2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL
need_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 */
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;
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 ********************************************************/
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
;
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)
109 for(i
= 0; i
< max_constants
; i
++) {
110 if(!dirty_consts
[i
]) continue;
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
));
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 */
145 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
149 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
152 for(i
= 0; i
< max_constants
; i
++) {
153 if(dirty_consts
[i
]) {
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 */
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 */
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
,
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
;
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
,
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
)
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
);
296 ERR("Out of memory\n");
300 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
301 ret
[lconst
->idx
] = idx
++;
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.
328 max_constantsF
= GL_LIMITS(pshader_constantsF
);
330 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
331 max_constantsF
= GL_LIMITS(vshader_constantsF
) - reserved_vs_const(gl_info
);
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
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);
385 for(i
= 0; i
< max_constantsF
; i
++) {
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
)
458 else if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
)
490 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
491 *ptr
++ = swizzle_chars
[swizzle_x
];
493 *ptr
++ = swizzle_chars
[swizzle_x
];
494 *ptr
++ = swizzle_chars
[swizzle_y
];
495 *ptr
++ = swizzle_chars
[swizzle_z
];
496 *ptr
++ = swizzle_chars
[swizzle_w
];
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
);
515 case WINED3DSPR_TEMP
:
516 sprintf(register_name
, "R%u", reg
->idx
);
519 case WINED3DSPR_INPUT
:
522 if (reg
->idx
== 0) strcpy(register_name
, "fragment.color.primary");
523 else strcpy(register_name
, "fragment.color.secondary");
527 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
528 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
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
);
539 sprintf(register_name
, "C[A0.x - %u]", -reg
->idx
+ rel_offset
);
543 if (This
->baseShader
.reg_maps
.usesrelconstF
)
544 sprintf(register_name
, "C[%u]", reg
->idx
);
546 sprintf(register_name
, "C%u", reg
->idx
);
550 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
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
);
567 case WINED3DSPR_COLOROUT
:
570 if(((IWineD3DPixelShaderImpl
*)This
)->cur_args
->srgb_correction
)
572 strcpy(register_name
, "TMP_COLOR");
576 strcpy(register_name
, "result.color");
581 /* TODO: See GL_ARB_draw_buffers */
582 FIXME("Unsupported write to render target %u\n", reg
->idx
);
583 sprintf(register_name
, "unsupported_register");
587 case WINED3DSPR_RASTOUT
:
588 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
591 case WINED3DSPR_DEPTHOUT
:
592 strcpy(register_name
, "result.depth");
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");
601 case WINED3DSPR_TEXCRDOUT
:
602 if (pshader
) sprintf(register_name
, "oT[%u]", reg
->idx
);
603 else sprintf(register_name
, "result.texcoord[%u]", reg
->idx
);
607 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
608 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
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];
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";
638 FIXME("Unhandled channel source %#x\n", channel_source
);
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
)
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
);
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
;
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
));
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
;
679 char *ptr
= reg_mask
;
681 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
) {
710 if(device
->stateBlock
->textures
[sampler_idx
] &&
711 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
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");
725 case WINED3DSTT_VOLUME
:
729 case WINED3DSTT_CUBE
:
734 ERR("Unexpected texture type %d\n", sampler_type
);
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
);
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
;
765 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
767 /* Assume a new line will be added */
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
);
780 case WINED3DSPSM_NEG
:
781 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
784 case WINED3DSPSM_BIAS
:
785 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
787 case WINED3DSPSM_BIASNEG
:
788 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
790 case WINED3DSPSM_SIGN
:
791 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
793 case WINED3DSPSM_SIGNNEG
:
794 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
796 case WINED3DSPSM_COMP
:
797 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
800 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
802 case WINED3DSPSM_X2NEG
:
803 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
814 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
818 /* Return modified or original register, with swizzle */
820 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
823 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
826 const char *ret
= "";
827 if (!ins
->dst_count
) return "";
829 mod
= ins
->dst
[0].modifiers
;
830 if(mod
& WINED3DSPDM_SATURATE
) {
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
;
843 FIXME("Unknown modifiers 0x%08x\n", mod
);
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
;
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
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
;
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]);
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
;
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
;
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];
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
);
978 /* Note that shader_arb_add_dst_param() adds spaces. */
980 shader_arb_get_dst_param(ins
, dst
, dst_str
);
981 for (i
= 0; i
< ins
->src_count
; ++i
)
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");
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
);
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
;
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
);
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
);
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
;
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
;
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
);
1098 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
1113 if(reg_sampler_code
< MAX_TEXTURES
) {
1114 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1116 if (flags
& WINED3DTTFF_PROJECTED
) {
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");
1130 } else if(src_mod
== WINED3DSPSM_DW
) {
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
);
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
);
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
;
1168 DWORD reg1
= ins
->dst
[0].reg
.idx
;
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
;
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
;
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");
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
;
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
;
1274 DWORD reg
= ins
->dst
[0].reg
.idx
;
1275 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
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
;
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
;
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
;
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
;
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
;
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.
1396 * TMP.xyz = 2 * --------- * N - E
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
;
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
;
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];
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
;
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
;
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
)
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
:
1538 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1540 case WINED3DSIH_M4x3
:
1542 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
1544 case WINED3DSIH_M3x4
:
1546 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1548 case WINED3DSIH_M3x3
:
1550 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1552 case WINED3DSIH_M3x2
:
1554 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
1557 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
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
;
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
);
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
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
;
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
,
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
1622 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
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
,
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
=
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"
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
) {
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
)));
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
] =
1669 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1670 "MOV result.depth.z, R0.x;\n"
1677 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1678 "MOV result.depth.z, R0.x;\n"
1683 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1684 "MOV result.depth.z, R0.x;\n"
1688 if (!blt_fprograms
[tex_type
])
1690 FIXME("tex_type %#x not supported\n", tex_type
);
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
) {
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
)));
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
;
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)");
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
,
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
);
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
);
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
;
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))");
1829 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1830 This
->gl_shaders
= NULL
;
1831 This
->num_gl_shaders
= 0;
1832 This
->shader_array_size
= 0;
1834 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
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))");
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
));
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
;
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
]));
1873 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1876 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
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
;
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)
1924 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
1927 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
1930 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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)
1947 if(args
->srgb_correction
) {
1948 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
1949 fragcolor
= "TMP_COLOR";
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
) {
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
)));
1988 /* Load immediate constants */
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
);
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
;
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
) {
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");
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
) {
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
)));
2116 /* Load immediate constants */
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
);
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
))
2167 TRACE("[FAILED]\n");
2171 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
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;
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
,
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
,
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
;
2313 unsigned int num_textures_used
;
2316 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2319 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2320 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2322 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2323 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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
;
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
;
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
;
2352 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2353 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2354 HeapFree(GetProcessHeap(), 0, entry_arb
);
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
) {
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
) {
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;
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
;
2461 if (use_ps(stateblock
))
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
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 */
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
;
2496 if (use_ps(stateblock
))
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 */
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
]);
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
) {
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";
2540 case WINED3DTA_TEXTURE
:
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";
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");
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";
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";
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
);
2615 case WINED3DTOP_DISABLE
:
2616 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2619 case WINED3DTOP_SELECTARG2
:
2621 case WINED3DTOP_SELECTARG1
:
2622 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2625 case WINED3DTOP_MODULATE4X
:
2627 case WINED3DTOP_MODULATE2X
:
2629 if(strcmp(dstreg
, "result.color") == 0) {
2631 mul_final_dest
= TRUE
;
2633 case WINED3DTOP_MODULATE
:
2634 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2637 case WINED3DTOP_ADDSIGNED2X
:
2639 if(strcmp(dstreg
, "result.color") == 0) {
2641 mul_final_dest
= TRUE
;
2643 case WINED3DTOP_ADDSIGNED
:
2644 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2646 case WINED3DTOP_ADD
:
2647 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2650 case WINED3DTOP_SUBTRACT
:
2651 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
2688 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2689 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
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
);
2695 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2696 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2699 case WINED3DTOP_DOTPRODUCT3
:
2701 if(strcmp(dstreg
, "result.color") == 0) {
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
);
2710 case WINED3DTOP_MULTIPLYADD
:
2711 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
2725 FIXME("Unhandled texture op %08x\n", op
);
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
)
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];
2747 DWORD arg0
, arg1
, arg2
;
2748 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
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
;
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
));
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
) {
2861 if(settings
->op
[stage
].projected
== proj_none
) {
2863 } else if(settings
->op
[stage
].projected
== proj_count4
||
2864 settings
->op
[stage
].projected
== proj_count3
) {
2867 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
);
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
);
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
);
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
) {
2920 final_combiner_src
= "fragment.color.primary";
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
;
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
);
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
);
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");
2970 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
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
) {
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
);
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
;
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
);
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
);
3021 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
3024 ERR("Out of memory\n");
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
);
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
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
;
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
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
);
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
;
3103 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
3104 new_source
= FOGSOURCE_COORD
;
3106 new_source
= FOGSOURCE_FFP
;
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
= {
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
;
3304 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3305 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3306 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
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");
3319 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3322 const char *tex
, *texinstr
;
3324 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3332 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3333 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
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");
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:
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");
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
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
);
3406 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3411 case GL_TEXTURE_2D
: tex
= "2D"; break;
3412 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3414 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
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 * +----------------------------------+----
3437 * +----------------+-----------------+----
3439 * | U even rows | U odd rows |
3441 * +----------------+------------------ -
3443 * | V even rows | V odd rows |
3445 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
3552 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
3555 SHADER_BUFFER buffer
;
3556 char luminance_component
;
3557 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3560 shader_buffer_init(&buffer
);
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)");
3569 shader_buffer_free(&buffer
);
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
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");
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
);
3629 case YUV_FIXUP_YV12
:
3630 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
3632 shader_buffer_free(&buffer
);
3638 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3639 shader_buffer_free(&buffer
);
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");
3656 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3658 if (glGetError() == GL_INVALID_OPERATION
) {
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
);
3669 case YUV_FIXUP_YUY2
:
3670 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
3671 else priv
->yuy2_2d_shader
= shader
;
3674 case YUV_FIXUP_UYVY
:
3675 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
3676 else priv
->uyvy_2d_shader
= shader
;
3679 case YUV_FIXUP_YV12
:
3680 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
3681 else priv
->yv12_2d_shader
= shader
;
3688 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
3689 GLenum textype
, UINT width
, UINT height
)
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
))
3700 dump_color_fixup_desc(format_desc
->color_fixup
);
3701 /* Don't bother setting up a shader for unconverted formats */
3704 checkGLcall("glEnable(textype)");
3709 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
3713 case YUV_FIXUP_YUY2
:
3714 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
3717 case YUV_FIXUP_UYVY
:
3718 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
3721 case YUV_FIXUP_YV12
:
3722 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
3726 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
3729 checkGLcall("glEnable(textype)");
3734 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
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");
3748 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3749 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
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)");
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
))
3783 /* We only support YUV conversions. */
3784 if (!is_yuv_fixup(fixup
))
3786 TRACE("[FAILED]\n");
3790 yuv_fixup
= get_yuv_fixup(fixup
);
3793 case YUV_FIXUP_YUY2
:
3794 case YUV_FIXUP_UYVY
:
3795 case YUV_FIXUP_YV12
:
3800 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3801 TRACE("[FAILED]\n");
3806 const struct blit_shader arbfp_blit
= {
3811 arbfp_blit_color_fixup_supported
,
3814 #undef GLINFO_LOCATION