wined3d: Add BLT_OP_COLOR_FILL to blit_supported and use it in BltOverride.
[wine/multimedia.git] / dlls / wined3d / arb_program_shader.c
bloba40b940672e3878ccd6165ca0869e54cb94da66f
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* Extract a line. Note that this modifies the source string. */
45 static char *get_line(char **ptr)
47 char *p, *q;
49 p = *ptr;
50 if (!(q = strstr(p, "\n")))
52 if (!*p) return NULL;
53 *ptr += strlen(p);
54 return p;
56 *q = '\0';
57 *ptr = q + 1;
59 return p;
62 static void shader_arb_dump_program_source(const char *source)
64 unsigned long source_size;
65 char *ptr, *line, *tmp;
67 source_size = strlen(source) + 1;
68 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
69 if (!tmp)
71 ERR("Failed to allocate %lu bytes for shader source.\n", source_size);
72 return;
74 memcpy(tmp, source, source_size);
76 ptr = tmp;
77 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
78 FIXME("\n");
80 HeapFree(GetProcessHeap(), 0, tmp);
83 /* GL locking for state handlers is done by the caller. */
84 static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
86 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
87 if(!This->baseShader.reg_maps.usesmova) return FALSE;
88 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
91 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
92 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
94 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
95 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
98 static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
100 if (!gl_info->supported[NV_VERTEX_PROGRAM] /* Need to init colors. */
101 || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
102 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
103 || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
105 return TRUE;
107 return FALSE;
110 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
112 unsigned int ret = 1;
113 /* We use one PARAM for the pos fixup, and in some cases one to load
114 * some immediate values into the shader
116 if(need_helper_const(gl_info)) ret++;
117 if(need_mova_const(shader, gl_info)) ret++;
118 return ret;
121 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
123 return stateblock->lowest_disabled_stage < 7;
126 /* ARB_program_shader private data */
128 struct control_frame
130 struct list entry;
131 enum
134 IFC,
135 LOOP,
137 } type;
138 BOOL muting;
139 BOOL outer_loop;
140 union
142 unsigned int loop;
143 unsigned int ifc;
144 } no;
145 struct wined3d_shader_loop_control loop_control;
146 BOOL had_else;
149 struct arb_ps_np2fixup_info
151 struct ps_np2fixup_info super;
152 /* For ARB we need a offset value:
153 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
154 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
155 * array we need an offset to the index inside the program local parameter array. */
156 UINT offset;
159 struct arb_ps_compile_args
161 struct ps_compile_args super;
162 WORD bools;
163 WORD clip; /* only a boolean, use a WORD for alignment */
164 unsigned char loop_ctrl[MAX_CONST_I][3];
167 struct stb_const_desc
169 unsigned char texunit;
170 UINT const_num;
173 struct arb_ps_compiled_shader
175 struct arb_ps_compile_args args;
176 struct arb_ps_np2fixup_info np2fixup_info;
177 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
178 struct stb_const_desc luminanceconst[MAX_TEXTURES];
179 UINT int_consts[MAX_CONST_I];
180 GLuint prgId;
181 UINT ycorrection;
182 unsigned char numbumpenvmatconsts;
183 char num_int_consts;
186 struct arb_vs_compile_args
188 struct vs_compile_args super;
189 union
191 struct
193 WORD bools;
194 char clip_texcoord;
195 char clipplane_mask;
196 } boolclip;
197 DWORD boolclip_compare;
198 } clip;
199 DWORD ps_signature;
200 union
202 unsigned char samplers[4];
203 DWORD samplers_compare;
204 } vertex;
205 unsigned char loop_ctrl[MAX_CONST_I][3];
208 struct arb_vs_compiled_shader
210 struct arb_vs_compile_args args;
211 GLuint prgId;
212 UINT int_consts[MAX_CONST_I];
213 char num_int_consts;
214 char need_color_unclamp;
215 UINT pos_fixup;
218 struct recorded_instruction
220 struct wined3d_shader_instruction ins;
221 struct list entry;
224 struct shader_arb_ctx_priv
226 char addr_reg[20];
227 enum
229 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
230 ARB,
231 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
232 NV2,
233 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
235 } target_version;
237 const struct arb_vs_compile_args *cur_vs_args;
238 const struct arb_ps_compile_args *cur_ps_args;
239 const struct arb_ps_compiled_shader *compiled_fprog;
240 const struct arb_vs_compiled_shader *compiled_vprog;
241 struct arb_ps_np2fixup_info *cur_np2fixup_info;
242 struct list control_frames;
243 struct list record;
244 BOOL recording;
245 BOOL muted;
246 unsigned int num_loops, loop_depth, num_ifcs;
247 int aL;
249 unsigned int vs_clipplanes;
250 BOOL footer_written;
251 BOOL in_main_func;
253 /* For 3.0 vertex shaders */
254 const char *vs_output[MAX_REG_OUTPUT];
255 /* For 2.x and earlier vertex shaders */
256 const char *texcrd_output[8], *color_output[2], *fog_output;
258 /* 3.0 pshader input for compatibility with fixed function */
259 const char *ps_input[MAX_REG_INPUT];
262 struct ps_signature
264 struct wined3d_shader_signature_element *sig;
265 DWORD idx;
266 struct wine_rb_entry entry;
269 struct arb_pshader_private {
270 struct arb_ps_compiled_shader *gl_shaders;
271 UINT num_gl_shaders, shader_array_size;
272 BOOL has_signature_idx;
273 DWORD input_signature_idx;
274 DWORD clipplane_emulation;
275 BOOL clamp_consts;
278 struct arb_vshader_private {
279 struct arb_vs_compiled_shader *gl_shaders;
280 UINT num_gl_shaders, shader_array_size;
283 struct shader_arb_priv
285 GLuint current_vprogram_id;
286 GLuint current_fprogram_id;
287 const struct arb_ps_compiled_shader *compiled_fprog;
288 const struct arb_vs_compiled_shader *compiled_vprog;
289 GLuint depth_blt_vprogram_id;
290 GLuint depth_blt_fprogram_id[tex_type_count];
291 BOOL use_arbfp_fixed_func;
292 struct wine_rb_tree fragment_shaders;
293 BOOL last_ps_const_clamped;
294 BOOL last_vs_color_unclamp;
296 struct wine_rb_tree signature_tree;
297 DWORD ps_sig_number;
300 /********************************************************
301 * ARB_[vertex/fragment]_program helper functions follow
302 ********************************************************/
304 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
305 * When constant_list == NULL, it will load all the constants.
307 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
308 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
310 /* GL locking is done by the caller */
311 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
312 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
314 local_constant* lconst;
315 DWORD i, j;
316 unsigned int ret;
318 if (TRACE_ON(d3d_constants))
320 for(i = 0; i < max_constants; i++) {
321 if(!dirty_consts[i]) continue;
322 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
323 constants[i * 4 + 0], constants[i * 4 + 1],
324 constants[i * 4 + 2], constants[i * 4 + 3]);
328 i = 0;
330 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
331 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
333 float lcl_const[4];
334 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
335 * shaders, the first 8 constants are marked dirty for reload
337 for(; i < min(8, max_constants); i++) {
338 if(!dirty_consts[i]) continue;
339 dirty_consts[i] = 0;
341 j = 4 * i;
342 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
343 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
344 else lcl_const[0] = constants[j + 0];
346 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
347 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
348 else lcl_const[1] = constants[j + 1];
350 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
351 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
352 else lcl_const[2] = constants[j + 2];
354 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
355 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
356 else lcl_const[3] = constants[j + 3];
358 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
361 /* If further constants are dirty, reload them without clamping.
363 * The alternative is not to touch them, but then we cannot reset the dirty constant count
364 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
365 * above would always re-check the first 8 constants since max_constant remains at the init
366 * value
370 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
372 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
373 * or just reloading *all* constants at once
375 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
377 for(; i < max_constants; i++) {
378 if(!dirty_consts[i]) continue;
380 /* Find the next block of dirty constants */
381 dirty_consts[i] = 0;
382 j = i;
383 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
384 dirty_consts[i] = 0;
387 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
389 } else {
390 for(; i < max_constants; i++) {
391 if(dirty_consts[i]) {
392 dirty_consts[i] = 0;
393 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
397 checkGLcall("glProgramEnvParameter4fvARB()");
399 /* Load immediate constants */
400 if(This->baseShader.load_local_constsF) {
401 if (TRACE_ON(d3d_shader)) {
402 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
403 GLfloat* values = (GLfloat*)lconst->value;
404 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
405 values[0], values[1], values[2], values[3]);
408 /* Immediate constants are clamped for 1.X shaders at loading times */
409 ret = 0;
410 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
411 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
412 ret = max(ret, lconst->idx + 1);
413 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
415 checkGLcall("glProgramEnvParameter4fvARB()");
416 return ret; /* The loaded immediate constants need reloading for the next shader */
417 } else {
418 return 0; /* No constants are dirty now */
423 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
425 static void shader_arb_load_np2fixup_constants(
426 IWineD3DDevice* device,
427 char usePixelShader,
428 char useVertexShader) {
430 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
431 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
432 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
433 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
435 if (!usePixelShader) {
436 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
437 return;
440 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
441 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
442 UINT i;
443 WORD active = fixup->super.active;
444 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
446 for (i = 0; active; active >>= 1, ++i) {
447 const unsigned char idx = fixup->super.idx[i];
448 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
449 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
451 if (!(active & 1)) continue;
453 if (!tex) {
454 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
455 continue;
458 if (idx % 2) {
459 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
460 } else {
461 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
465 for (i = 0; i < fixup->super.num_consts; ++i) {
466 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
467 fixup->offset + i, &np2fixup_constants[i * 4]));
472 /* GL locking is done by the caller. */
473 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
475 const struct wined3d_context *context = context_get_current();
476 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
477 const struct wined3d_gl_info *gl_info = context->gl_info;
478 unsigned char i;
479 struct shader_arb_priv *priv = deviceImpl->shader_priv;
480 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
482 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
484 int texunit = gl_shader->bumpenvmatconst[i].texunit;
486 /* The state manager takes care that this function is always called if the bump env matrix changes */
487 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
488 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
490 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
492 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
493 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
494 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
495 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
497 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
498 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
501 checkGLcall("Load bumpmap consts");
503 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
505 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
506 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
507 * ycorrection.z: 1.0
508 * ycorrection.w: 0.0
510 float val[4];
511 val[0] = context->render_offscreen ? 0.0f
512 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
513 val[1] = context->render_offscreen ? 1.0f : -1.0f;
514 val[2] = 1.0f;
515 val[3] = 0.0f;
516 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
517 checkGLcall("y correction loading");
520 if(gl_shader->num_int_consts == 0) return;
522 for(i = 0; i < MAX_CONST_I; i++)
524 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
526 float val[4];
527 val[0] = stateBlock->pixelShaderConstantI[4 * i];
528 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
529 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
530 val[3] = -1.0f;
532 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
535 checkGLcall("Load ps int consts");
538 /* GL locking is done by the caller. */
539 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
541 IWineD3DStateBlockImpl* stateBlock;
542 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
543 unsigned char i;
544 struct shader_arb_priv *priv = deviceImpl->shader_priv;
545 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
547 /* Upload the position fixup */
548 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
550 if(gl_shader->num_int_consts == 0) return;
552 stateBlock = deviceImpl->stateBlock;
554 for(i = 0; i < MAX_CONST_I; i++)
556 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
558 float val[4];
559 val[0] = stateBlock->vertexShaderConstantI[4 * i];
560 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
561 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
562 val[3] = -1.0f;
564 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
567 checkGLcall("Load vs int consts");
571 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
573 * We only support float constants in ARB at the moment, so don't
574 * worry about the Integers or Booleans
576 /* GL locking is done by the caller (state handler) */
577 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
579 IWineD3DDeviceImpl *device = context->swapchain->device;
580 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
581 const struct wined3d_gl_info *gl_info = context->gl_info;
583 if (useVertexShader) {
584 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
586 /* Load DirectX 9 float constants for vertex shader */
587 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
588 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
589 shader_arb_vs_local_constants(device);
592 if (usePixelShader) {
593 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
595 /* Load DirectX 9 float constants for pixel shader */
596 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
597 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
598 shader_arb_ps_local_constants(device);
602 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
604 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
605 struct wined3d_context *context = context_get_current();
607 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
608 * context. On a context switch the old context will be fully dirtified */
609 if (!context || context->swapchain->device != This) return;
611 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
612 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
615 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
617 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
618 struct wined3d_context *context = context_get_current();
620 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
621 * context. On a context switch the old context will be fully dirtified */
622 if (!context || context->swapchain->device != This) return;
624 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
625 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
628 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
630 DWORD *ret;
631 DWORD idx = 0;
632 const local_constant *lconst;
634 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
636 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
637 if(!ret) {
638 ERR("Out of memory\n");
639 return NULL;
642 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
643 ret[lconst->idx] = idx++;
645 return ret;
648 /* Generate the variable & register declarations for the ARB_vertex_program output target */
649 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
650 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
651 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
653 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
654 DWORD i, next_local = 0;
655 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
656 unsigned max_constantsF;
657 const local_constant *lconst;
658 DWORD map;
660 /* In pixel shaders, all private constants are program local, we don't need anything
661 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
662 * If we need a private constant the GL implementation will squeeze it in somewhere
664 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
665 * immediate values. The posFixup is loaded using program.env for now, so always
666 * subtract one from the number of constants. If the shader uses indirect addressing,
667 * account for the helper const too because we have to declare all availabke d3d constants
668 * and don't know which are actually used.
670 if (pshader)
672 max_constantsF = gl_info->limits.arb_ps_native_constants;
674 else
676 if(This->baseShader.reg_maps.usesrelconstF) {
677 DWORD highest_constf = 0, clip_limit;
678 max_constantsF = gl_info->limits.arb_vs_native_constants - reserved_vs_const(iface, gl_info);
679 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
681 for(i = 0; i < This->baseShader.limits.constant_float; i++)
683 DWORD idx = i >> 5;
684 DWORD shift = i & 0x1f;
685 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
688 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
690 if(ctx->cur_vs_args->super.clip_enabled)
691 clip_limit = gl_info->limits.clipplanes;
692 else
693 clip_limit = 0;
695 else
697 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
698 clip_limit = min(count_bits(mask), 4);
700 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
701 max_constantsF -= *num_clipplanes;
702 if(*num_clipplanes < clip_limit)
704 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
707 else
709 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
710 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
711 max_constantsF = gl_info->limits.arb_vs_native_constants;
715 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
717 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
720 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
722 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
725 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
727 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
729 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
733 /* Load local constants using the program-local space,
734 * this avoids reloading them each time the shader is used
736 if(lconst_map) {
737 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
738 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
739 lconst_map[lconst->idx]);
740 next_local = max(next_local, lconst_map[lconst->idx] + 1);
744 /* After subtracting privately used constants from the hardware limit(they are loaded as
745 * local constants), make sure the shader doesn't violate the env constant limit
747 if(pshader)
749 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
751 else
753 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
756 /* Avoid declaring more constants than needed */
757 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
759 /* we use the array-based constants array if the local constants are marked for loading,
760 * because then we use indirect addressing, or when the local constant list is empty,
761 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
762 * local constants do not declare the loaded constants as an array because ARB compilers usually
763 * do not optimize unused constants away
765 if(This->baseShader.reg_maps.usesrelconstF) {
766 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
767 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
768 max_constantsF, max_constantsF - 1);
769 } else {
770 for(i = 0; i < max_constantsF; i++) {
771 DWORD idx, mask;
772 idx = i >> 5;
773 mask = 1 << (i & 0x1f);
774 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
775 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
780 return next_local;
783 static const char * const shift_tab[] = {
784 "dummy", /* 0 (none) */
785 "coefmul.x", /* 1 (x2) */
786 "coefmul.y", /* 2 (x4) */
787 "coefmul.z", /* 3 (x8) */
788 "coefmul.w", /* 4 (x16) */
789 "dummy", /* 5 (x32) */
790 "dummy", /* 6 (x64) */
791 "dummy", /* 7 (x128) */
792 "dummy", /* 8 (d256) */
793 "dummy", /* 9 (d128) */
794 "dummy", /* 10 (d64) */
795 "dummy", /* 11 (d32) */
796 "coefdiv.w", /* 12 (d16) */
797 "coefdiv.z", /* 13 (d8) */
798 "coefdiv.y", /* 14 (d4) */
799 "coefdiv.x" /* 15 (d2) */
802 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
803 const struct wined3d_shader_dst_param *dst, char *write_mask)
805 char *ptr = write_mask;
807 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
809 *ptr++ = '.';
810 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
811 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
812 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
813 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
816 *ptr = '\0';
819 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
821 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
822 * but addressed as "rgba". To fix this we need to swap the register's x
823 * and z components. */
824 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
825 char *ptr = swizzle_str;
827 /* swizzle bits fields: wwzzyyxx */
828 DWORD swizzle = param->swizzle;
829 DWORD swizzle_x = swizzle & 0x03;
830 DWORD swizzle_y = (swizzle >> 2) & 0x03;
831 DWORD swizzle_z = (swizzle >> 4) & 0x03;
832 DWORD swizzle_w = (swizzle >> 6) & 0x03;
834 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
835 * generate a swizzle string. Unless we need to our own swizzling. */
836 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
838 *ptr++ = '.';
839 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
840 *ptr++ = swizzle_chars[swizzle_x];
841 } else {
842 *ptr++ = swizzle_chars[swizzle_x];
843 *ptr++ = swizzle_chars[swizzle_y];
844 *ptr++ = swizzle_chars[swizzle_z];
845 *ptr++ = swizzle_chars[swizzle_w];
849 *ptr = '\0';
852 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
854 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
855 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
857 if(strcmp(priv->addr_reg, src) == 0) return;
859 strcpy(priv->addr_reg, src);
860 shader_addline(buffer, "ARL A0.x, %s;\n", src);
863 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
864 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
866 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
867 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
869 /* oPos, oFog and oPts in D3D */
870 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
871 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
872 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
873 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
875 *is_color = FALSE;
877 switch (reg->type)
879 case WINED3DSPR_TEMP:
880 sprintf(register_name, "R%u", reg->idx);
881 break;
883 case WINED3DSPR_INPUT:
884 if (pshader)
886 if(This->baseShader.reg_maps.shader_version.major < 3)
888 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
889 else strcpy(register_name, "fragment.color.secondary");
891 else
893 if(reg->rel_addr)
895 char rel_reg[50];
896 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
898 if(strcmp(rel_reg, "**aL_emul**") == 0)
900 DWORD idx = ctx->aL + reg->idx;
901 if(idx < MAX_REG_INPUT)
903 strcpy(register_name, ctx->ps_input[idx]);
905 else
907 ERR("Pixel shader input register out of bounds: %u\n", idx);
908 sprintf(register_name, "out_of_bounds_%u", idx);
911 else if(This->baseShader.reg_maps.input_registers & 0x0300)
913 /* There are two ways basically:
915 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
916 * That means trouble if the loop also contains a breakc or if the control values
917 * aren't local constants.
918 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
919 * source dynamically. The trouble is that we cannot simply read aL.y because it
920 * is an ADDRESS register. We could however push it, load .zw with a value and use
921 * ADAC to load the condition code register and pop it again afterwards
923 FIXME("Relative input register addressing with more than 8 registers\n");
925 /* This is better than nothing for now */
926 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
928 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
930 /* This is problematic because we'd have to consult the ctx->ps_input strings
931 * for where to find the varying. Some may be "0.0", others can be texcoords or
932 * colors. This needs either a pipeline replacement to make the vertex shader feed
933 * proper varyings, or loop unrolling
935 * For now use the texcoords and hope for the best
937 FIXME("Non-vertex shader varying input with indirect addressing\n");
938 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
940 else
942 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
943 * pulls GL_NV_fragment_program2 in
945 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
948 else
950 if(reg->idx < MAX_REG_INPUT)
952 strcpy(register_name, ctx->ps_input[reg->idx]);
954 else
956 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
957 sprintf(register_name, "out_of_bounds_%u", reg->idx);
962 else
964 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
965 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
967 break;
969 case WINED3DSPR_CONST:
970 if (!pshader && reg->rel_addr)
972 BOOL aL = FALSE;
973 char rel_reg[50];
974 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
975 if(This->baseShader.reg_maps.shader_version.major < 2) {
976 sprintf(rel_reg, "A0.x");
977 } else {
978 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
979 if(ctx->target_version == ARB) {
980 if(strcmp(rel_reg, "**aL_emul**") == 0) {
981 aL = TRUE;
982 } else {
983 shader_arb_request_a0(ins, rel_reg);
984 sprintf(rel_reg, "A0.x");
988 if(aL)
989 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
990 else if (reg->idx >= rel_offset)
991 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
992 else
993 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
995 else
997 if (This->baseShader.reg_maps.usesrelconstF)
998 sprintf(register_name, "C[%u]", reg->idx);
999 else
1000 sprintf(register_name, "C%u", reg->idx);
1002 break;
1004 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1005 if (pshader) {
1006 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1007 This->baseShader.reg_maps.shader_version.minor <= 3) {
1008 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1009 * and as source to most instructions. For some instructions it is the texcoord
1010 * input. Those instructions know about the special use
1012 sprintf(register_name, "T%u", reg->idx);
1013 } else {
1014 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1015 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1018 else
1020 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1022 sprintf(register_name, "A%u", reg->idx);
1024 else
1026 sprintf(register_name, "A%u_SHADOW", reg->idx);
1029 break;
1031 case WINED3DSPR_COLOROUT:
1032 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
1034 strcpy(register_name, "TMP_COLOR");
1036 else
1038 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1039 if(This->baseShader.reg_maps.highest_render_target > 0)
1041 sprintf(register_name, "result.color[%u]", reg->idx);
1043 else
1045 strcpy(register_name, "result.color");
1048 break;
1050 case WINED3DSPR_RASTOUT:
1051 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1052 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1053 break;
1055 case WINED3DSPR_DEPTHOUT:
1056 strcpy(register_name, "result.depth");
1057 break;
1059 case WINED3DSPR_ATTROUT:
1060 /* case WINED3DSPR_OUTPUT: */
1061 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1062 else strcpy(register_name, ctx->color_output[reg->idx]);
1063 break;
1065 case WINED3DSPR_TEXCRDOUT:
1066 if (pshader)
1068 sprintf(register_name, "oT[%u]", reg->idx);
1070 else
1072 if(This->baseShader.reg_maps.shader_version.major < 3)
1074 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1076 else
1078 strcpy(register_name, ctx->vs_output[reg->idx]);
1081 break;
1083 case WINED3DSPR_LOOP:
1084 if(ctx->target_version >= NV2)
1086 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1087 if(pshader) sprintf(register_name, "A0.x");
1088 else sprintf(register_name, "aL.y");
1090 else
1092 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1093 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1094 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1095 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1096 * indexing
1098 sprintf(register_name, "**aL_emul**");
1101 break;
1103 case WINED3DSPR_CONSTINT:
1104 sprintf(register_name, "I%u", reg->idx);
1105 break;
1107 case WINED3DSPR_MISCTYPE:
1108 if(reg->idx == 0)
1110 sprintf(register_name, "vpos");
1112 else if(reg->idx == 1)
1114 sprintf(register_name, "fragment.facing.x");
1116 else
1118 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1120 break;
1122 default:
1123 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1124 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1125 break;
1129 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1130 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1132 char register_name[255];
1133 char write_mask[6];
1134 BOOL is_color;
1136 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1137 strcpy(str, register_name);
1139 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1140 strcat(str, write_mask);
1143 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1145 switch(channel_source)
1147 case CHANNEL_SOURCE_ZERO: return "0";
1148 case CHANNEL_SOURCE_ONE: return "1";
1149 case CHANNEL_SOURCE_X: return "x";
1150 case CHANNEL_SOURCE_Y: return "y";
1151 case CHANNEL_SOURCE_Z: return "z";
1152 case CHANNEL_SOURCE_W: return "w";
1153 default:
1154 FIXME("Unhandled channel source %#x\n", channel_source);
1155 return "undefined";
1159 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1160 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1162 DWORD mask;
1164 if (is_complex_fixup(fixup))
1166 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1167 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1168 return;
1171 mask = 0;
1172 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1173 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1174 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1175 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1176 mask &= dst_mask;
1178 if (mask)
1180 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1181 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1182 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1185 mask = 0;
1186 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1187 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1188 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1189 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1190 mask &= dst_mask;
1192 if (mask)
1194 char reg_mask[6];
1195 char *ptr = reg_mask;
1197 if (mask != WINED3DSP_WRITEMASK_ALL)
1199 *ptr++ = '.';
1200 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1201 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1202 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1203 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1205 *ptr = '\0';
1207 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1211 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1213 DWORD mod;
1214 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1215 if (!ins->dst_count) return "";
1217 mod = ins->dst[0].modifiers;
1219 /* Silently ignore PARTIALPRECISION if its not supported */
1220 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1222 if(mod & WINED3DSPDM_MSAMPCENTROID)
1224 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1225 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1228 switch(mod)
1230 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1231 return "H_SAT";
1233 case WINED3DSPDM_SATURATE:
1234 return "_SAT";
1236 case WINED3DSPDM_PARTIALPRECISION:
1237 return "H";
1239 case 0:
1240 return "";
1242 default:
1243 FIXME("Unknown modifiers 0x%08x\n", mod);
1244 return "";
1248 #define TEX_PROJ 0x1
1249 #define TEX_BIAS 0x2
1250 #define TEX_LOD 0x4
1251 #define TEX_DERIV 0x10
1253 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1254 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1256 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1257 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1258 const char *tex_type;
1259 BOOL np2_fixup = FALSE;
1260 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1261 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1262 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1263 const char *mod;
1264 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1266 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1267 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1269 switch(sampler_type) {
1270 case WINED3DSTT_1D:
1271 tex_type = "1D";
1272 break;
1274 case WINED3DSTT_2D:
1275 if(device->stateBlock->textures[sampler_idx] &&
1276 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1277 tex_type = "RECT";
1278 } else {
1279 tex_type = "2D";
1281 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1283 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1285 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1286 else np2_fixup = TRUE;
1289 break;
1291 case WINED3DSTT_VOLUME:
1292 tex_type = "3D";
1293 break;
1295 case WINED3DSTT_CUBE:
1296 tex_type = "CUBE";
1297 break;
1299 default:
1300 ERR("Unexpected texture type %d\n", sampler_type);
1301 tex_type = "";
1304 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1305 * so don't use shader_arb_get_modifier
1307 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1308 else mod = "";
1310 /* Fragment samplers always have indentity mapping */
1311 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1313 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1316 if (flags & TEX_DERIV)
1318 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1319 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1320 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1321 dsx, dsy,sampler_idx, tex_type);
1323 else if(flags & TEX_LOD)
1325 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1326 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1327 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1328 sampler_idx, tex_type);
1330 else if (flags & TEX_BIAS)
1332 /* Shouldn't be possible, but let's check for it */
1333 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1334 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1335 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1337 else if (flags & TEX_PROJ)
1339 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1341 else
1343 if (np2_fixup)
1345 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1346 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1347 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1349 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1351 else
1352 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1355 if (pshader)
1357 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1358 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1362 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1363 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1365 /* Generate a line that does the input modifier computation and return the input register to use */
1366 BOOL is_color = FALSE;
1367 char regstr[256];
1368 char swzstr[20];
1369 int insert_line;
1370 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1371 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1373 /* Assume a new line will be added */
1374 insert_line = 1;
1376 /* Get register name */
1377 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1378 shader_arb_get_swizzle(src, is_color, swzstr);
1380 switch (src->modifiers)
1382 case WINED3DSPSM_NONE:
1383 sprintf(outregstr, "%s%s", regstr, swzstr);
1384 insert_line = 0;
1385 break;
1386 case WINED3DSPSM_NEG:
1387 sprintf(outregstr, "-%s%s", regstr, swzstr);
1388 insert_line = 0;
1389 break;
1390 case WINED3DSPSM_BIAS:
1391 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1392 break;
1393 case WINED3DSPSM_BIASNEG:
1394 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1395 break;
1396 case WINED3DSPSM_SIGN:
1397 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1398 break;
1399 case WINED3DSPSM_SIGNNEG:
1400 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1401 break;
1402 case WINED3DSPSM_COMP:
1403 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1404 break;
1405 case WINED3DSPSM_X2:
1406 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1407 break;
1408 case WINED3DSPSM_X2NEG:
1409 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1410 break;
1411 case WINED3DSPSM_DZ:
1412 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1413 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1414 break;
1415 case WINED3DSPSM_DW:
1416 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1417 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1418 break;
1419 case WINED3DSPSM_ABS:
1420 if(ctx->target_version >= NV2) {
1421 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1422 insert_line = 0;
1423 } else {
1424 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1426 break;
1427 case WINED3DSPSM_ABSNEG:
1428 if(ctx->target_version >= NV2) {
1429 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1430 } else {
1431 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1432 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1434 insert_line = 0;
1435 break;
1436 default:
1437 sprintf(outregstr, "%s%s", regstr, swzstr);
1438 insert_line = 0;
1441 /* Return modified or original register, with swizzle */
1442 if (insert_line)
1443 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1446 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1448 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1449 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1450 char dst_name[50];
1451 char src_name[2][50];
1452 DWORD sampler_code = dst->reg.idx;
1454 shader_arb_get_dst_param(ins, dst, dst_name);
1456 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1458 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1459 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1460 * temps is done.
1462 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1463 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1464 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1465 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1466 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1468 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1469 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1472 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1474 *extra_char = ' ';
1475 switch(mod)
1477 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1478 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1479 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1480 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1481 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1482 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1483 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1484 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1485 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1486 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1487 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1488 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1489 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1491 FIXME("Unknown modifier %u\n", mod);
1492 return mod;
1495 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1497 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1498 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1499 char dst_name[50];
1500 char src_name[3][50];
1501 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1502 ins->ctx->reg_maps->shader_version.minor);
1503 BOOL is_color;
1505 shader_arb_get_dst_param(ins, dst, dst_name);
1506 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1508 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1509 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1511 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1512 } else {
1513 struct wined3d_shader_src_param src0_copy = ins->src[0];
1514 char extra_neg;
1516 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1517 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1519 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1520 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1521 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1522 /* No modifiers supported on CMP */
1523 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1525 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1526 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1528 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1529 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1534 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1536 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1537 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1538 char dst_name[50];
1539 char src_name[3][50];
1540 BOOL is_color;
1542 shader_arb_get_dst_param(ins, dst, dst_name);
1544 /* Generate input register names (with modifiers) */
1545 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1546 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1547 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1549 /* No modifiers are supported on CMP */
1550 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1551 src_name[0], src_name[2], src_name[1]);
1553 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1555 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1556 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1560 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1561 * dst = dot2(src0, src1) + src2 */
1562 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1564 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1565 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1566 char dst_name[50];
1567 char src_name[3][50];
1568 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1570 shader_arb_get_dst_param(ins, dst, dst_name);
1571 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1572 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1574 if(ctx->target_version >= NV3)
1576 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1577 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1578 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1579 dst_name, src_name[0], src_name[1], src_name[2]);
1581 else if(ctx->target_version >= NV2)
1583 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1584 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1585 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1586 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1588 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1590 * .xyxy and other swizzles that we could get with this are not valid in
1591 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1593 struct wined3d_shader_src_param tmp_param = ins->src[1];
1594 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1595 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1597 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1599 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1600 dst_name, src_name[2], src_name[0], src_name[1]);
1602 else
1604 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1605 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1606 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1608 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1609 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1610 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1611 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1615 /* Map the opcode 1-to-1 to the GL code */
1616 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1618 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1619 const char *instruction;
1620 char arguments[256], dst_str[50];
1621 unsigned int i;
1622 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1624 switch (ins->handler_idx)
1626 case WINED3DSIH_ABS: instruction = "ABS"; break;
1627 case WINED3DSIH_ADD: instruction = "ADD"; break;
1628 case WINED3DSIH_CRS: instruction = "XPD"; break;
1629 case WINED3DSIH_DP3: instruction = "DP3"; break;
1630 case WINED3DSIH_DP4: instruction = "DP4"; break;
1631 case WINED3DSIH_DST: instruction = "DST"; break;
1632 case WINED3DSIH_FRC: instruction = "FRC"; break;
1633 case WINED3DSIH_LIT: instruction = "LIT"; break;
1634 case WINED3DSIH_LRP: instruction = "LRP"; break;
1635 case WINED3DSIH_MAD: instruction = "MAD"; break;
1636 case WINED3DSIH_MAX: instruction = "MAX"; break;
1637 case WINED3DSIH_MIN: instruction = "MIN"; break;
1638 case WINED3DSIH_MOV: instruction = "MOV"; break;
1639 case WINED3DSIH_MUL: instruction = "MUL"; break;
1640 case WINED3DSIH_SGE: instruction = "SGE"; break;
1641 case WINED3DSIH_SLT: instruction = "SLT"; break;
1642 case WINED3DSIH_SUB: instruction = "SUB"; break;
1643 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1644 case WINED3DSIH_DSX: instruction = "DDX"; break;
1645 default: instruction = "";
1646 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1647 break;
1650 /* Note that shader_arb_add_dst_param() adds spaces. */
1651 arguments[0] = '\0';
1652 shader_arb_get_dst_param(ins, dst, dst_str);
1653 for (i = 0; i < ins->src_count; ++i)
1655 char operand[100];
1656 strcat(arguments, ", ");
1657 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1658 strcat(arguments, operand);
1660 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1663 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1665 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1666 shader_addline(buffer, "NOP;\n");
1669 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1671 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1672 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1673 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1675 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1676 char src0_param[256];
1678 if(ins->handler_idx == WINED3DSIH_MOVA) {
1679 char write_mask[6];
1681 if(ctx->target_version >= NV2) {
1682 shader_hw_map2gl(ins);
1683 return;
1685 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1686 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1688 /* This implements the mova formula used in GLSL. The first two instructions
1689 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1690 * in this case:
1691 * mova A0.x, 0.0
1693 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1695 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1696 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1698 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1699 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1701 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1702 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1703 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1704 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1706 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1708 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1710 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1711 } else if (ins->ctx->reg_maps->shader_version.major == 1
1712 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1713 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1715 src0_param[0] = '\0';
1716 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1718 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1719 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1720 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1722 else
1724 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1725 * with more than one component. Thus replicate the first source argument over all
1726 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1727 struct wined3d_shader_src_param tmp_src = ins->src[0];
1728 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1729 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1730 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1733 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1735 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1736 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1738 shader_addline(buffer, "#mov handled in srgb write code\n");
1739 return;
1741 shader_hw_map2gl(ins);
1743 else
1745 shader_hw_map2gl(ins);
1749 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1751 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1752 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1753 char reg_dest[40];
1755 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1756 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1758 shader_arb_get_dst_param(ins, dst, reg_dest);
1760 if (ins->ctx->reg_maps->shader_version.major >= 2)
1762 const char *kilsrc = "TA";
1763 BOOL is_color;
1765 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1766 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1768 kilsrc = reg_dest;
1770 else
1772 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1773 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1774 * masked out components to 0(won't kill)
1776 char x = '0', y = '0', z = '0', w = '0';
1777 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1778 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1779 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1780 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1781 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1783 shader_addline(buffer, "KIL %s;\n", kilsrc);
1784 } else {
1785 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1786 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1788 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1789 * or pass in any temporary register(in shader phase 2)
1791 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1792 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1793 } else {
1794 shader_arb_get_dst_param(ins, dst, reg_dest);
1796 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1797 shader_addline(buffer, "KIL TA;\n");
1801 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1803 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1804 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1805 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1806 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1807 ins->ctx->reg_maps->shader_version.minor);
1808 struct wined3d_shader_src_param src;
1810 char reg_dest[40];
1811 char reg_coord[40];
1812 DWORD reg_sampler_code;
1813 DWORD myflags = 0;
1815 /* All versions have a destination register */
1816 shader_arb_get_dst_param(ins, dst, reg_dest);
1818 /* 1.0-1.4: Use destination register number as texture code.
1819 2.0+: Use provided sampler number as texure code. */
1820 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1821 reg_sampler_code = dst->reg.idx;
1822 else
1823 reg_sampler_code = ins->src[1].reg.idx;
1825 /* 1.0-1.3: Use the texcoord varying.
1826 1.4+: Use provided coordinate source register. */
1827 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1828 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1829 else {
1830 /* TEX is the only instruction that can handle DW and DZ natively */
1831 src = ins->src[0];
1832 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1833 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1834 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1837 /* projection flag:
1838 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1839 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1840 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1842 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1844 DWORD flags = 0;
1845 if(reg_sampler_code < MAX_TEXTURES) {
1846 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1848 if (flags & WINED3DTTFF_PROJECTED) {
1849 myflags |= TEX_PROJ;
1852 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1854 DWORD src_mod = ins->src[0].modifiers;
1855 if (src_mod == WINED3DSPSM_DZ) {
1856 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1857 * varying register, so we need a temp reg
1859 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1860 strcpy(reg_coord, "TA");
1861 myflags |= TEX_PROJ;
1862 } else if(src_mod == WINED3DSPSM_DW) {
1863 myflags |= TEX_PROJ;
1865 } else {
1866 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1867 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1869 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1872 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1874 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1875 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1876 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1877 ins->ctx->reg_maps->shader_version.minor);
1878 char dst_str[50];
1880 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1882 DWORD reg = dst->reg.idx;
1884 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1885 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1886 } else {
1887 char reg_src[40];
1889 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1890 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1891 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1895 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1897 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1898 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1899 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1900 DWORD flags;
1902 DWORD reg1 = ins->dst[0].reg.idx;
1903 char dst_str[50];
1904 char src_str[50];
1906 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1907 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1908 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1909 /* Move .x first in case src_str is "TA" */
1910 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1911 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1912 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1913 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1916 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1918 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1920 DWORD reg1 = ins->dst[0].reg.idx;
1921 char dst_str[50];
1922 char src_str[50];
1924 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1925 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1926 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1927 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1928 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1929 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1932 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1934 DWORD reg1 = ins->dst[0].reg.idx;
1935 char dst_str[50];
1936 char src_str[50];
1938 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1939 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1940 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1941 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1944 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1946 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1947 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1948 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1949 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1950 char reg_coord[40], dst_reg[50], src_reg[50];
1951 DWORD reg_dest_code;
1953 /* All versions have a destination register. The Tx where the texture coordinates come
1954 * from is the varying incarnation of the texture register
1956 reg_dest_code = dst->reg.idx;
1957 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1958 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1959 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1961 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1962 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1964 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1965 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1967 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1968 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1969 * extension.
1971 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1972 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1973 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1974 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1976 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1977 * so we can't let the GL handle this.
1979 if (device->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)
1981 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1982 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1983 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1984 } else {
1985 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1988 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1990 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1992 /* No src swizzles are allowed, so this is ok */
1993 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1994 src_reg, reg_dest_code, reg_dest_code);
1995 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1999 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2001 DWORD reg = ins->dst[0].reg.idx;
2002 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2003 char src0_name[50], dst_name[50];
2004 BOOL is_color;
2005 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2007 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2008 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2009 * T<reg+1> register. Use this register to store the calculated vector
2011 tmp_reg.idx = reg + 1;
2012 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2013 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2016 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2018 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2019 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2020 DWORD flags;
2021 DWORD reg = ins->dst[0].reg.idx;
2022 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2023 char dst_str[50];
2024 char src0_name[50];
2025 char dst_reg[50];
2026 BOOL is_color;
2028 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2029 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2031 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2032 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2033 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2034 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2035 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2038 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2040 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2041 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2042 DWORD reg = ins->dst[0].reg.idx;
2043 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2044 char src0_name[50], dst_name[50];
2045 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2046 BOOL is_color;
2048 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2049 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2050 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2052 tmp_reg.idx = reg + 2 - current_state->current_row;
2053 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2055 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2056 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2057 dst_name, 'x' + current_state->current_row, reg, src0_name);
2058 current_state->texcoord_w[current_state->current_row++] = reg;
2061 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2063 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2064 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2065 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2066 DWORD flags;
2067 DWORD reg = ins->dst[0].reg.idx;
2068 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2069 char dst_str[50];
2070 char src0_name[50], dst_name[50];
2071 BOOL is_color;
2073 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2074 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2075 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2077 /* Sample the texture using the calculated coordinates */
2078 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2079 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2080 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2081 current_state->current_row = 0;
2084 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2086 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2087 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2088 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2089 DWORD flags;
2090 DWORD reg = ins->dst[0].reg.idx;
2091 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2092 char dst_str[50];
2093 char src0_name[50];
2094 char dst_reg[50];
2095 BOOL is_color;
2097 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2098 * components for temporary data storage
2100 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2101 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2102 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2104 /* Construct the eye-ray vector from w coordinates */
2105 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2106 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2107 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2109 /* Calculate reflection vector
2111 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2112 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2113 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2114 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2115 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2116 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2117 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2119 /* Sample the texture using the calculated coordinates */
2120 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2121 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2122 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2123 current_state->current_row = 0;
2126 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2128 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2129 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2130 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2131 DWORD flags;
2132 DWORD reg = ins->dst[0].reg.idx;
2133 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2134 char dst_str[50];
2135 char src0_name[50];
2136 char src1_name[50];
2137 char dst_reg[50];
2138 BOOL is_color;
2140 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2141 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2142 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2143 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2144 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2146 /* Calculate reflection vector.
2148 * dot(N, E)
2149 * dst_reg.xyz = 2 * --------- * N - E
2150 * dot(N, N)
2152 * Which normalizes the normal vector
2154 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2155 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2156 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2157 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2158 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2159 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2161 /* Sample the texture using the calculated coordinates */
2162 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2163 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2164 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2165 current_state->current_row = 0;
2168 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2170 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2171 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2172 char dst_name[50];
2174 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2175 * which is essentially an input, is the destination register because it is the first
2176 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2177 * here(writemasks/swizzles are not valid on texdepth)
2179 shader_arb_get_dst_param(ins, dst, dst_name);
2181 /* According to the msdn, the source register(must be r5) is unusable after
2182 * the texdepth instruction, so we're free to modify it
2184 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2186 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2187 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2188 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2190 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2191 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2192 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2193 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2196 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2197 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2198 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2199 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2201 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2202 DWORD sampler_idx = ins->dst[0].reg.idx;
2203 char src0[50];
2204 char dst_str[50];
2206 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2207 shader_addline(buffer, "MOV TB, 0.0;\n");
2208 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2210 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2211 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2214 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2215 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2216 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2218 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2219 char src0[50];
2220 char dst_str[50];
2221 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2223 /* Handle output register */
2224 shader_arb_get_dst_param(ins, dst, dst_str);
2225 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2226 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2229 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2230 * Perform the 3rd row of a 3x3 matrix multiply */
2231 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2233 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2234 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2235 char dst_str[50], dst_name[50];
2236 char src0[50];
2237 BOOL is_color;
2239 shader_arb_get_dst_param(ins, dst, dst_str);
2240 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2241 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2242 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2243 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2246 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2247 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2248 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2249 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2251 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2253 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2254 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2255 char src0[50], dst_name[50];
2256 BOOL is_color;
2258 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2259 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2260 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2262 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2263 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2264 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2266 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2267 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2268 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2269 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2272 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2273 Vertex/Pixel shaders to ARB_vertex_program codes */
2274 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2276 int i;
2277 int nComponents = 0;
2278 struct wined3d_shader_dst_param tmp_dst = {{0}};
2279 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2280 struct wined3d_shader_instruction tmp_ins;
2282 memset(&tmp_ins, 0, sizeof(tmp_ins));
2284 /* Set constants for the temporary argument */
2285 tmp_ins.ctx = ins->ctx;
2286 tmp_ins.dst_count = 1;
2287 tmp_ins.dst = &tmp_dst;
2288 tmp_ins.src_count = 2;
2289 tmp_ins.src = tmp_src;
2291 switch(ins->handler_idx)
2293 case WINED3DSIH_M4x4:
2294 nComponents = 4;
2295 tmp_ins.handler_idx = WINED3DSIH_DP4;
2296 break;
2297 case WINED3DSIH_M4x3:
2298 nComponents = 3;
2299 tmp_ins.handler_idx = WINED3DSIH_DP4;
2300 break;
2301 case WINED3DSIH_M3x4:
2302 nComponents = 4;
2303 tmp_ins.handler_idx = WINED3DSIH_DP3;
2304 break;
2305 case WINED3DSIH_M3x3:
2306 nComponents = 3;
2307 tmp_ins.handler_idx = WINED3DSIH_DP3;
2308 break;
2309 case WINED3DSIH_M3x2:
2310 nComponents = 2;
2311 tmp_ins.handler_idx = WINED3DSIH_DP3;
2312 break;
2313 default:
2314 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2315 break;
2318 tmp_dst = ins->dst[0];
2319 tmp_src[0] = ins->src[0];
2320 tmp_src[1] = ins->src[1];
2321 for (i = 0; i < nComponents; i++) {
2322 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2323 shader_hw_map2gl(&tmp_ins);
2324 ++tmp_src[1].reg.idx;
2328 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2330 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2331 const char *instruction;
2333 char dst[50];
2334 char src[50];
2336 switch(ins->handler_idx)
2338 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2339 case WINED3DSIH_RCP: instruction = "RCP"; break;
2340 case WINED3DSIH_EXP: instruction = "EX2"; break;
2341 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2342 default: instruction = "";
2343 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2344 break;
2347 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2348 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2349 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2351 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2352 * .w is used
2354 strcat(src, ".w");
2357 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2360 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2362 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2363 char dst_name[50];
2364 char src_name[50];
2365 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2366 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2368 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2369 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2371 if(pshader && priv->target_version >= NV3)
2373 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2375 else
2377 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2378 shader_addline(buffer, "RSQ TA, TA.x;\n");
2379 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2380 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2381 src_name);
2385 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2387 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2388 char dst_name[50];
2389 char src_name[3][50];
2391 /* ARB_fragment_program has a convenient LRP instruction */
2392 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2393 shader_hw_map2gl(ins);
2394 return;
2397 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2398 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2399 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2400 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2402 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2403 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2404 dst_name, src_name[0], src_name[2]);
2407 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2409 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2410 * must contain fixed constants. So we need a separate function to filter those constants and
2411 * can't use map2gl
2413 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2414 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2415 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2416 char dst_name[50];
2417 char src_name0[50], src_name1[50], src_name2[50];
2418 BOOL is_color;
2420 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2421 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2422 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2423 /* No modifiers are supported on SCS */
2424 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2426 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2428 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2429 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2431 } else if(priv->target_version >= NV2) {
2432 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2434 /* Sincos writemask must be .x, .y or .xy */
2435 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2436 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2437 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2438 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2439 } else {
2440 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2441 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2443 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2444 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2446 * The constants we get are:
2448 * +1 +1, -1 -1 +1 +1 -1 -1
2449 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2450 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2452 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2454 * (x/2)^2 = x^2 / 4
2455 * (x/2)^3 = x^3 / 8
2456 * (x/2)^4 = x^4 / 16
2457 * (x/2)^5 = x^5 / 32
2458 * etc
2460 * To get the final result:
2461 * sin(x) = 2 * sin(x/2) * cos(x/2)
2462 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2463 * (from sin(x+y) and cos(x+y) rules)
2465 * As per MSDN, dst.z is undefined after the operation, and so is
2466 * dst.x and dst.y if they're masked out by the writemask. Ie
2467 * sincos dst.y, src1, c0, c1
2468 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2469 * vsa.exe also stops with an error if the dest register is the same register as the source
2470 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2471 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2473 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2474 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2475 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2477 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2478 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2479 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2480 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2481 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2482 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2484 /* sin(x/2)
2486 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2487 * properly merge that with MULs in the code above?
2488 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2489 * we can merge the sine and cosine MAD rows to calculate them together.
2491 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2492 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2493 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2494 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2496 /* cos(x/2) */
2497 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2498 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2499 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2501 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2502 /* cos x */
2503 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2504 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2506 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2507 /* sin x */
2508 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2509 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2514 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2516 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2517 char dst_name[50];
2518 char src_name[50];
2519 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2521 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2522 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2524 /* SGN is only valid in vertex shaders */
2525 if(ctx->target_version >= NV2) {
2526 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2527 return;
2530 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2531 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2533 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2534 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2535 } else {
2536 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2537 * Then use TA, and calculate the final result
2539 * Not reading from TA? Store the first result in TA to avoid overwriting the
2540 * destination if src reg = dst reg
2542 if(strstr(src_name, "TA"))
2544 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2545 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2546 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2548 else
2550 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2551 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2552 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2557 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2559 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2560 char src[50];
2561 char dst[50];
2562 char dst_name[50];
2563 BOOL is_color;
2565 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2566 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2567 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2569 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2570 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2573 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2575 *need_abs = FALSE;
2577 switch(mod)
2579 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2580 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2581 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2582 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2583 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2584 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2585 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2586 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2587 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2588 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2589 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2590 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2591 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2593 FIXME("Unknown modifier %u\n", mod);
2594 return mod;
2597 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2599 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2600 char src0[50], src1[50], dst[50];
2601 struct wined3d_shader_src_param src0_copy = ins->src[0];
2602 BOOL need_abs = FALSE;
2603 const char *instr;
2604 BOOL arg2 = FALSE;
2606 switch(ins->handler_idx)
2608 case WINED3DSIH_LOG: instr = "LG2"; break;
2609 case WINED3DSIH_LOGP: instr = "LOG"; break;
2610 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2611 default:
2612 ERR("Unexpected instruction %d\n", ins->handler_idx);
2613 return;
2616 /* LOG, LOGP and POW operate on the absolute value of the input */
2617 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2619 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2620 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2621 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2623 if(need_abs)
2625 shader_addline(buffer, "ABS TA, %s;\n", src0);
2626 if(arg2)
2628 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2630 else
2632 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2635 else if(arg2)
2637 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2639 else
2641 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2645 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2647 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2648 char src_name[50];
2649 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2651 /* src0 is aL */
2652 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2654 if(vshader)
2656 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2657 struct list *e = list_head(&priv->control_frames);
2658 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2660 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2661 /* The constant loader makes sure to load -1 into iX.w */
2662 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2663 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2664 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2666 else
2668 shader_addline(buffer, "LOOP %s;\n", src_name);
2672 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2674 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2675 char src_name[50];
2676 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2678 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2680 /* The constant loader makes sure to load -1 into iX.w */
2681 if(vshader)
2683 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2684 struct list *e = list_head(&priv->control_frames);
2685 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2687 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2689 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2690 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2691 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2693 else
2695 shader_addline(buffer, "REP %s;\n", src_name);
2699 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2701 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2702 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2704 if(vshader)
2706 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2707 struct list *e = list_head(&priv->control_frames);
2708 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2710 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2711 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2712 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2714 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2716 else
2718 shader_addline(buffer, "ENDLOOP;\n");
2722 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2724 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2725 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2727 if(vshader)
2729 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2730 struct list *e = list_head(&priv->control_frames);
2731 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2733 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2734 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2735 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2737 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2739 else
2741 shader_addline(buffer, "ENDREP;\n");
2745 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2747 struct control_frame *control_frame;
2749 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2751 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2753 ERR("Could not find loop for break\n");
2754 return NULL;
2757 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2759 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2760 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2761 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2763 if(vshader)
2765 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2767 else
2769 shader_addline(buffer, "BRK;\n");
2773 static const char *get_compare(COMPARISON_TYPE flags)
2775 switch (flags)
2777 case COMPARISON_GT: return "GT";
2778 case COMPARISON_EQ: return "EQ";
2779 case COMPARISON_GE: return "GE";
2780 case COMPARISON_LT: return "LT";
2781 case COMPARISON_NE: return "NE";
2782 case COMPARISON_LE: return "LE";
2783 default:
2784 FIXME("Unrecognized comparison value: %u\n", flags);
2785 return "(\?\?)";
2789 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2791 switch (flags)
2793 case COMPARISON_GT: return COMPARISON_LE;
2794 case COMPARISON_EQ: return COMPARISON_NE;
2795 case COMPARISON_GE: return COMPARISON_LT;
2796 case COMPARISON_LT: return COMPARISON_GE;
2797 case COMPARISON_NE: return COMPARISON_EQ;
2798 case COMPARISON_LE: return COMPARISON_GT;
2799 default:
2800 FIXME("Unrecognized comparison value: %u\n", flags);
2801 return -1;
2805 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2807 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2808 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2809 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2810 char src_name0[50];
2811 char src_name1[50];
2812 const char *comp = get_compare(ins->flags);
2814 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2815 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2817 if(vshader)
2819 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2820 * away the subtraction result
2822 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2823 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2825 else
2827 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2828 shader_addline(buffer, "BRK (%s.x);\n", comp);
2832 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2834 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2835 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2836 struct list *e = list_head(&priv->control_frames);
2837 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2838 const char *comp;
2839 char src_name0[50];
2840 char src_name1[50];
2841 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2843 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2844 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2846 if(vshader)
2848 /* Invert the flag. We jump to the else label if the condition is NOT true */
2849 comp = get_compare(invert_compare(ins->flags));
2850 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2851 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
2853 else
2855 comp = get_compare(ins->flags);
2856 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2857 shader_addline(buffer, "IF %s.x;\n", comp);
2861 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2863 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2864 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2865 struct list *e = list_head(&priv->control_frames);
2866 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2867 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2869 if(vshader)
2871 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
2872 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
2873 control_frame->had_else = TRUE;
2875 else
2877 shader_addline(buffer, "ELSE;\n");
2881 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2883 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2884 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2885 struct list *e = list_head(&priv->control_frames);
2886 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2887 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2889 if(vshader)
2891 if(control_frame->had_else)
2893 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
2895 else
2897 shader_addline(buffer, "#No else branch. else is endif\n");
2898 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
2901 else
2903 shader_addline(buffer, "ENDIF;\n");
2907 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2909 DWORD sampler_idx = ins->src[1].reg.idx;
2910 char reg_dest[40];
2911 char reg_src[3][40];
2912 DWORD flags = TEX_DERIV;
2914 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2915 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2916 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2917 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2919 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2920 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2922 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2925 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2927 DWORD sampler_idx = ins->src[1].reg.idx;
2928 char reg_dest[40];
2929 char reg_coord[40];
2930 DWORD flags = TEX_LOD;
2932 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2933 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2935 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2936 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2938 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2941 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2943 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2944 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2946 priv->in_main_func = FALSE;
2947 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2948 * subroutine, don't generate a label that will make GL complain
2950 if(priv->target_version == ARB) return;
2952 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2955 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2956 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2958 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2959 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2960 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2961 unsigned int i;
2963 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2964 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2965 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2966 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2968 if(args->super.fog_src == VS_FOG_Z) {
2969 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2970 } else if (!reg_maps->fog) {
2971 /* posFixup.x is always 1.0, so we can savely use it */
2972 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2975 /* Write the final position.
2977 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2978 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2979 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2980 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2982 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2983 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2984 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2986 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2988 if(args->super.clip_enabled)
2990 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
2992 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2996 else if(args->clip.boolclip.clip_texcoord)
2998 unsigned int cur_clip = 0;
2999 char component[4] = {'x', 'y', 'z', 'w'};
3001 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3003 if(args->clip.boolclip.clipplane_mask & (1 << i))
3005 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3006 component[cur_clip++], i);
3009 switch(cur_clip)
3011 case 0:
3012 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
3013 break;
3014 case 1:
3015 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
3016 break;
3017 case 2:
3018 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
3019 break;
3020 case 3:
3021 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
3022 break;
3024 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3025 args->clip.boolclip.clip_texcoord - 1);
3028 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3029 * and the glsl equivalent
3031 if(need_helper_const(gl_info)) {
3032 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3033 } else {
3034 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3035 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3038 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3040 priv_ctx->footer_written = TRUE;
3043 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3045 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3046 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3047 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3048 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3050 if(priv->target_version == ARB) return;
3052 if(vshader)
3054 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3057 shader_addline(buffer, "RET;\n");
3060 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3062 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3063 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3066 /* GL locking is done by the caller */
3067 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3069 GLuint program_id = 0;
3070 GLint pos;
3072 const char *blt_vprogram =
3073 "!!ARBvp1.0\n"
3074 "PARAM c[1] = { { 1, 0.5 } };\n"
3075 "MOV result.position, vertex.position;\n"
3076 "MOV result.color, c[0].x;\n"
3077 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3078 "END\n";
3080 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3081 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3082 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3083 strlen(blt_vprogram), blt_vprogram));
3084 checkGLcall("glProgramStringARB()");
3086 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3087 if (pos != -1)
3089 FIXME("Vertex program error at position %d: %s\n\n", pos,
3090 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3091 shader_arb_dump_program_source(blt_vprogram);
3093 else
3095 GLint native;
3097 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3098 checkGLcall("glGetProgramivARB()");
3099 if (!native) WARN("Program exceeds native resource limits.\n");
3102 return program_id;
3105 /* GL locking is done by the caller */
3106 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
3108 GLuint program_id = 0;
3109 GLint pos;
3111 static const char * const blt_fprograms[tex_type_count] =
3113 /* tex_1d */
3114 NULL,
3115 /* tex_2d */
3116 "!!ARBfp1.0\n"
3117 "TEMP R0;\n"
3118 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3119 "MOV result.depth.z, R0.x;\n"
3120 "END\n",
3121 /* tex_3d */
3122 NULL,
3123 /* tex_cube */
3124 "!!ARBfp1.0\n"
3125 "TEMP R0;\n"
3126 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3127 "MOV result.depth.z, R0.x;\n"
3128 "END\n",
3129 /* tex_rect */
3130 "!!ARBfp1.0\n"
3131 "TEMP R0;\n"
3132 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3133 "MOV result.depth.z, R0.x;\n"
3134 "END\n",
3137 if (!blt_fprograms[tex_type])
3139 FIXME("tex_type %#x not supported\n", tex_type);
3140 tex_type = tex_2d;
3143 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3144 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3145 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3146 strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
3147 checkGLcall("glProgramStringARB()");
3149 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3150 if (pos != -1)
3152 FIXME("Fragment program error at position %d: %s\n\n", pos,
3153 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3154 shader_arb_dump_program_source(blt_fprograms[tex_type]);
3156 else
3158 GLint native;
3160 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3161 checkGLcall("glGetProgramivARB()");
3162 if (!native) WARN("Program exceeds native resource limits.\n");
3165 return program_id;
3168 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3169 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3171 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3173 if(condcode)
3175 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3176 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3177 /* Calculate the > 0.0031308 case */
3178 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3179 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3180 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3181 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3182 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3183 /* Calculate the < case */
3184 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3186 else
3188 /* Calculate the > 0.0031308 case */
3189 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3190 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3191 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3192 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3193 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3194 /* Calculate the < case */
3195 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3196 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3197 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3198 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3199 /* Store the components > 0.0031308 in the destination */
3200 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3201 /* Add the components that are < 0.0031308 */
3202 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3203 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3204 * result.color writes(.rgb first, then .a), or handle overwriting already written
3205 * components. The assembler uses a temporary register in this case, which is usually
3206 * not allocated from one of our registers that were used earlier.
3209 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3212 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3214 const local_constant *constant;
3216 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3218 if (constant->idx == idx)
3220 return constant->value;
3223 return NULL;
3226 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3227 struct shader_arb_ctx_priv *priv)
3229 const char *texcoords[8] =
3231 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3232 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3234 unsigned int i;
3235 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3236 const char *semantic_name;
3237 DWORD semantic_idx;
3239 switch(args->super.vp_mode)
3241 case pretransformed:
3242 case fixedfunction:
3243 /* The pixelshader has to collect the varyings on its own. In any case properly load
3244 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3245 * other attribs to 0.0.
3247 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3248 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3249 * load the texcoord attrib pointers to match the pixel shader signature
3251 for(i = 0; i < MAX_REG_INPUT; i++)
3253 semantic_name = sig[i].semantic_name;
3254 semantic_idx = sig[i].semantic_idx;
3255 if(semantic_name == NULL) continue;
3257 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3259 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3260 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3261 else priv->ps_input[i] = "0.0";
3263 else if(args->super.vp_mode == fixedfunction)
3265 priv->ps_input[i] = "0.0";
3267 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3269 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3270 else priv->ps_input[i] = "0.0";
3272 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3274 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3275 else priv->ps_input[i] = "0.0";
3277 else
3279 priv->ps_input[i] = "0.0";
3282 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3284 break;
3286 case vertexshader:
3287 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3288 * fragment.color
3290 for(i = 0; i < 8; i++)
3292 priv->ps_input[i] = texcoords[i];
3294 priv->ps_input[8] = "fragment.color.primary";
3295 priv->ps_input[9] = "fragment.color.secondary";
3296 break;
3300 /* GL locking is done by the caller */
3301 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3302 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3304 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3305 CONST DWORD *function = This->baseShader.function;
3306 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3307 const local_constant *lconst;
3308 GLuint retval;
3309 char fragcolor[16];
3310 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3311 struct shader_arb_ctx_priv priv_ctx;
3312 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
3313 BOOL want_nv_prog = FALSE;
3314 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3315 GLint errPos;
3316 DWORD map;
3318 char srgbtmp[4][4];
3319 unsigned int i, found = 0;
3321 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3323 if (!(map & 1)
3324 || (This->color0_mov && i == This->color0_reg)
3325 || (reg_maps->shader_version.major < 2 && i == 0))
3326 continue;
3328 sprintf(srgbtmp[found], "R%u", i);
3329 ++found;
3330 if (found == 4) break;
3333 switch(found) {
3334 case 4: dcl_tmp = FALSE; break;
3335 case 0:
3336 sprintf(srgbtmp[0], "TA");
3337 sprintf(srgbtmp[1], "TB");
3338 sprintf(srgbtmp[2], "TC");
3339 sprintf(srgbtmp[3], "TD");
3340 dcl_td = TRUE;
3341 break;
3342 case 1:
3343 sprintf(srgbtmp[1], "TA");
3344 sprintf(srgbtmp[2], "TB");
3345 sprintf(srgbtmp[3], "TC");
3346 break;
3347 case 2:
3348 sprintf(srgbtmp[2], "TA");
3349 sprintf(srgbtmp[3], "TB");
3350 break;
3351 case 3:
3352 sprintf(srgbtmp[3], "TA");
3353 break;
3356 /* Create the hw ARB shader */
3357 memset(&priv_ctx, 0, sizeof(priv_ctx));
3358 priv_ctx.cur_ps_args = args;
3359 priv_ctx.compiled_fprog = compiled;
3360 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3361 init_ps_input(This, args, &priv_ctx);
3362 list_init(&priv_ctx.control_frames);
3364 /* Avoid enabling NV_fragment_program* if we do not need it.
3366 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3367 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3368 * is faster than what we gain from using higher native instructions. There are some things though
3369 * that cannot be emulated. In that case enable the extensions.
3370 * If the extension is enabled, instruction handlers that support both ways will use it.
3372 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3373 * So enable the best we can get.
3375 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3376 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3378 want_nv_prog = TRUE;
3381 shader_addline(buffer, "!!ARBfp1.0\n");
3382 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3384 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3385 priv_ctx.target_version = NV3;
3387 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3389 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3390 priv_ctx.target_version = NV2;
3391 } else {
3392 if(want_nv_prog)
3394 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3395 * limits properly
3397 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3398 ERR("Try GLSL\n");
3400 priv_ctx.target_version = ARB;
3403 if(This->baseShader.reg_maps.highest_render_target > 0)
3405 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3408 if (reg_maps->shader_version.major < 3)
3410 switch(args->super.fog) {
3411 case FOG_OFF:
3412 break;
3413 case FOG_LINEAR:
3414 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3415 break;
3416 case FOG_EXP:
3417 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3418 break;
3419 case FOG_EXP2:
3420 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3421 break;
3425 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3426 * unused temps away(but occupies them for the whole shader if they're used once). Always
3427 * declaring them avoids tricky bookkeeping work
3429 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3430 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3431 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3432 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3433 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3434 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3435 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3437 if (reg_maps->shader_version.major < 2)
3439 strcpy(fragcolor, "R0");
3440 } else {
3441 if(args->super.srgb_correction) {
3442 if(This->color0_mov) {
3443 sprintf(fragcolor, "R%u", This->color0_reg);
3444 } else {
3445 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3446 strcpy(fragcolor, "TMP_COLOR");
3448 } else {
3449 strcpy(fragcolor, "result.color");
3453 if(args->super.srgb_correction) {
3454 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3455 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3456 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3457 srgb_sub_high, 0.0, 0.0, 0.0);
3460 /* Base Declarations */
3461 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3462 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3464 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3466 if (!(map & 1)) continue;
3468 cur = compiled->numbumpenvmatconsts;
3469 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3470 compiled->bumpenvmatconst[cur].texunit = i;
3471 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3472 compiled->luminanceconst[cur].texunit = i;
3474 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3475 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3476 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3477 * textures due to conditional NP2 restrictions)
3479 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3480 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3481 * their location is shader dependent anyway and they cannot be loaded globally.
3483 compiled->bumpenvmatconst[cur].const_num = next_local++;
3484 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3485 i, compiled->bumpenvmatconst[cur].const_num);
3486 compiled->numbumpenvmatconsts = cur + 1;
3488 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3490 compiled->luminanceconst[cur].const_num = next_local++;
3491 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3492 i, compiled->luminanceconst[cur].const_num);
3495 for(i = 0; i < MAX_CONST_I; i++)
3497 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3498 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3500 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3502 if(control_values)
3504 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3505 control_values[0], control_values[1], control_values[2]);
3507 else
3509 compiled->int_consts[i] = next_local;
3510 compiled->num_int_consts++;
3511 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3516 if(reg_maps->vpos || reg_maps->usesdsy)
3518 compiled->ycorrection = next_local;
3519 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3521 if(reg_maps->vpos)
3523 shader_addline(buffer, "TEMP vpos;\n");
3524 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3525 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3526 * ycorrection.z: 1.0
3527 * ycorrection.w: 0.0
3529 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3530 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3533 else
3535 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3538 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3539 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3540 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3541 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3542 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3543 * shader compilation errors and the subsequent errors when drawing with this shader. */
3544 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3546 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3547 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3548 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3550 fixup->offset = next_local;
3551 fixup->super.active = 0;
3553 cur = 0;
3554 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3555 if (!(map & (1 << i))) continue;
3557 if (fixup->offset + (cur >> 1) < max_lconsts) {
3558 fixup->super.active |= (1 << i);
3559 fixup->super.idx[i] = cur++;
3560 } else {
3561 FIXME("No free constant found to load NP2 fixup data into shader. "
3562 "Sampling from this texture will probably look wrong.\n");
3563 break;
3567 fixup->super.num_consts = (cur + 1) >> 1;
3568 if (fixup->super.num_consts) {
3569 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3570 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3573 next_local += fixup->super.num_consts;
3576 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3578 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3581 /* Base Shader Body */
3582 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3584 if(args->super.srgb_correction) {
3585 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3586 priv_ctx.target_version >= NV2);
3589 if(strcmp(fragcolor, "result.color")) {
3590 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3592 shader_addline(buffer, "END\n");
3594 /* TODO: change to resource.glObjectHandle or something like that */
3595 GL_EXTCALL(glGenProgramsARB(1, &retval));
3597 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3598 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3600 TRACE("Created hw pixel shader, prg=%d\n", retval);
3601 /* Create the program and check for errors */
3602 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3603 buffer->bsize, buffer->buffer));
3604 checkGLcall("glProgramStringARB()");
3606 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3607 if (errPos != -1)
3609 FIXME("HW PixelShader Error at position %d: %s\n\n",
3610 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3611 shader_arb_dump_program_source(buffer->buffer);
3612 retval = 0;
3614 else
3616 GLint native;
3618 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3619 checkGLcall("glGetProgramivARB()");
3620 if (!native) WARN("Program exceeds native resource limits.\n");
3623 /* Load immediate constants */
3624 if(lconst_map) {
3625 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3626 const float *value = (const float *)lconst->value;
3627 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3628 checkGLcall("glProgramLocalParameter4fvARB");
3630 HeapFree(GetProcessHeap(), 0, lconst_map);
3633 return retval;
3636 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3638 unsigned int i;
3639 int ret;
3641 for(i = 0; i < MAX_REG_INPUT; i++)
3643 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3645 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3646 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3647 continue;
3650 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3651 if(ret != 0) return ret;
3652 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3653 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3654 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3655 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3656 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3658 return 0;
3661 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3663 struct wined3d_shader_signature_element *new;
3664 int i;
3665 char *name;
3667 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3668 for(i = 0; i < MAX_REG_INPUT; i++)
3670 if(sig[i].semantic_name == NULL)
3672 continue;
3675 new[i] = sig[i];
3676 /* Clone the semantic string */
3677 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3678 strcpy(name, sig[i].semantic_name);
3679 new[i].semantic_name = name;
3681 return new;
3684 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3686 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3687 struct ps_signature *found_sig;
3689 if(entry != NULL)
3691 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3692 TRACE("Found existing signature %u\n", found_sig->idx);
3693 return found_sig->idx;
3695 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3696 found_sig->sig = clone_sig(sig);
3697 found_sig->idx = priv->ps_sig_number++;
3698 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3699 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3701 ERR("Failed to insert program entry.\n");
3703 return found_sig->idx;
3706 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3707 struct arb_vs_compiled_shader *compiled)
3709 unsigned int i, j;
3710 static const char *texcoords[8] =
3712 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3713 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3715 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3716 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3717 const struct wined3d_shader_signature_element *sig;
3718 const char *semantic_name;
3719 DWORD semantic_idx, reg_idx;
3721 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3722 * and varying 9 to result.color.secondary
3724 const char *decl_idx_to_string[MAX_REG_INPUT] =
3726 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3727 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3728 "result.color.primary", "result.color.secondary"
3731 if(sig_num == ~0)
3733 TRACE("Pixel shader uses builtin varyings\n");
3734 /* Map builtins to builtins */
3735 for(i = 0; i < 8; i++)
3737 priv_ctx->texcrd_output[i] = texcoords[i];
3739 priv_ctx->color_output[0] = "result.color.primary";
3740 priv_ctx->color_output[1] = "result.color.secondary";
3741 priv_ctx->fog_output = "result.fogcoord";
3743 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3744 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3746 semantic_name = baseshader->output_signature[i].semantic_name;
3747 if(semantic_name == NULL) continue;
3749 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3751 TRACE("o%u is TMP_OUT\n", i);
3752 if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3753 else priv_ctx->vs_output[i] = "TA";
3755 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3757 TRACE("o%u is result.pointsize\n", i);
3758 if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3759 else priv_ctx->vs_output[i] = "TA";
3761 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3763 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3764 if (baseshader->output_signature[i].semantic_idx == 0)
3765 priv_ctx->vs_output[i] = "result.color.primary";
3766 else if (baseshader->output_signature[i].semantic_idx == 1)
3767 priv_ctx->vs_output[i] = "result.color.secondary";
3768 else priv_ctx->vs_output[i] = "TA";
3770 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3772 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3773 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3774 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3776 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3778 TRACE("o%u is result.fogcoord\n", i);
3779 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3780 else priv_ctx->vs_output[i] = "result.fogcoord";
3782 else
3784 priv_ctx->vs_output[i] = "TA";
3787 return;
3790 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3791 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3793 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
3794 TRACE("Pixel shader uses declared varyings\n");
3796 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3797 for(i = 0; i < 8; i++)
3799 priv_ctx->texcrd_output[i] = "TA";
3801 priv_ctx->color_output[0] = "TA";
3802 priv_ctx->color_output[1] = "TA";
3803 priv_ctx->fog_output = "TA";
3805 for(i = 0; i < MAX_REG_INPUT; i++)
3807 semantic_name = sig[i].semantic_name;
3808 semantic_idx = sig[i].semantic_idx;
3809 reg_idx = sig[i].register_idx;
3810 if(semantic_name == NULL) continue;
3812 /* If a declared input register is not written by builtin arguments, don't write to it.
3813 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3815 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3816 * to TMP_OUT in any case
3818 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3820 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3822 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3824 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3826 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3828 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3830 else
3832 continue;
3835 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3836 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3838 compiled->need_color_unclamp = TRUE;
3842 /* Map declared to declared */
3843 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3845 /* Write unread output to TA to throw them away */
3846 priv_ctx->vs_output[i] = "TA";
3847 semantic_name = baseshader->output_signature[i].semantic_name;
3848 if(semantic_name == NULL)
3850 continue;
3853 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
3854 && baseshader->output_signature[i].semantic_idx == 0)
3856 priv_ctx->vs_output[i] = "TMP_OUT";
3857 continue;
3859 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
3860 && baseshader->output_signature[i].semantic_idx == 0)
3862 priv_ctx->vs_output[i] = "result.pointsize";
3863 continue;
3866 for(j = 0; j < MAX_REG_INPUT; j++)
3868 if(sig[j].semantic_name == NULL)
3870 continue;
3873 if (strcmp(sig[j].semantic_name, semantic_name) == 0
3874 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
3876 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3878 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3879 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3881 compiled->need_color_unclamp = TRUE;
3888 /* GL locking is done by the caller */
3889 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3890 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3892 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3893 CONST DWORD *function = This->baseShader.function;
3894 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3895 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3896 const local_constant *lconst;
3897 GLuint ret;
3898 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3899 struct shader_arb_ctx_priv priv_ctx;
3900 unsigned int i;
3901 GLint errPos;
3903 memset(&priv_ctx, 0, sizeof(priv_ctx));
3904 priv_ctx.cur_vs_args = args;
3905 list_init(&priv_ctx.control_frames);
3906 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3908 /* Create the hw ARB shader */
3909 shader_addline(buffer, "!!ARBvp1.0\n");
3911 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3912 * mesurable performance penalty, and we can always make use of it for clipplanes.
3914 if (gl_info->supported[NV_VERTEX_PROGRAM3])
3916 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3917 priv_ctx.target_version = NV3;
3918 shader_addline(buffer, "ADDRESS aL;\n");
3920 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
3922 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3923 priv_ctx.target_version = NV2;
3924 shader_addline(buffer, "ADDRESS aL;\n");
3925 } else {
3926 priv_ctx.target_version = ARB;
3929 shader_addline(buffer, "TEMP TMP_OUT;\n");
3930 if(need_helper_const(gl_info)) {
3931 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3933 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3934 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3935 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3938 shader_addline(buffer, "TEMP TA;\n");
3940 /* Base Declarations */
3941 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3942 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3944 for(i = 0; i < MAX_CONST_I; i++)
3946 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3947 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3949 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3951 if(control_values)
3953 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3954 control_values[0], control_values[1], control_values[2]);
3956 else
3958 compiled->int_consts[i] = next_local;
3959 compiled->num_int_consts++;
3960 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3965 /* We need a constant to fixup the final position */
3966 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3967 compiled->pos_fixup = next_local++;
3969 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3970 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3971 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3972 * a replacement shader depend on the texcoord.w being set properly.
3974 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3975 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3976 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3977 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3978 * this can eat a number of instructions, so skip it unless this cap is set as well
3980 if (!gl_info->supported[NV_VERTEX_PROGRAM])
3982 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3984 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
3986 int i;
3987 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3988 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3989 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3990 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3996 /* The shader starts with the main function */
3997 priv_ctx.in_main_func = TRUE;
3998 /* Base Shader Body */
3999 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4001 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4003 shader_addline(buffer, "END\n");
4005 /* TODO: change to resource.glObjectHandle or something like that */
4006 GL_EXTCALL(glGenProgramsARB(1, &ret));
4008 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4009 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4011 TRACE("Created hw vertex shader, prg=%d\n", ret);
4012 /* Create the program and check for errors */
4013 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4014 buffer->bsize, buffer->buffer));
4015 checkGLcall("glProgramStringARB()");
4017 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4018 if (errPos != -1)
4020 FIXME("HW VertexShader Error at position %d: %s\n\n",
4021 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4022 shader_arb_dump_program_source(buffer->buffer);
4023 ret = -1;
4025 else
4027 GLint native;
4029 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4030 checkGLcall("glGetProgramivARB()");
4031 if (!native) WARN("Program exceeds native resource limits.\n");
4033 /* Load immediate constants */
4034 if(lconst_map) {
4035 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4036 const float *value = (const float *)lconst->value;
4037 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4041 HeapFree(GetProcessHeap(), 0, lconst_map);
4043 return ret;
4046 /* GL locking is done by the caller */
4047 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4049 UINT i;
4050 DWORD new_size;
4051 struct arb_ps_compiled_shader *new_array;
4052 struct wined3d_shader_buffer buffer;
4053 struct arb_pshader_private *shader_data;
4054 GLuint ret;
4056 if (!shader->baseShader.backend_data)
4058 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
4059 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4060 struct shader_arb_priv *priv = device->shader_priv;
4062 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4063 shader_data = shader->baseShader.backend_data;
4064 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4066 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4067 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4069 shader_data->has_signature_idx = TRUE;
4070 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4072 if (!device->vs_clipping)
4073 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4074 gl_info->limits.texture_stages - 1);
4075 else
4076 shader_data->clipplane_emulation = ~0U;
4078 shader_data = shader->baseShader.backend_data;
4080 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4081 * so a linear search is more performant than a hashmap or a binary search
4082 * (cache coherency etc)
4084 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4085 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4086 return &shader_data->gl_shaders[i];
4090 TRACE("No matching GL shader found, compiling a new shader\n");
4091 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4092 if (shader_data->num_gl_shaders)
4094 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4095 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4096 new_size * sizeof(*shader_data->gl_shaders));
4097 } else {
4098 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4099 new_size = 1;
4102 if(!new_array) {
4103 ERR("Out of memory\n");
4104 return 0;
4106 shader_data->gl_shaders = new_array;
4107 shader_data->shader_array_size = new_size;
4110 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4112 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4113 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4115 if (!shader_buffer_init(&buffer))
4117 ERR("Failed to initialize shader buffer.\n");
4118 return 0;
4121 ret = shader_arb_generate_pshader(shader, &buffer, args,
4122 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4123 shader_buffer_free(&buffer);
4124 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4126 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4129 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4130 const DWORD use_map, BOOL skip_int) {
4131 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4132 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4133 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4134 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4135 if(stored->ps_signature != new->ps_signature) return FALSE;
4136 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4137 if(skip_int) return TRUE;
4139 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4142 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4144 UINT i;
4145 DWORD new_size;
4146 struct arb_vs_compiled_shader *new_array;
4147 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4148 struct wined3d_shader_buffer buffer;
4149 struct arb_vshader_private *shader_data;
4150 GLuint ret;
4151 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4153 if (!shader->baseShader.backend_data)
4155 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4157 shader_data = shader->baseShader.backend_data;
4159 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4160 * so a linear search is more performant than a hashmap or a binary search
4161 * (cache coherency etc)
4163 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4164 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4165 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4167 return &shader_data->gl_shaders[i];
4171 TRACE("No matching GL shader found, compiling a new shader\n");
4173 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4174 if (shader_data->num_gl_shaders)
4176 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4177 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4178 new_size * sizeof(*shader_data->gl_shaders));
4179 } else {
4180 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4181 new_size = 1;
4184 if(!new_array) {
4185 ERR("Out of memory\n");
4186 return 0;
4188 shader_data->gl_shaders = new_array;
4189 shader_data->shader_array_size = new_size;
4192 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4194 if (!shader_buffer_init(&buffer))
4196 ERR("Failed to initialize shader buffer.\n");
4197 return 0;
4200 ret = shader_arb_generate_vshader(shader, &buffer, args,
4201 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4202 shader_buffer_free(&buffer);
4203 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4205 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4208 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4209 struct arb_ps_compile_args *args)
4211 int i;
4212 WORD int_skip;
4213 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4214 find_ps_compile_args(shader, stateblock, &args->super);
4216 /* This forces all local boolean constants to 1 to make them stateblock independent */
4217 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4219 for(i = 0; i < MAX_CONST_B; i++)
4221 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4224 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4225 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4226 * duplicate the shader than have a no-op KIL instruction in every shader
4228 if((!((IWineD3DDeviceImpl *) shader->baseShader.device)->vs_clipping) && use_vs(stateblock) &&
4229 stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE])
4231 args->clip = 1;
4233 else
4235 args->clip = 0;
4238 /* Skip if unused or local, or supported natively */
4239 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4240 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4242 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4243 return;
4246 for(i = 0; i < MAX_CONST_I; i++)
4248 if(int_skip & (1 << i))
4250 args->loop_ctrl[i][0] = 0;
4251 args->loop_ctrl[i][1] = 0;
4252 args->loop_ctrl[i][2] = 0;
4254 else
4256 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4257 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4258 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4263 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4264 struct arb_vs_compile_args *args)
4266 int i;
4267 WORD int_skip;
4268 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4269 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4270 find_vs_compile_args(shader, stateblock, &args->super);
4272 args->clip.boolclip_compare = 0;
4273 if(use_ps(stateblock))
4275 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4276 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4277 args->ps_signature = shader_priv->input_signature_idx;
4279 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4281 else
4283 args->ps_signature = ~0;
4284 if(!dev->vs_clipping)
4286 args->clip.boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->limits.texture_stages : 0;
4288 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4291 if(args->clip.boolclip.clip_texcoord)
4293 if(stateblock->renderState[WINED3DRS_CLIPPING])
4295 args->clip.boolclip.clipplane_mask = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4297 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4300 /* This forces all local boolean constants to 1 to make them stateblock independent */
4301 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4302 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4303 for(i = 0; i < MAX_CONST_B; i++)
4305 if(stateblock->vertexShaderConstantB[i]) args->clip.boolclip.bools |= ( 1 << i);
4308 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4309 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4310 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4311 args->vertex.samplers[3] = 0;
4313 /* Skip if unused or local */
4314 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4315 /* This is about flow control, not clipping. */
4316 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4318 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4319 return;
4322 for(i = 0; i < MAX_CONST_I; i++)
4324 if(int_skip & (1 << i))
4326 args->loop_ctrl[i][0] = 0;
4327 args->loop_ctrl[i][1] = 0;
4328 args->loop_ctrl[i][2] = 0;
4330 else
4332 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4333 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4334 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4339 /* GL locking is done by the caller */
4340 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4342 IWineD3DDeviceImpl *This = context->swapchain->device;
4343 struct shader_arb_priv *priv = This->shader_priv;
4344 const struct wined3d_gl_info *gl_info = context->gl_info;
4345 int i;
4347 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4348 if (usePS) {
4349 struct arb_ps_compile_args compile_args;
4350 struct arb_ps_compiled_shader *compiled;
4351 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4353 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4354 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4355 compiled = find_arb_pshader(ps, &compile_args);
4356 priv->current_fprogram_id = compiled->prgId;
4357 priv->compiled_fprog = compiled;
4359 /* Bind the fragment program */
4360 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4361 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4363 if(!priv->use_arbfp_fixed_func) {
4364 /* Enable OpenGL fragment programs */
4365 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4366 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4368 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4370 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4371 * a 1.x and newer shader, reload the first 8 constants
4373 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4375 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4376 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4377 for(i = 0; i < 8; i++)
4379 context->pshader_const_dirty[i] = 1;
4381 /* Also takes care of loading local constants */
4382 shader_arb_load_constants(context, TRUE, FALSE);
4384 else
4386 shader_arb_ps_local_constants(This);
4389 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4390 if (compiled->np2fixup_info.super.active)
4391 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4393 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4395 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4396 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4397 * replacement shader
4399 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4400 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4401 priv->current_fprogram_id = 0;
4404 if (useVS) {
4405 struct arb_vs_compile_args compile_args;
4406 struct arb_vs_compiled_shader *compiled;
4407 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4409 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4410 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4411 compiled = find_arb_vshader(vs, &compile_args);
4412 priv->current_vprogram_id = compiled->prgId;
4413 priv->compiled_vprog = compiled;
4415 /* Bind the vertex program */
4416 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4417 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4419 /* Enable OpenGL vertex programs */
4420 glEnable(GL_VERTEX_PROGRAM_ARB);
4421 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4422 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4423 shader_arb_vs_local_constants(This);
4425 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4426 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4428 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4430 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4431 checkGLcall("glClampColorARB");
4432 } else {
4433 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4437 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4439 priv->current_vprogram_id = 0;
4440 glDisable(GL_VERTEX_PROGRAM_ARB);
4441 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4445 /* GL locking is done by the caller */
4446 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4447 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4448 struct shader_arb_priv *priv = This->shader_priv;
4449 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
4450 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4452 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4453 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4454 glEnable(GL_VERTEX_PROGRAM_ARB);
4456 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4457 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4458 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4461 /* GL locking is done by the caller */
4462 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4463 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4464 struct shader_arb_priv *priv = This->shader_priv;
4465 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4467 if (priv->current_vprogram_id) {
4468 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4469 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4471 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4472 } else {
4473 glDisable(GL_VERTEX_PROGRAM_ARB);
4474 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4477 if (priv->current_fprogram_id) {
4478 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4479 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4481 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4482 } else if(!priv->use_arbfp_fixed_func) {
4483 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4484 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4488 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4489 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4490 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4491 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4493 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4495 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4496 UINT i;
4498 if(!shader_data) return; /* This can happen if a shader was never compiled */
4500 if (shader_data->num_gl_shaders)
4502 struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4504 ENTER_GL();
4505 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4507 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4508 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4510 LEAVE_GL();
4512 context_release(context);
4515 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4516 HeapFree(GetProcessHeap(), 0, shader_data);
4517 baseShader->baseShader.backend_data = NULL;
4519 else
4521 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4522 UINT i;
4524 if(!shader_data) return; /* This can happen if a shader was never compiled */
4526 if (shader_data->num_gl_shaders)
4528 struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4530 ENTER_GL();
4531 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4533 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4534 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4536 LEAVE_GL();
4538 context_release(context);
4541 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4542 HeapFree(GetProcessHeap(), 0, shader_data);
4543 baseShader->baseShader.backend_data = NULL;
4547 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4549 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4550 return compare_sig(key, e->sig);
4553 static const struct wine_rb_functions sig_tree_functions =
4555 wined3d_rb_alloc,
4556 wined3d_rb_realloc,
4557 wined3d_rb_free,
4558 sig_tree_compare
4561 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4562 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4563 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4564 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4566 ERR("RB tree init failed\n");
4567 HeapFree(GetProcessHeap(), 0, priv);
4568 return E_OUTOFMEMORY;
4570 This->shader_priv = priv;
4571 return WINED3D_OK;
4574 static void release_signature(struct wine_rb_entry *entry, void *context)
4576 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4577 int i;
4578 for(i = 0; i < MAX_REG_INPUT; i++)
4580 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4582 HeapFree(GetProcessHeap(), 0, sig->sig);
4583 HeapFree(GetProcessHeap(), 0, sig);
4586 /* Context activation is done by the caller. */
4587 static void shader_arb_free(IWineD3DDevice *iface) {
4588 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4589 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4590 struct shader_arb_priv *priv = This->shader_priv;
4591 int i;
4593 ENTER_GL();
4594 if(priv->depth_blt_vprogram_id) {
4595 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4597 for (i = 0; i < tex_type_count; ++i) {
4598 if (priv->depth_blt_fprogram_id[i]) {
4599 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4602 LEAVE_GL();
4604 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4605 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4608 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4609 return TRUE;
4612 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4614 DWORD vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4615 DWORD ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4617 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4618 * then overwrite the shader specific ones
4620 none_shader_backend.shader_get_caps(gl_info, pCaps);
4622 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4624 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4626 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4627 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4629 else if (vs_consts >= 256)
4631 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4632 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4633 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4635 else
4637 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4638 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4640 pCaps->MaxVertexShaderConst = vs_consts;
4643 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4645 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4647 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4648 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4650 else if (ps_consts >= 32)
4652 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4653 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4654 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4656 else
4658 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4659 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4661 pCaps->PixelShader1xMaxValue = 8.0f;
4662 pCaps->MaxPixelShaderConst = ps_consts;
4665 pCaps->VSClipping = use_nv_clip(gl_info);
4668 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4670 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4672 TRACE("Checking support for color_fixup:\n");
4673 dump_color_fixup_desc(fixup);
4676 /* We support everything except complex conversions. */
4677 if (!is_complex_fixup(fixup))
4679 TRACE("[OK]\n");
4680 return TRUE;
4683 TRACE("[FAILED]\n");
4684 return FALSE;
4687 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4688 DWORD shift;
4689 char write_mask[20], regstr[50];
4690 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4691 BOOL is_color = FALSE;
4692 const struct wined3d_shader_dst_param *dst;
4694 if (!ins->dst_count) return;
4696 dst = &ins->dst[0];
4697 shift = dst->shift;
4698 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4700 shader_arb_get_write_mask(ins, dst, write_mask);
4701 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4703 /* Generate a line that does the output modifier computation
4704 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4705 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4707 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4708 regstr, write_mask, regstr, shift_tab[shift]);
4711 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4713 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4714 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4715 /* WINED3DSIH_BEM */ pshader_hw_bem,
4716 /* WINED3DSIH_BREAK */ shader_hw_break,
4717 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4718 /* WINED3DSIH_BREAKP */ NULL,
4719 /* WINED3DSIH_CALL */ shader_hw_call,
4720 /* WINED3DSIH_CALLNZ */ NULL,
4721 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4722 /* WINED3DSIH_CND */ pshader_hw_cnd,
4723 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4724 /* WINED3DSIH_CUT */ NULL,
4725 /* WINED3DSIH_DCL */ NULL,
4726 /* WINED3DSIH_DEF */ NULL,
4727 /* WINED3DSIH_DEFB */ NULL,
4728 /* WINED3DSIH_DEFI */ NULL,
4729 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4730 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4731 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4732 /* WINED3DSIH_DST */ shader_hw_map2gl,
4733 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4734 /* WINED3DSIH_DSY */ shader_hw_dsy,
4735 /* WINED3DSIH_ELSE */ shader_hw_else,
4736 /* WINED3DSIH_EMIT */ NULL,
4737 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4738 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4739 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4740 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4741 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4742 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4743 /* WINED3DSIH_IADD */ NULL,
4744 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4745 /* WINED3DSIH_IFC */ shader_hw_ifc,
4746 /* WINED3DSIH_IGE */ NULL,
4747 /* WINED3DSIH_LABEL */ shader_hw_label,
4748 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4749 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4750 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4751 /* WINED3DSIH_LOOP */ shader_hw_loop,
4752 /* WINED3DSIH_LRP */ shader_hw_lrp,
4753 /* WINED3DSIH_LT */ NULL,
4754 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4755 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4756 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4757 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4758 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4759 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4760 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4761 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4762 /* WINED3DSIH_MOV */ shader_hw_mov,
4763 /* WINED3DSIH_MOVA */ shader_hw_mov,
4764 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4765 /* WINED3DSIH_NOP */ shader_hw_nop,
4766 /* WINED3DSIH_NRM */ shader_hw_nrm,
4767 /* WINED3DSIH_PHASE */ NULL,
4768 /* WINED3DSIH_POW */ shader_hw_log_pow,
4769 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4770 /* WINED3DSIH_REP */ shader_hw_rep,
4771 /* WINED3DSIH_RET */ shader_hw_ret,
4772 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4773 /* WINED3DSIH_SETP */ NULL,
4774 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4775 /* WINED3DSIH_SGN */ shader_hw_sgn,
4776 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4777 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4778 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4779 /* WINED3DSIH_TEX */ pshader_hw_tex,
4780 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4781 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4782 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4783 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4784 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4785 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4786 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4787 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4788 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4789 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4790 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4791 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4792 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4793 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4794 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4795 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4796 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4797 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4798 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4799 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4800 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4803 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4805 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4806 WORD bools = 0;
4807 WORD flag = (1 << idx);
4808 const local_constant *constant;
4809 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4811 if(This->baseShader.reg_maps.local_bool_consts & flag)
4813 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4814 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4816 if (constant->idx == idx)
4818 return constant->value[0];
4821 ERR("Local constant not found\n");
4822 return FALSE;
4824 else
4826 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
4827 else bools = priv->cur_ps_args->bools;
4828 return bools & flag;
4832 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4833 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
4835 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4837 /* Integer constants can either be a local constant, or they can be stored in the shader
4838 * type specific compile args. */
4839 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4841 const local_constant *constant;
4843 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4845 if (constant->idx == idx)
4847 loop_control->count = constant->value[0];
4848 loop_control->start = constant->value[1];
4849 /* Step is signed. */
4850 loop_control->step = (int)constant->value[2];
4851 return;
4854 /* If this happens the flag was set incorrectly */
4855 ERR("Local constant not found\n");
4856 loop_control->count = 0;
4857 loop_control->start = 0;
4858 loop_control->step = 0;
4859 return;
4862 switch (This->baseShader.reg_maps.shader_version.type)
4864 case WINED3D_SHADER_TYPE_VERTEX:
4865 /* Count and aL start value are unsigned */
4866 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4867 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4868 /* Step is signed. */
4869 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4870 break;
4872 case WINED3D_SHADER_TYPE_PIXEL:
4873 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4874 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4875 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4876 break;
4878 default:
4879 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4880 break;
4884 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4886 unsigned int i;
4887 struct wined3d_shader_dst_param *dst_param = NULL;
4888 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4889 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4890 if(!rec)
4892 ERR("Out of memory\n");
4893 return;
4896 rec->ins = *ins;
4897 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4898 if(!dst_param) goto free;
4899 *dst_param = *ins->dst;
4900 if(ins->dst->reg.rel_addr)
4902 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4903 if(!rel_addr) goto free;
4904 *rel_addr = *ins->dst->reg.rel_addr;
4905 dst_param->reg.rel_addr = rel_addr;
4907 rec->ins.dst = dst_param;
4909 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4910 if(!src_param) goto free;
4911 for(i = 0; i < ins->src_count; i++)
4913 src_param[i] = ins->src[i];
4914 if(ins->src[i].reg.rel_addr)
4916 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4917 if(!rel_addr) goto free;
4918 *rel_addr = *ins->src[i].reg.rel_addr;
4919 src_param[i].reg.rel_addr = rel_addr;
4922 rec->ins.src = src_param;
4923 list_add_tail(list, &rec->entry);
4924 return;
4926 free:
4927 ERR("Out of memory\n");
4928 if(dst_param)
4930 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4931 HeapFree(GetProcessHeap(), 0, dst_param);
4933 if(src_param)
4935 for(i = 0; i < ins->src_count; i++)
4937 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4939 HeapFree(GetProcessHeap(), 0, src_param);
4941 HeapFree(GetProcessHeap(), 0, rec);
4944 static void free_recorded_instruction(struct list *list)
4946 struct recorded_instruction *rec_ins, *entry2;
4947 unsigned int i;
4949 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4951 list_remove(&rec_ins->entry);
4952 if(rec_ins->ins.dst)
4954 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4955 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4957 if(rec_ins->ins.src)
4959 for(i = 0; i < rec_ins->ins.src_count; i++)
4961 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4963 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4965 HeapFree(GetProcessHeap(), 0, rec_ins);
4969 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4970 SHADER_HANDLER hw_fct;
4971 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4972 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4973 struct control_frame *control_frame;
4974 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4975 BOOL bool_const;
4977 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4979 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4980 list_add_head(&priv->control_frames, &control_frame->entry);
4982 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4983 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4985 if(priv->target_version >= NV2)
4987 control_frame->no.loop = priv->num_loops++;
4988 priv->loop_depth++;
4990 else
4992 /* Don't bother recording when we're in a not used if branch */
4993 if(priv->muted)
4995 return;
4998 if(!priv->recording)
5000 list_init(&priv->record);
5001 priv->recording = TRUE;
5002 control_frame->outer_loop = TRUE;
5003 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5004 return; /* Instruction is handled */
5006 /* Record this loop in the outer loop's recording */
5009 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5011 if(priv->target_version >= NV2)
5013 /* Nothing to do. The control frame is popped after the HW instr handler */
5015 else
5017 struct list *e = list_head(&priv->control_frames);
5018 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5019 list_remove(&control_frame->entry);
5021 if(control_frame->outer_loop)
5023 int iteration, aL = 0;
5024 struct list copy;
5026 /* Turn off recording before playback */
5027 priv->recording = FALSE;
5029 /* Move the recorded instructions to a separate list and get them out of the private data
5030 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5031 * be recorded again, thus priv->record might be overwritten
5033 list_init(&copy);
5034 list_move_tail(&copy, &priv->record);
5035 list_init(&priv->record);
5037 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5039 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5040 control_frame->loop_control.count, control_frame->loop_control.start,
5041 control_frame->loop_control.step);
5042 aL = control_frame->loop_control.start;
5044 else
5046 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5049 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5051 struct recorded_instruction *rec_ins;
5052 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5054 priv->aL = aL;
5055 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
5057 else
5059 shader_addline(buffer, "#Iteration %d\n", iteration);
5062 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5064 shader_arb_handle_instruction(&rec_ins->ins);
5067 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5069 aL += control_frame->loop_control.step;
5072 shader_addline(buffer, "#end loop/rep\n");
5074 free_recorded_instruction(&copy);
5075 HeapFree(GetProcessHeap(), 0, control_frame);
5076 return; /* Instruction is handled */
5078 else
5080 /* This is a nested loop. Proceed to the normal recording function */
5081 HeapFree(GetProcessHeap(), 0, control_frame);
5086 if(priv->recording)
5088 record_instruction(&priv->record, ins);
5089 return;
5092 /* boolean if */
5093 if(ins->handler_idx == WINED3DSIH_IF)
5095 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5096 list_add_head(&priv->control_frames, &control_frame->entry);
5097 control_frame->type = IF;
5099 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5100 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5101 if(!priv->muted && bool_const == FALSE)
5103 shader_addline(buffer, "#if(FALSE){\n");
5104 priv->muted = TRUE;
5105 control_frame->muting = TRUE;
5107 else shader_addline(buffer, "#if(TRUE) {\n");
5109 return; /* Instruction is handled */
5111 else if(ins->handler_idx == WINED3DSIH_IFC)
5113 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5114 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5115 control_frame->type = IFC;
5116 control_frame->no.ifc = priv->num_ifcs++;
5117 list_add_head(&priv->control_frames, &control_frame->entry);
5119 else if(ins->handler_idx == WINED3DSIH_ELSE)
5121 struct list *e = list_head(&priv->control_frames);
5122 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5124 if(control_frame->type == IF)
5126 shader_addline(buffer, "#} else {\n");
5127 if(!priv->muted && !control_frame->muting)
5129 priv->muted = TRUE;
5130 control_frame->muting = TRUE;
5132 else if(control_frame->muting) priv->muted = FALSE;
5133 return; /* Instruction is handled. */
5135 /* In case of an ifc, generate a HW shader instruction */
5137 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5139 struct list *e = list_head(&priv->control_frames);
5140 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5142 if(control_frame->type == IF)
5144 shader_addline(buffer, "#} endif\n");
5145 if(control_frame->muting) priv->muted = FALSE;
5146 list_remove(&control_frame->entry);
5147 HeapFree(GetProcessHeap(), 0, control_frame);
5148 return; /* Instruction is handled */
5152 if(priv->muted) return;
5154 /* Select handler */
5155 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5157 /* Unhandled opcode */
5158 if (!hw_fct)
5160 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5161 return;
5163 hw_fct(ins);
5165 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5167 struct list *e = list_head(&priv->control_frames);
5168 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5169 list_remove(&control_frame->entry);
5170 HeapFree(GetProcessHeap(), 0, control_frame);
5171 priv->loop_depth--;
5173 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5175 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5176 struct list *e = list_head(&priv->control_frames);
5177 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5178 list_remove(&control_frame->entry);
5179 HeapFree(GetProcessHeap(), 0, control_frame);
5183 shader_arb_add_instruction_modifiers(ins);
5186 const shader_backend_t arb_program_shader_backend = {
5187 shader_arb_handle_instruction,
5188 shader_arb_select,
5189 shader_arb_select_depth_blt,
5190 shader_arb_deselect_depth_blt,
5191 shader_arb_update_float_vertex_constants,
5192 shader_arb_update_float_pixel_constants,
5193 shader_arb_load_constants,
5194 shader_arb_load_np2fixup_constants,
5195 shader_arb_destroy,
5196 shader_arb_alloc,
5197 shader_arb_free,
5198 shader_arb_dirty_const,
5199 shader_arb_get_caps,
5200 shader_arb_color_fixup_supported,
5203 /* ARB_fragment_program fixed function pipeline replacement definitions */
5204 #define ARB_FFP_CONST_TFACTOR 0
5205 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5206 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5207 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5208 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5210 struct arbfp_ffp_desc
5212 struct ffp_frag_desc parent;
5213 GLuint shader;
5214 unsigned int num_textures_used;
5217 /* Context activation is done by the caller. */
5218 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5219 ENTER_GL();
5220 if(enable) {
5221 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5222 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5223 } else {
5224 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5225 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5227 LEAVE_GL();
5230 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5231 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5232 struct shader_arb_priv *priv;
5233 /* Share private data between the shader backend and the pipeline replacement, if both
5234 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5235 * if no pixel shader is bound or not
5237 if(This->shader_backend == &arb_program_shader_backend) {
5238 This->fragment_priv = This->shader_priv;
5239 } else {
5240 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5241 if(!This->fragment_priv) return E_OUTOFMEMORY;
5243 priv = This->fragment_priv;
5244 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5246 ERR("Failed to initialize rbtree.\n");
5247 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5248 return E_OUTOFMEMORY;
5250 priv->use_arbfp_fixed_func = TRUE;
5251 return WINED3D_OK;
5254 /* Context activation is done by the caller. */
5255 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5257 const struct wined3d_gl_info *gl_info = context;
5258 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5260 ENTER_GL();
5261 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5262 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5263 HeapFree(GetProcessHeap(), 0, entry_arb);
5264 LEAVE_GL();
5267 /* Context activation is done by the caller. */
5268 static void arbfp_free(IWineD3DDevice *iface) {
5269 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5270 struct shader_arb_priv *priv = This->fragment_priv;
5272 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5273 priv->use_arbfp_fixed_func = FALSE;
5275 if(This->shader_backend != &arb_program_shader_backend) {
5276 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5280 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5282 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5283 WINED3DTEXOPCAPS_SELECTARG1 |
5284 WINED3DTEXOPCAPS_SELECTARG2 |
5285 WINED3DTEXOPCAPS_MODULATE4X |
5286 WINED3DTEXOPCAPS_MODULATE2X |
5287 WINED3DTEXOPCAPS_MODULATE |
5288 WINED3DTEXOPCAPS_ADDSIGNED2X |
5289 WINED3DTEXOPCAPS_ADDSIGNED |
5290 WINED3DTEXOPCAPS_ADD |
5291 WINED3DTEXOPCAPS_SUBTRACT |
5292 WINED3DTEXOPCAPS_ADDSMOOTH |
5293 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5294 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5295 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5296 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5297 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5298 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5299 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5300 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5301 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5302 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5303 WINED3DTEXOPCAPS_MULTIPLYADD |
5304 WINED3DTEXOPCAPS_LERP |
5305 WINED3DTEXOPCAPS_BUMPENVMAP |
5306 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5308 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5310 caps->MaxTextureBlendStages = 8;
5311 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5313 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
5315 #undef GLINFO_LOCATION
5317 #define GLINFO_LOCATION stateblock->device->adapter->gl_info
5318 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5320 IWineD3DDeviceImpl *device = stateblock->device;
5321 float col[4];
5323 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5324 * application provided constants
5326 if(device->shader_backend == &arb_program_shader_backend) {
5327 if (use_ps(stateblock)) return;
5329 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5330 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5333 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5334 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5335 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5339 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5341 IWineD3DDeviceImpl *device = stateblock->device;
5342 float col[4];
5344 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5345 * application provided constants
5347 if(device->shader_backend == &arb_program_shader_backend) {
5348 if (use_ps(stateblock)) return;
5350 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5351 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5354 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5355 /* The specular color has no alpha */
5356 col[0] = 1.0f; col[1] = 1.0f;
5357 col[2] = 1.0f; col[3] = 0.0f;
5358 } else {
5359 col[0] = 0.0f; col[1] = 0.0f;
5360 col[2] = 0.0f; col[3] = 0.0f;
5362 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5363 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5366 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5368 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5369 IWineD3DDeviceImpl *device = stateblock->device;
5370 float mat[2][2];
5372 if (use_ps(stateblock))
5374 if (stage != 0
5375 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5377 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5378 * anyway
5380 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5381 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5384 if(device->shader_backend == &arb_program_shader_backend) {
5385 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5386 return;
5388 } else if(device->shader_backend == &arb_program_shader_backend) {
5389 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5390 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5393 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5394 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5395 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5396 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5398 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5399 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5402 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5404 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5405 IWineD3DDeviceImpl *device = stateblock->device;
5406 float param[4];
5408 if (use_ps(stateblock))
5410 if (stage != 0
5411 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
5413 /* The pixel shader has to know the luminance offset. Do a constants update if it
5414 * isn't scheduled anyway
5416 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5417 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5420 if(device->shader_backend == &arb_program_shader_backend) {
5421 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5422 return;
5424 } else if(device->shader_backend == &arb_program_shader_backend) {
5425 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5426 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5429 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5430 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5431 param[2] = 0.0f;
5432 param[3] = 0.0f;
5434 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5435 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5438 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5440 const char *ret;
5442 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5444 switch(arg & WINED3DTA_SELECTMASK) {
5445 case WINED3DTA_DIFFUSE:
5446 ret = "fragment.color.primary"; break;
5448 case WINED3DTA_CURRENT:
5449 if(stage == 0) ret = "fragment.color.primary";
5450 else ret = "ret";
5451 break;
5453 case WINED3DTA_TEXTURE:
5454 switch(stage) {
5455 case 0: ret = "tex0"; break;
5456 case 1: ret = "tex1"; break;
5457 case 2: ret = "tex2"; break;
5458 case 3: ret = "tex3"; break;
5459 case 4: ret = "tex4"; break;
5460 case 5: ret = "tex5"; break;
5461 case 6: ret = "tex6"; break;
5462 case 7: ret = "tex7"; break;
5463 default: ret = "unknown texture";
5465 break;
5467 case WINED3DTA_TFACTOR:
5468 ret = "tfactor"; break;
5470 case WINED3DTA_SPECULAR:
5471 ret = "fragment.color.secondary"; break;
5473 case WINED3DTA_TEMP:
5474 ret = "tempreg"; break;
5476 case WINED3DTA_CONSTANT:
5477 FIXME("Implement perstage constants\n");
5478 switch(stage) {
5479 case 0: ret = "const0"; break;
5480 case 1: ret = "const1"; break;
5481 case 2: ret = "const2"; break;
5482 case 3: ret = "const3"; break;
5483 case 4: ret = "const4"; break;
5484 case 5: ret = "const5"; break;
5485 case 6: ret = "const6"; break;
5486 case 7: ret = "const7"; break;
5487 default: ret = "unknown constant";
5489 break;
5491 default:
5492 return "unknown";
5495 if(arg & WINED3DTA_COMPLEMENT) {
5496 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5497 if(argnum == 0) ret = "arg0";
5498 if(argnum == 1) ret = "arg1";
5499 if(argnum == 2) ret = "arg2";
5501 if(arg & WINED3DTA_ALPHAREPLICATE) {
5502 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5503 if(argnum == 0) ret = "arg0";
5504 if(argnum == 1) ret = "arg1";
5505 if(argnum == 2) ret = "arg2";
5507 return ret;
5510 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5511 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5513 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5514 unsigned int mul = 1;
5515 BOOL mul_final_dest = FALSE;
5517 if(color && alpha) dstmask = "";
5518 else if(color) dstmask = ".xyz";
5519 else dstmask = ".w";
5521 if(dst == tempreg) dstreg = "tempreg";
5522 else dstreg = "ret";
5524 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5525 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5526 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5528 switch(op) {
5529 case WINED3DTOP_DISABLE:
5530 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5531 break;
5533 case WINED3DTOP_SELECTARG2:
5534 arg1 = arg2;
5535 case WINED3DTOP_SELECTARG1:
5536 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5537 break;
5539 case WINED3DTOP_MODULATE4X:
5540 mul = 2;
5541 case WINED3DTOP_MODULATE2X:
5542 mul *= 2;
5543 if(strcmp(dstreg, "result.color") == 0) {
5544 dstreg = "ret";
5545 mul_final_dest = TRUE;
5547 case WINED3DTOP_MODULATE:
5548 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5549 break;
5551 case WINED3DTOP_ADDSIGNED2X:
5552 mul = 2;
5553 if(strcmp(dstreg, "result.color") == 0) {
5554 dstreg = "ret";
5555 mul_final_dest = TRUE;
5557 case WINED3DTOP_ADDSIGNED:
5558 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5559 arg2 = "arg2";
5560 case WINED3DTOP_ADD:
5561 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5562 break;
5564 case WINED3DTOP_SUBTRACT:
5565 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5566 break;
5568 case WINED3DTOP_ADDSMOOTH:
5569 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5570 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5571 break;
5573 case WINED3DTOP_BLENDCURRENTALPHA:
5574 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5575 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5576 break;
5577 case WINED3DTOP_BLENDFACTORALPHA:
5578 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5579 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5580 break;
5581 case WINED3DTOP_BLENDTEXTUREALPHA:
5582 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5583 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5584 break;
5585 case WINED3DTOP_BLENDDIFFUSEALPHA:
5586 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5587 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5588 break;
5590 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5591 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5592 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5593 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5594 break;
5596 /* D3DTOP_PREMODULATE ???? */
5598 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5599 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5600 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5601 break;
5602 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5603 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5604 break;
5605 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5606 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5607 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5608 break;
5609 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5610 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5611 break;
5613 case WINED3DTOP_DOTPRODUCT3:
5614 mul = 4;
5615 if(strcmp(dstreg, "result.color") == 0) {
5616 dstreg = "ret";
5617 mul_final_dest = TRUE;
5619 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5620 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5621 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5622 break;
5624 case WINED3DTOP_MULTIPLYADD:
5625 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5626 break;
5628 case WINED3DTOP_LERP:
5629 /* The msdn is not quite right here */
5630 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5631 break;
5633 case WINED3DTOP_BUMPENVMAP:
5634 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5635 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5636 break;
5638 default:
5639 FIXME("Unhandled texture op %08x\n", op);
5642 if(mul == 2) {
5643 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5644 } else if(mul == 4) {
5645 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5649 /* The stateblock is passed for GLINFO_LOCATION */
5650 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5652 unsigned int stage;
5653 struct wined3d_shader_buffer buffer;
5654 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5655 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5656 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5657 const char *textype;
5658 const char *instr, *sat;
5659 char colorcor_dst[8];
5660 GLuint ret;
5661 DWORD arg0, arg1, arg2;
5662 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5663 BOOL op_equal;
5664 const char *final_combiner_src = "ret";
5665 GLint pos;
5667 /* Find out which textures are read */
5668 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5669 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5670 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5671 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5672 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5673 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5674 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5675 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5677 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5678 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5679 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5680 bump_used[stage] = TRUE;
5681 tex_read[stage] = TRUE;
5683 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5684 bump_used[stage] = TRUE;
5685 tex_read[stage] = TRUE;
5686 luminance_used[stage] = TRUE;
5687 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5688 tfactor_used = TRUE;
5691 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5692 tfactor_used = TRUE;
5695 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5696 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5697 tempreg_used = TRUE;
5700 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5701 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5702 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5703 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5704 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5705 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5706 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5708 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5709 tempreg_used = TRUE;
5711 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5712 tfactor_used = TRUE;
5716 /* Shader header */
5717 if (!shader_buffer_init(&buffer))
5719 ERR("Failed to initialize shader buffer.\n");
5720 return 0;
5723 shader_addline(&buffer, "!!ARBfp1.0\n");
5725 switch(settings->fog) {
5726 case FOG_OFF: break;
5727 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5728 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5729 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5730 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5733 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5734 shader_addline(&buffer, "TEMP TMP;\n");
5735 shader_addline(&buffer, "TEMP ret;\n");
5736 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5737 shader_addline(&buffer, "TEMP arg0;\n");
5738 shader_addline(&buffer, "TEMP arg1;\n");
5739 shader_addline(&buffer, "TEMP arg2;\n");
5740 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5741 if(!tex_read[stage]) continue;
5742 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5743 if(!bump_used[stage]) continue;
5744 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5745 if(!luminance_used[stage]) continue;
5746 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5748 if(tfactor_used) {
5749 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5751 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5753 if(settings->sRGB_write) {
5754 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5755 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5756 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5757 srgb_sub_high, 0.0, 0.0, 0.0);
5760 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5762 /* Generate texture sampling instructions) */
5763 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5764 if(!tex_read[stage]) continue;
5766 switch(settings->op[stage].tex_type) {
5767 case tex_1d: textype = "1D"; break;
5768 case tex_2d: textype = "2D"; break;
5769 case tex_3d: textype = "3D"; break;
5770 case tex_cube: textype = "CUBE"; break;
5771 case tex_rect: textype = "RECT"; break;
5772 default: textype = "unexpected_textype"; break;
5775 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5776 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5777 sat = "";
5778 } else {
5779 sat = "_SAT";
5782 if(settings->op[stage].projected == proj_none) {
5783 instr = "TEX";
5784 } else if(settings->op[stage].projected == proj_count4 ||
5785 settings->op[stage].projected == proj_count3) {
5786 instr = "TXP";
5787 } else {
5788 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5789 instr = "TXP";
5792 if(stage > 0 &&
5793 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5794 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5795 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5796 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5797 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5798 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5800 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5801 * so multiply the displacement with the dividing parameter before passing it to TXP
5803 if (settings->op[stage].projected != proj_none) {
5804 if(settings->op[stage].projected == proj_count4) {
5805 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5806 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5807 } else {
5808 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5809 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5811 } else {
5812 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5815 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5816 instr, sat, stage, stage, textype);
5817 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5818 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5819 stage - 1, stage - 1, stage - 1);
5820 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5822 } else if(settings->op[stage].projected == proj_count3) {
5823 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5824 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5825 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5826 instr, sat, stage, stage, textype);
5827 } else {
5828 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5829 instr, sat, stage, stage, stage, textype);
5832 sprintf(colorcor_dst, "tex%u", stage);
5833 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5834 settings->op[stage].color_fixup);
5837 /* Generate the main shader */
5838 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5839 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5840 if(stage == 0) {
5841 final_combiner_src = "fragment.color.primary";
5843 break;
5846 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5847 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5848 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5849 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5850 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5851 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5852 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5853 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5854 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5855 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5856 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5857 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5858 } else {
5859 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5860 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5861 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5862 settings->op[stage].carg2 == settings->op[stage].aarg2;
5865 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5866 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5867 settings->op[stage].cop, settings->op[stage].carg0,
5868 settings->op[stage].carg1, settings->op[stage].carg2);
5869 if(stage == 0) {
5870 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5872 } else if(op_equal) {
5873 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5874 settings->op[stage].cop, settings->op[stage].carg0,
5875 settings->op[stage].carg1, settings->op[stage].carg2);
5876 } else {
5877 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5878 settings->op[stage].cop, settings->op[stage].carg0,
5879 settings->op[stage].carg1, settings->op[stage].carg2);
5880 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5881 settings->op[stage].aop, settings->op[stage].aarg0,
5882 settings->op[stage].aarg1, settings->op[stage].aarg2);
5886 if(settings->sRGB_write) {
5887 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5888 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5889 shader_addline(&buffer, "MOV result.color, ret;\n");
5890 } else {
5891 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5894 /* Footer */
5895 shader_addline(&buffer, "END\n");
5897 /* Generate the shader */
5898 GL_EXTCALL(glGenProgramsARB(1, &ret));
5899 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5900 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
5901 strlen(buffer.buffer), buffer.buffer));
5902 checkGLcall("glProgramStringARB()");
5904 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5905 if (pos != -1)
5907 FIXME("Fragment program error at position %d: %s\n\n", pos,
5908 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5909 shader_arb_dump_program_source(buffer.buffer);
5911 else
5913 GLint native;
5915 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
5916 checkGLcall("glGetProgramivARB()");
5917 if (!native) WARN("Program exceeds native resource limits.\n");
5920 shader_buffer_free(&buffer);
5921 return ret;
5924 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5926 IWineD3DDeviceImpl *device = stateblock->device;
5927 struct shader_arb_priv *priv = device->fragment_priv;
5928 BOOL use_pshader = use_ps(stateblock);
5929 BOOL use_vshader = use_vs(stateblock);
5930 struct ffp_frag_settings settings;
5931 const struct arbfp_ffp_desc *desc;
5932 unsigned int i;
5934 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5936 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5937 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5938 /* Reload fixed function constants since they collide with the pixel shader constants */
5939 for(i = 0; i < MAX_TEXTURES; i++) {
5940 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5942 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5943 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5944 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5945 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5947 return;
5950 if(!use_pshader) {
5951 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5952 gen_ffp_frag_op(stateblock, &settings, FALSE);
5953 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5954 if(!desc) {
5955 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5956 if (!new_desc)
5958 ERR("Out of memory\n");
5959 return;
5961 new_desc->num_textures_used = 0;
5962 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
5964 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5965 new_desc->num_textures_used = i;
5968 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5969 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5970 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5971 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5972 desc = new_desc;
5975 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5976 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5977 * deactivate it.
5979 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5980 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5981 priv->current_fprogram_id = desc->shader;
5983 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5984 /* Reload fixed function constants since they collide with the pixel shader constants */
5985 for(i = 0; i < MAX_TEXTURES; i++) {
5986 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5988 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5989 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5991 context->last_was_pshader = FALSE;
5992 } else {
5993 context->last_was_pshader = TRUE;
5996 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5997 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5998 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5999 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6000 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6002 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6003 * shader handler
6005 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6006 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6008 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6009 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6011 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6014 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6015 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6016 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6017 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6018 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6020 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6022 enum fogsource new_source;
6024 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
6026 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6027 fragment_prog_arbfp(state, stateblock, context);
6030 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
6032 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
6033 if(use_vs(stateblock)) {
6034 new_source = FOGSOURCE_VS;
6035 } else {
6036 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
6037 new_source = FOGSOURCE_COORD;
6038 } else {
6039 new_source = FOGSOURCE_FFP;
6042 } else {
6043 new_source = FOGSOURCE_FFP;
6045 if(new_source != context->fog_source) {
6046 context->fog_source = new_source;
6047 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6051 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6053 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6054 fragment_prog_arbfp(state, stateblock, context);
6058 #undef GLINFO_LOCATION
6060 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6061 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6062 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6063 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6064 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6065 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6066 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6067 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6068 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6069 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6070 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6071 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6072 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6073 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6074 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6075 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6076 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6077 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6078 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6079 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6080 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6081 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6082 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6083 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6084 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6085 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6086 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6087 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6088 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6089 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6090 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6091 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6092 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6093 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6094 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6095 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6096 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6097 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6098 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6099 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6100 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6101 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6102 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6103 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6104 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6105 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6106 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6107 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6108 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6109 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6110 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6111 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6112 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6113 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6114 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6115 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6116 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6117 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6118 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6119 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6120 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6121 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6122 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6123 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6124 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6125 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6126 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6127 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6128 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6129 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6130 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6131 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6132 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6133 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6134 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6135 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6136 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6137 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6138 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6139 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6140 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6141 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6142 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6143 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6144 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6145 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6146 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6147 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6148 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6149 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6150 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6151 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6152 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6153 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6154 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6155 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6156 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6157 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6158 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6159 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6160 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6161 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6162 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6163 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6164 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6165 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6166 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6167 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6168 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6169 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6170 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6171 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6172 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6173 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6174 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6175 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6176 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6177 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6178 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6179 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6180 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6181 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6182 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6183 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6184 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6185 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6186 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6187 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6188 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6189 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6190 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6191 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6192 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6193 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6194 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6195 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6196 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6197 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6198 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6199 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6200 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6201 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6202 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6203 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6204 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6205 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6206 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6207 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6208 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6211 const struct fragment_pipeline arbfp_fragment_pipeline = {
6212 arbfp_enable,
6213 arbfp_get_caps,
6214 arbfp_alloc,
6215 arbfp_free,
6216 shader_arb_color_fixup_supported,
6217 arbfp_fragmentstate_template,
6218 TRUE /* We can disable projected textures */
6221 #define GLINFO_LOCATION device->adapter->gl_info
6223 struct arbfp_blit_priv {
6224 GLenum yuy2_rect_shader, yuy2_2d_shader;
6225 GLenum uyvy_rect_shader, uyvy_2d_shader;
6226 GLenum yv12_rect_shader, yv12_2d_shader;
6227 GLenum p8_rect_shader, p8_2d_shader;
6228 GLuint palette_texture;
6231 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6232 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6233 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6234 if(!device->blit_priv) {
6235 ERR("Out of memory\n");
6236 return E_OUTOFMEMORY;
6238 return WINED3D_OK;
6241 /* Context activation is done by the caller. */
6242 static void arbfp_blit_free(IWineD3DDevice *iface) {
6243 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6244 struct arbfp_blit_priv *priv = device->blit_priv;
6246 ENTER_GL();
6247 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6248 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6249 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6250 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6251 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6252 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6253 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6254 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6255 checkGLcall("Delete yuv and p8 programs");
6257 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6258 LEAVE_GL();
6260 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6261 device->blit_priv = NULL;
6264 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6265 GLenum textype, char *luminance)
6267 char chroma;
6268 const char *tex, *texinstr;
6270 if (fixup == COMPLEX_FIXUP_UYVY) {
6271 chroma = 'x';
6272 *luminance = 'w';
6273 } else {
6274 chroma = 'w';
6275 *luminance = 'x';
6277 switch(textype) {
6278 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6279 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6280 default:
6281 /* This is more tricky than just replacing the texture type - we have to navigate
6282 * properly in the texture to find the correct chroma values
6284 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6285 return FALSE;
6288 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6289 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6290 * filtering when we sample the texture.
6292 * These are the rules for reading the chroma:
6294 * Even pixel: Cr
6295 * Even pixel: U
6296 * Odd pixel: V
6298 * So we have to get the sampling x position in non-normalized coordinates in integers
6300 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6301 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6302 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6303 } else {
6304 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6306 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6307 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6308 * 0.5, so add 0.5.
6310 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6311 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6313 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6314 * even and odd pixels respectively
6316 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6317 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6319 /* Sample Pixel 1 */
6320 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6322 /* Put the value into either of the chroma values */
6323 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6324 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6325 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6326 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6328 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6329 * the pixel right to the current one. Otherwise, sample the left pixel.
6330 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6332 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6333 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6334 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6336 /* Put the value into the other chroma */
6337 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6338 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6339 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6340 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6342 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6343 * the current one and lerp the two U and V values
6346 /* This gives the correctly filtered luminance value */
6347 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6349 return TRUE;
6352 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6354 const char *tex;
6356 switch(textype) {
6357 case GL_TEXTURE_2D: tex = "2D"; break;
6358 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6359 default:
6360 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6361 return FALSE;
6364 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6365 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6366 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6367 * pitch of the luminance plane, the packing into the gl texture is a bit
6368 * unfortunate. If the whole texture is interpreted as luminance data it looks
6369 * approximately like this:
6371 * +----------------------------------+----
6372 * | |
6373 * | |
6374 * | |
6375 * | |
6376 * | | 2
6377 * | LUMINANCE | -
6378 * | | 3
6379 * | |
6380 * | |
6381 * | |
6382 * | |
6383 * +----------------+-----------------+----
6384 * | | |
6385 * | U even rows | U odd rows |
6386 * | | | 1
6387 * +----------------+------------------ -
6388 * | | | 3
6389 * | V even rows | V odd rows |
6390 * | | |
6391 * +----------------+-----------------+----
6392 * | | |
6393 * | 0.5 | 0.5 |
6395 * So it appears as if there are 4 chroma images, but in fact the odd rows
6396 * in the chroma images are in the same row as the even ones. So its is
6397 * kinda tricky to read
6399 * When reading from rectangle textures, keep in mind that the input y coordinates
6400 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6402 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6403 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6405 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6406 /* the chroma planes have only half the width */
6407 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6409 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6410 * the coordinate. Also read the right side of the image when reading odd lines
6412 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6413 * bleeding
6415 if(textype == GL_TEXTURE_2D) {
6417 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6419 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6421 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6422 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6424 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6425 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6426 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6427 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6428 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6430 /* clamp, keep the half pixel origin in mind */
6431 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6432 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6433 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6434 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6435 } else {
6436 /* Read from [size - size+size/4] */
6437 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6438 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6440 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6441 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6442 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6443 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6444 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6445 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6447 /* Make sure to read exactly from the pixel center */
6448 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6449 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6451 /* Clamp */
6452 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6453 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6454 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6455 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6456 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6458 /* Read the texture, put the result into the output register */
6459 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6460 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6462 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6463 * No need to clamp because we're just reusing the already clamped value from above
6465 if(textype == GL_TEXTURE_2D) {
6466 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6467 } else {
6468 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6470 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6471 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6473 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6474 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6475 * values due to filtering
6477 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6478 if(textype == GL_TEXTURE_2D) {
6479 /* Multiply the y coordinate by 2/3 and clamp it */
6480 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6481 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6482 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6483 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6484 } else {
6485 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6486 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6487 * is bigger
6489 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6490 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6491 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6493 *luminance = 'a';
6495 return TRUE;
6498 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6500 GLenum shader;
6501 struct wined3d_shader_buffer buffer;
6502 struct arbfp_blit_priv *priv = device->blit_priv;
6503 GLint pos;
6505 /* Shader header */
6506 if (!shader_buffer_init(&buffer))
6508 ERR("Failed to initialize shader buffer.\n");
6509 return 0;
6512 ENTER_GL();
6513 GL_EXTCALL(glGenProgramsARB(1, &shader));
6514 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6515 LEAVE_GL();
6516 if(!shader) {
6517 shader_buffer_free(&buffer);
6518 return 0;
6521 shader_addline(&buffer, "!!ARBfp1.0\n");
6522 shader_addline(&buffer, "TEMP index;\n");
6524 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6525 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6527 /* The alpha-component contains the palette index */
6528 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6529 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6530 else
6531 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6533 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6534 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6536 /* Use the alpha-component as an index in the palette to get the final color */
6537 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6538 shader_addline(&buffer, "END\n");
6540 ENTER_GL();
6541 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6542 strlen(buffer.buffer), buffer.buffer));
6543 checkGLcall("glProgramStringARB()");
6545 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6546 if (pos != -1)
6548 FIXME("Fragment program error at position %d: %s\n\n", pos,
6549 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6550 shader_arb_dump_program_source(buffer.buffer);
6553 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6554 priv->p8_rect_shader = shader;
6555 else
6556 priv->p8_2d_shader = shader;
6558 shader_buffer_free(&buffer);
6559 LEAVE_GL();
6561 return shader;
6564 /* Context activation is done by the caller. */
6565 static void upload_palette(IWineD3DSurfaceImpl *surface)
6567 BYTE table[256][4];
6568 IWineD3DDeviceImpl *device = surface->resource.device;
6569 struct arbfp_blit_priv *priv = device->blit_priv;
6570 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6572 d3dfmt_p8_init_palette(surface, table, colorkey);
6574 ENTER_GL();
6575 if (!priv->palette_texture)
6576 glGenTextures(1, &priv->palette_texture);
6578 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6579 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6581 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6583 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6584 /* Make sure we have discrete color levels. */
6585 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6586 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6587 /* Upload the palette */
6588 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6589 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6591 /* Switch back to unit 0 in which the 2D texture will be stored. */
6592 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6593 LEAVE_GL();
6596 /* Context activation is done by the caller. */
6597 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6599 GLenum shader;
6600 struct wined3d_shader_buffer buffer;
6601 char luminance_component;
6602 struct arbfp_blit_priv *priv = device->blit_priv;
6603 GLint pos;
6605 /* Shader header */
6606 if (!shader_buffer_init(&buffer))
6608 ERR("Failed to initialize shader buffer.\n");
6609 return 0;
6612 ENTER_GL();
6613 GL_EXTCALL(glGenProgramsARB(1, &shader));
6614 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6615 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6616 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6617 LEAVE_GL();
6618 if(!shader) {
6619 shader_buffer_free(&buffer);
6620 return 0;
6623 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6624 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6625 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6626 * each single pixel it contains, and one U and one V value shared between both
6627 * pixels.
6629 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6630 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6631 * take the format into account when generating the read swizzles
6633 * Reading the Y value is straightforward - just sample the texture. The hardware
6634 * takes care of filtering in the horizontal and vertical direction.
6636 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6637 * because that would mix the U and V values of one pixel or two adjacent pixels.
6638 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6639 * regardless of the filtering setting. Vertical filtering works automatically
6640 * though - the U and V values of two rows are mixed nicely.
6642 * Appart of avoiding filtering issues, the code has to know which value it just
6643 * read, and where it can find the other one. To determine this, it checks if
6644 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6646 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6647 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6649 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6650 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6651 * in an unfiltered situation. Finding the luminance on the other hand requires
6652 * finding out if it is an odd or even pixel. The real drawback of this approach
6653 * is filtering. This would have to be emulated completely in the shader, reading
6654 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6655 * vertically. Beyond that it would require adjustments to the texture handling
6656 * code to deal with the width scaling
6658 shader_addline(&buffer, "!!ARBfp1.0\n");
6659 shader_addline(&buffer, "TEMP luminance;\n");
6660 shader_addline(&buffer, "TEMP temp;\n");
6661 shader_addline(&buffer, "TEMP chroma;\n");
6662 shader_addline(&buffer, "TEMP texcrd;\n");
6663 shader_addline(&buffer, "TEMP texcrd2;\n");
6664 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6665 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6666 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6668 switch (yuv_fixup)
6670 case COMPLEX_FIXUP_UYVY:
6671 case COMPLEX_FIXUP_YUY2:
6672 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6674 shader_buffer_free(&buffer);
6675 return 0;
6677 break;
6679 case COMPLEX_FIXUP_YV12:
6680 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6682 shader_buffer_free(&buffer);
6683 return 0;
6685 break;
6687 default:
6688 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6689 shader_buffer_free(&buffer);
6690 return 0;
6693 /* Calculate the final result. Formula is taken from
6694 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6695 * ranges from -0.5 to 0.5
6697 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6699 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6700 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6701 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6702 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6703 shader_addline(&buffer, "END\n");
6705 ENTER_GL();
6706 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6707 strlen(buffer.buffer), buffer.buffer));
6708 checkGLcall("glProgramStringARB()");
6710 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6711 if (pos != -1)
6713 FIXME("Fragment program error at position %d: %s\n\n", pos,
6714 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6715 shader_arb_dump_program_source(buffer.buffer);
6717 else
6719 GLint native;
6721 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6722 checkGLcall("glGetProgramivARB()");
6723 if (!native) WARN("Program exceeds native resource limits.\n");
6726 shader_buffer_free(&buffer);
6727 LEAVE_GL();
6729 switch (yuv_fixup)
6731 case COMPLEX_FIXUP_YUY2:
6732 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6733 else priv->yuy2_2d_shader = shader;
6734 break;
6736 case COMPLEX_FIXUP_UYVY:
6737 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6738 else priv->uyvy_2d_shader = shader;
6739 break;
6741 case COMPLEX_FIXUP_YV12:
6742 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6743 else priv->yv12_2d_shader = shader;
6744 break;
6745 default:
6746 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6749 return shader;
6752 /* Context activation is done by the caller. */
6753 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
6755 GLenum shader;
6756 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6757 float size[4] = {surface->pow2Width, surface->pow2Height, 1, 1};
6758 struct arbfp_blit_priv *priv = device->blit_priv;
6759 enum complex_fixup fixup;
6760 GLenum textype = surface->texture_target;
6762 if (!is_complex_fixup(surface->resource.format_desc->color_fixup))
6764 TRACE("Fixup:\n");
6765 dump_color_fixup_desc(surface->resource.format_desc->color_fixup);
6766 /* Don't bother setting up a shader for unconverted formats */
6767 ENTER_GL();
6768 glEnable(textype);
6769 checkGLcall("glEnable(textype)");
6770 LEAVE_GL();
6771 return WINED3D_OK;
6774 fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
6776 switch(fixup)
6778 case COMPLEX_FIXUP_YUY2:
6779 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6780 break;
6782 case COMPLEX_FIXUP_UYVY:
6783 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6784 break;
6786 case COMPLEX_FIXUP_YV12:
6787 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6788 break;
6790 case COMPLEX_FIXUP_P8:
6791 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
6792 if (!shader) shader = gen_p8_shader(device, textype);
6794 upload_palette(surface);
6795 break;
6797 default:
6798 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
6799 ENTER_GL();
6800 glEnable(textype);
6801 checkGLcall("glEnable(textype)");
6802 LEAVE_GL();
6803 return E_NOTIMPL;
6806 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
6808 ENTER_GL();
6809 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6810 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6811 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6812 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6813 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6814 checkGLcall("glProgramLocalParameter4fvARB");
6815 LEAVE_GL();
6817 return WINED3D_OK;
6820 /* Context activation is done by the caller. */
6821 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6822 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6823 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6825 ENTER_GL();
6826 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6827 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6828 glDisable(GL_TEXTURE_2D);
6829 checkGLcall("glDisable(GL_TEXTURE_2D)");
6830 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6832 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6833 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6835 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6837 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6838 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6840 LEAVE_GL();
6843 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
6844 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
6845 const struct wined3d_format_desc *src_format_desc,
6846 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
6847 const struct wined3d_format_desc *dst_format_desc)
6849 enum complex_fixup src_fixup;
6851 if (blit_op != BLIT_OP_BLIT)
6853 TRACE("Unsupported blit_op=%d\n", blit_op);
6854 return FALSE;
6857 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
6858 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6860 TRACE("Checking support for fixup:\n");
6861 dump_color_fixup_desc(src_format_desc->color_fixup);
6864 if (!is_identity_fixup(dst_format_desc->color_fixup))
6866 TRACE("Destination fixups are not supported\n");
6867 return FALSE;
6870 if (is_identity_fixup(src_format_desc->color_fixup))
6872 TRACE("[OK]\n");
6873 return TRUE;
6876 /* We only support YUV conversions. */
6877 if (!is_complex_fixup(src_format_desc->color_fixup))
6879 TRACE("[FAILED]\n");
6880 return FALSE;
6883 switch(src_fixup)
6885 case COMPLEX_FIXUP_YUY2:
6886 case COMPLEX_FIXUP_UYVY:
6887 case COMPLEX_FIXUP_YV12:
6888 case COMPLEX_FIXUP_P8:
6889 TRACE("[OK]\n");
6890 return TRUE;
6892 default:
6893 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
6894 TRACE("[FAILED]\n");
6895 return FALSE;
6899 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
6900 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
6901 DWORD Filter)
6903 IWineD3DSwapChainImpl *dst_swapchain;
6904 struct wined3d_context *context;
6905 RECT dst_rect = *dst_rect_in;
6907 /* Now load the surface */
6908 surface_internal_preload((IWineD3DSurface *)src_surface, SRGB_RGB);
6910 /* Activate the destination context, set it up for blitting */
6911 context = context_acquire(device, (IWineD3DSurface *)dst_surface, CTXUSAGE_BLIT);
6913 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
6914 * while OpenGL coordinates are window relative.
6915 * Also beware of the origin difference(top left vs bottom left).
6916 * Also beware that the front buffer's surface size is screen width x screen height,
6917 * whereas the real gl drawable size is the size of the window. */
6918 dst_swapchain = (dst_surface->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)dst_surface->container : NULL;
6919 if (dst_swapchain && (IWineD3DSurface *)dst_surface == dst_swapchain->frontBuffer)
6921 RECT windowsize;
6922 POINT offset = {0,0};
6923 UINT h;
6924 ClientToScreen(context->win_handle, &offset);
6925 GetClientRect(context->win_handle, &windowsize);
6926 h = windowsize.bottom - windowsize.top;
6927 dst_rect.left -= offset.x; dst_rect.right -=offset.x;
6928 dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
6929 dst_rect.top += dst_surface->currentDesc.Height - h; dst_rect.bottom += dst_surface->currentDesc.Height - h;
6932 arbfp_blit_set((IWineD3DDevice *)device, src_surface);
6934 ENTER_GL();
6936 /* Draw a textured quad */
6937 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
6939 LEAVE_GL();
6941 /* Leave the opengl state valid for blitting */
6942 arbfp_blit_unset((IWineD3DDevice *)device);
6944 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
6945 && ((IWineD3DSurface *)dst_surface == dst_swapchain->frontBuffer
6946 || dst_swapchain->num_contexts > 1)))
6947 wglFlush(); /* Flush to ensure ordering across contexts. */
6949 context_release(context);
6951 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
6952 return WINED3D_OK;
6955 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
6957 FIXME("Color filling not implemented by arbfp_blit\n");
6958 return WINED3DERR_INVALIDCALL;
6961 const struct blit_shader arbfp_blit = {
6962 arbfp_blit_alloc,
6963 arbfp_blit_free,
6964 arbfp_blit_set,
6965 arbfp_blit_unset,
6966 arbfp_blit_supported,
6967 arbfp_blit_color_fill
6970 #undef GLINFO_LOCATION