num_textures_used = i;
3033 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3034 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3035 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3036 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3037 desc = new_desc;
3040 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3041 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3042 * deactivate it.
3044 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3045 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3046 priv->current_fprogram_id = desc->shader;
3048 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3049 /* Reload fixed function constants since they collide with the pixel shader constants */
3050 for(i = 0; i < MAX_TEXTURES; i++) {
3051 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3053 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3054 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3056 context->last_was_pshader = FALSE;
3057 } else {
3058 context->last_was_pshader = TRUE;
3061 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3062 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3063 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3064 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3065 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3067 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3068 * shader handler
3070 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3071 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3073 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3074 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3077 if(use_pshader) {
3078 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3082 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3083 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3084 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3085 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3086 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3088 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3089 enum fogsource new_source;
3091 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3093 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3094 fragment_prog_arbfp(state, stateblock, context);
3097 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3099 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3100 if(use_vs(stateblock)) {
3101 new_source = FOGSOURCE_VS;
3102 } else {
3103 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3104 new_source = FOGSOURCE_COORD;
3105 } else {
3106 new_source = FOGSOURCE_FFP;
3109 } else {
3110 new_source = FOGSOURCE_FFP;
3112 if(new_source != context->fog_source) {
3113 context->fog_source = new_source;
3114 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3118 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3119 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3120 fragment_prog_arbfp(state, stateblock, context);
3124 #undef GLINFO_LOCATION
3126 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3127 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3128 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3129 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3130 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3131 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3132 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3133 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3134 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3135 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3136 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3137 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3138 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3139 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3140 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3141 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3142 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3143 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3144 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3145 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3146 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3147 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3148 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3149 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3150 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3151 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3152 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3153 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3154 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3155 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3156 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3157 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3158 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3159 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3160 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3161 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3162 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3163 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3164 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3165 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3166 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3167 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3168 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3169 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3170 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3171 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3172 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3173 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3174 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3175 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3176 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3177 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3178 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3179 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3180 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3181 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3182 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3183 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3184 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3185 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3186 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3187 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3188 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3189 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3190 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3191 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3192 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3193 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3194 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3195 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3196 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3197 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3198 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3199 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3200 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3201 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3202 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3203 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3204 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3205 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3206 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3207 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3208 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3209 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3210 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3211 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3212 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3213 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3214 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3215 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3216 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3217 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3218 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3219 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3220 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3221 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3222 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3223 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3224 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3225 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3226 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3227 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3228 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3229 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3230 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3231 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3232 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3233 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3234 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3235 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3236 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3237 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3238 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3239 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3240 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3241 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3242 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3243 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3244 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3245 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3246 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3247 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3248 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3249 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3250 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3251 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3252 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3253 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3254 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3255 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3256 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3257 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3258 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3259 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3260 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3261 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3262 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3263 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
3264 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
3265 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3266 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3267 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3268 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3269 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3270 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3271 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3272 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3273 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3274 {0 /* Terminate */, { 0, 0 }, 0 },
3277 const struct fragment_pipeline arbfp_fragment_pipeline = {
3278 arbfp_enable,
3279 arbfp_get_caps,
3280 arbfp_alloc,
3281 arbfp_free,
3282 shader_arb_color_fixup_supported,
3283 arbfp_fragmentstate_template,
3284 TRUE /* We can disable projected textures */
3287 #define GLINFO_LOCATION device->adapter->gl_info
3289 struct arbfp_blit_priv {
3290 GLenum yuy2_rect_shader, yuy2_2d_shader;
3291 GLenum uyvy_rect_shader, uyvy_2d_shader;
3292 GLenum yv12_rect_shader, yv12_2d_shader;
3295 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3296 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3297 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3298 if(!device->blit_priv) {
3299 ERR("Out of memory\n");
3300 return E_OUTOFMEMORY;
3302 return WINED3D_OK;
3304 static void arbfp_blit_free(IWineD3DDevice *iface) {
3305 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3306 struct arbfp_blit_priv *priv = device->blit_priv;
3308 ENTER_GL();
3309 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3310 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3311 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3312 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3313 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3314 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3315 checkGLcall("Delete yuv programs\n");
3316 LEAVE_GL();
3319 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3321 char chroma;
3322 const char *tex, *texinstr;
3324 if (yuv_fixup == YUV_FIXUP_UYVY) {
3325 chroma = 'x';
3326 *luminance = 'w';
3327 } else {
3328 chroma = 'w';
3329 *luminance = 'x';
3331 switch(textype) {
3332 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3333 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3334 default:
3335 /* This is more tricky than just replacing the texture type - we have to navigate
3336 * properly in the texture to find the correct chroma values
3338 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3339 return FALSE;
3342 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3343 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3344 * filtering when we sample the texture.
3346 * These are the rules for reading the chroma:
3348 * Even pixel: Cr
3349 * Even pixel: U
3350 * Odd pixel: V
3352 * So we have to get the sampling x position in non-normalized coordinates in integers
3354 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3355 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3356 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3357 } else {
3358 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3360 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3361 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3362 * 0.5, so add 0.5.
3364 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3365 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3367 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3368 * even and odd pixels respectively
3370 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3371 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3373 /* Sample Pixel 1 */
3374 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3376 /* Put the value into either of the chroma values */
3377 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3378 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3379 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3380 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3382 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3383 * the pixel right to the current one. Otherwise, sample the left pixel.
3384 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3386 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3387 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3388 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3390 /* Put the value into the other chroma */
3391 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3392 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3393 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3394 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3396 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3397 * the current one and lerp the two U and V values
3400 /* This gives the correctly filtered luminance value */
3401 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3403 return TRUE;
3406 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3408 const char *tex;
3410 switch(textype) {
3411 case GL_TEXTURE_2D: tex = "2D"; break;
3412 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3413 default:
3414 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3415 return FALSE;
3418 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3419 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3420 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3421 * pitch of the luminance plane, the packing into the gl texture is a bit
3422 * unfortunate. If the whole texture is interpreted as luminance data it looks
3423 * approximately like this:
3425 * +----------------------------------+----
3426 * | |
3427 * | |
3428 * | |
3429 * | |
3430 * | | 2
3431 * | LUMINANCE | -
3432 * | | 3
3433 * | |
3434 * | |
3435 * | |
3436 * | |
3437 * +----------------+-----------------+----
3438 * | | |
3439 * | U even rows | U odd rows |
3440 * | | | 1
3441 * +----------------+------------------ -
3442 * | | | 3
3443 * | V even rows | V odd rows |
3444 * | | |
3445 * +----------------+-----------------+----
3446 * | | |
3447 * | 0.5 | 0.5 |
3449 * So it appears as if there are 4 chroma images, but in fact the odd rows
3450 * in the chroma images are in the same row as the even ones. So its is
3451 * kinda tricky to read
3453 * When reading from rectangle textures, keep in mind that the input y coordinates
3454 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3456 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3457 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3459 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3460 /* the chroma planes have only half the width */
3461 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3463 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3464 * the coordinate. Also read the right side of the image when reading odd lines
3466 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3467 * bleeding
3469 if(textype == GL_TEXTURE_2D) {
3471 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3473 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3475 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3476 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3478 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3479 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3480 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3481 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3482 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3484 /* clamp, keep the half pixel origin in mind */
3485 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3486 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3487 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3488 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3489 } else {
3490 /* Read from [size - size+size/4] */
3491 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3492 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3494 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3495 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3496 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3497 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3498 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3499 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3501 /* Make sure to read exactly from the pixel center */
3502 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3503 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3505 /* Clamp */
3506 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3507 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3508 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3509 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3510 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3512 /* Read the texture, put the result into the output register */
3513 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3514 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3516 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3517 * No need to clamp because we're just reusing the already clamped value from above
3519 if(textype == GL_TEXTURE_2D) {
3520 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3521 } else {
3522 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3524 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3525 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3527 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3528 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3529 * values due to filtering
3531 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3532 if(textype == GL_TEXTURE_2D) {
3533 /* Multiply the y coordinate by 2/3 and clamp it */
3534 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3535 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3536 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3537 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3538 } else {
3539 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3540 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3541 * is bigger
3543 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3544 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3545 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3547 *luminance = 'a';
3549 return TRUE;
3552 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3554 GLenum shader;
3555 SHADER_BUFFER buffer;
3556 char luminance_component;
3557 struct arbfp_blit_priv *priv = device->blit_priv;
3559 /* Shader header */
3560 shader_buffer_init(&buffer);
3562 ENTER_GL();
3563 GL_EXTCALL(glGenProgramsARB(1, &shader));
3564 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3565 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3566 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3567 LEAVE_GL();
3568 if(!shader) {
3569 shader_buffer_free(&buffer);
3570 return 0;
3573 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3574 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3575 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3576 * each single pixel it contains, and one U and one V value shared between both
3577 * pixels.
3579 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3580 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3581 * take the format into account when generating the read swizzles
3583 * Reading the Y value is straightforward - just sample the texture. The hardware
3584 * takes care of filtering in the horizontal and vertical direction.
3586 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3587 * because that would mix the U and V values of one pixel or two adjacent pixels.
3588 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3589 * regardless of the filtering setting. Vertical filtering works automatically
3590 * though - the U and V values of two rows are mixed nicely.
3592 * Appart of avoiding filtering issues, the code has to know which value it just
3593 * read, and where it can find the other one. To determine this, it checks if
3594 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3596 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3597 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3599 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3600 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3601 * in an unfiltered situation. Finding the luminance on the other hand requires
3602 * finding out if it is an odd or even pixel. The real drawback of this approach
3603 * is filtering. This would have to be emulated completely in the shader, reading
3604 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3605 * vertically. Beyond that it would require adjustments to the texture handling
3606 * code to deal with the width scaling
3608 shader_addline(&buffer, "!!ARBfp1.0\n");
3609 shader_addline(&buffer, "TEMP luminance;\n");
3610 shader_addline(&buffer, "TEMP temp;\n");
3611 shader_addline(&buffer, "TEMP chroma;\n");
3612 shader_addline(&buffer, "TEMP texcrd;\n");
3613 shader_addline(&buffer, "TEMP texcrd2;\n");
3614 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3615 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3616 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3618 switch (yuv_fixup)
3620 case YUV_FIXUP_UYVY:
3621 case YUV_FIXUP_YUY2:
3622 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3624 shader_buffer_free(&buffer);
3625 return 0;
3627 break;
3629 case YUV_FIXUP_YV12:
3630 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3632 shader_buffer_free(&buffer);
3633 return 0;
3635 break;
3637 default:
3638 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3639 shader_buffer_free(&buffer);
3640 return 0;
3643 /* Calculate the final result. Formula is taken from
3644 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3645 * ranges from -0.5 to 0.5
3647 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3649 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3650 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3651 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3652 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3653 shader_addline(&buffer, "END\n");
3655 ENTER_GL();
3656 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3658 if (glGetError() == GL_INVALID_OPERATION) {
3659 GLint pos;
3660 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3661 FIXME("Fragment program error at position %d: %s\n", pos,
3662 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3664 shader_buffer_free(&buffer);
3665 LEAVE_GL();
3667 switch (yuv_fixup)
3669 case YUV_FIXUP_YUY2:
3670 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3671 else priv->yuy2_2d_shader = shader;
3672 break;
3674 case YUV_FIXUP_UYVY:
3675 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3676 else priv->uyvy_2d_shader = shader;
3677 break;
3679 case YUV_FIXUP_YV12:
3680 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3681 else priv->yv12_2d_shader = shader;
3682 break;
3685 return shader;
3688 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3689 GLenum textype, UINT width, UINT height)
3691 GLenum shader;
3692 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3693 float size[4] = {width, height, 1, 1};
3694 struct arbfp_blit_priv *priv = device->blit_priv;
3695 enum yuv_fixup yuv_fixup;
3697 if (!is_yuv_fixup(format_desc->color_fixup))
3699 TRACE("Fixup:\n");
3700 dump_color_fixup_desc(format_desc->color_fixup);
3701 /* Don't bother setting up a shader for unconverted formats */
3702 ENTER_GL();
3703 glEnable(textype);
3704 checkGLcall("glEnable(textype)");
3705 LEAVE_GL();
3706 return WINED3D_OK;
3709 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3711 switch(yuv_fixup)
3713 case YUV_FIXUP_YUY2:
3714 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3715 break;
3717 case YUV_FIXUP_UYVY:
3718 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3719 break;
3721 case YUV_FIXUP_YV12:
3722 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3723 break;
3725 default:
3726 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3727 ENTER_GL();
3728 glEnable(textype);
3729 checkGLcall("glEnable(textype)");
3730 LEAVE_GL();
3731 return E_NOTIMPL;
3734 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3736 ENTER_GL();
3737 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3738 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3739 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3740 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3741 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3742 checkGLcall("glProgramLocalParameter4fvARB");
3743 LEAVE_GL();
3745 return WINED3D_OK;
3748 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3749 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3751 ENTER_GL();
3752 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3753 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3754 glDisable(GL_TEXTURE_2D);
3755 checkGLcall("glDisable(GL_TEXTURE_2D)");
3756 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3757 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3758 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3760 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3761 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3762 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3764 LEAVE_GL();
3767 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3769 enum yuv_fixup yuv_fixup;
3771 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3773 TRACE("Checking support for fixup:\n");
3774 dump_color_fixup_desc(fixup);
3777 if (is_identity_fixup(fixup))
3779 TRACE("[OK]\n");
3780 return TRUE;
3783 /* We only support YUV conversions. */
3784 if (!is_yuv_fixup(fixup))
3786 TRACE("[FAILED]\n");
3787 return FALSE;
3790 yuv_fixup = get_yuv_fixup(fixup);
3791 switch(yuv_fixup)
3793 case YUV_FIXUP_YUY2:
3794 case YUV_FIXUP_UYVY:
3795 case YUV_FIXUP_YV12:
3796 TRACE("[OK]\n");
3797 return TRUE;
3799 default:
3800 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3801 TRACE("[FAILED]\n");
3802 return FALSE;
3806 const struct blit_shader arbfp_blit = {
3807 arbfp_blit_alloc,
3808 arbfp_blit_free,
3809 arbfp_blit_set,
3810 arbfp_blit_unset,
3811 arbfp_blit_color_fixup_supported,
3814 #undef GLINFO_LOCATION