wined3d: Read transform flags from the compile args in pshader_hw_texm3x3tex().
[wine/multimedia.git] / dlls / wined3d / arb_program_shader.c
blob33c18d3c7e6faaf808d7d1bbe3d37f7a434a4e5c
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 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
45 char *p, *q;
47 p = *ptr;
48 if (!(q = strstr(p, "\n")))
50 if (!*p) return NULL;
51 *ptr += strlen(p);
52 return p;
54 *q = '\0';
55 *ptr = q + 1;
57 return p;
60 static void shader_arb_dump_program_source(const char *source)
62 ULONG source_size;
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67 if (!tmp)
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70 return;
72 memcpy(tmp, source, source_size);
74 ptr = tmp;
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
76 FIXME("\n");
78 HeapFree(GetProcessHeap(), 0, tmp);
81 /* GL locking for state handlers is done by the caller. */
82 static BOOL need_rel_addr_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
84 if (shader->baseShader.reg_maps.shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
86 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset) return TRUE;
88 if (!shader->baseShader.reg_maps.usesmova) return FALSE;
89 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
92 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
93 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
95 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
96 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
99 static BOOL need_helper_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
101 if (need_rel_addr_const(shader, gl_info)) return TRUE;
102 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
103 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
104 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
105 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
106 if (shader->baseShader.reg_maps.usesnrm) return TRUE; /* 0.0 */
107 if (shader->baseShader.reg_maps.usesrcp) return TRUE; /* EPS */
108 return FALSE;
111 static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
113 unsigned int ret = 1;
114 /* We use one PARAM for the pos fixup, and in some cases one to load
115 * some immediate values into the shader
117 if(need_helper_const(shader, gl_info)) ret++;
118 if(need_rel_addr_const(shader, gl_info)) ret++;
119 return ret;
122 enum arb_helper_value
124 ARB_ZERO,
125 ARB_ONE,
126 ARB_TWO,
127 ARB_0001,
128 ARB_EPS,
130 ARB_VS_REL_OFFSET
133 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
135 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
137 ERR("Geometry shaders are unsupported\n");
138 return "bad";
141 if (shader == WINED3D_SHADER_TYPE_PIXEL)
143 switch (value)
145 case ARB_ZERO: return "ps_helper_const.x";
146 case ARB_ONE: return "ps_helper_const.y";
147 case ARB_TWO: return "coefmul.x";
148 case ARB_0001: return "helper_const.xxxy";
149 case ARB_EPS: return "ps_helper_const.z";
150 default: break;
153 else
155 switch (value)
157 case ARB_ZERO: return "helper_const.x";
158 case ARB_ONE: return "helper_const.y";
159 case ARB_TWO: return "helper_const.z";
160 case ARB_EPS: return "helper_const.w";
161 case ARB_0001: return "helper_const.xxxy";
162 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
165 FIXME("Unmanaged %s shader helper constant requested: %u\n",
166 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
167 switch (value)
169 case ARB_ZERO: return "0.0";
170 case ARB_ONE: return "1.0";
171 case ARB_TWO: return "2.0";
172 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
173 case ARB_EPS: return "1e-8";
174 default: return "bad";
178 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
180 return state->lowest_disabled_stage < 7;
183 /* ARB_program_shader private data */
185 struct control_frame
187 struct list entry;
188 enum
191 IFC,
192 LOOP,
194 } type;
195 BOOL muting;
196 BOOL outer_loop;
197 union
199 unsigned int loop;
200 unsigned int ifc;
201 } no;
202 struct wined3d_shader_loop_control loop_control;
203 BOOL had_else;
206 struct arb_ps_np2fixup_info
208 struct ps_np2fixup_info super;
209 /* For ARB we need a offset value:
210 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
211 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
212 * array we need an offset to the index inside the program local parameter array. */
213 UINT offset;
216 struct arb_ps_compile_args
218 struct ps_compile_args super;
219 WORD bools;
220 WORD clip; /* only a boolean, use a WORD for alignment */
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct stb_const_desc
226 unsigned char texunit;
227 UINT const_num;
230 struct arb_ps_compiled_shader
232 struct arb_ps_compile_args args;
233 struct arb_ps_np2fixup_info np2fixup_info;
234 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
235 struct stb_const_desc luminanceconst[MAX_TEXTURES];
236 UINT int_consts[MAX_CONST_I];
237 GLuint prgId;
238 UINT ycorrection;
239 unsigned char numbumpenvmatconsts;
240 char num_int_consts;
243 struct arb_vs_compile_args
245 struct vs_compile_args super;
246 union
248 struct
250 WORD bools;
251 unsigned char clip_texcoord;
252 unsigned char clipplane_mask;
253 } boolclip;
254 DWORD boolclip_compare;
255 } clip;
256 DWORD ps_signature;
257 union
259 unsigned char samplers[4];
260 DWORD samplers_compare;
261 } vertex;
262 unsigned char loop_ctrl[MAX_CONST_I][3];
265 struct arb_vs_compiled_shader
267 struct arb_vs_compile_args args;
268 GLuint prgId;
269 UINT int_consts[MAX_CONST_I];
270 char num_int_consts;
271 char need_color_unclamp;
272 UINT pos_fixup;
275 struct recorded_instruction
277 struct wined3d_shader_instruction ins;
278 struct list entry;
281 struct shader_arb_ctx_priv
283 char addr_reg[20];
284 enum
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
287 ARB,
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
289 NV2,
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
292 } target_version;
294 const struct arb_vs_compile_args *cur_vs_args;
295 const struct arb_ps_compile_args *cur_ps_args;
296 const struct arb_ps_compiled_shader *compiled_fprog;
297 const struct arb_vs_compiled_shader *compiled_vprog;
298 struct arb_ps_np2fixup_info *cur_np2fixup_info;
299 struct list control_frames;
300 struct list record;
301 BOOL recording;
302 BOOL muted;
303 unsigned int num_loops, loop_depth, num_ifcs;
304 int aL;
306 unsigned int vs_clipplanes;
307 BOOL footer_written;
308 BOOL in_main_func;
310 /* For 3.0 vertex shaders */
311 const char *vs_output[MAX_REG_OUTPUT];
312 /* For 2.x and earlier vertex shaders */
313 const char *texcrd_output[8], *color_output[2], *fog_output;
315 /* 3.0 pshader input for compatibility with fixed function */
316 const char *ps_input[MAX_REG_INPUT];
319 struct ps_signature
321 struct wined3d_shader_signature_element *sig;
322 DWORD idx;
323 struct wine_rb_entry entry;
326 struct arb_pshader_private {
327 struct arb_ps_compiled_shader *gl_shaders;
328 UINT num_gl_shaders, shader_array_size;
329 BOOL has_signature_idx;
330 DWORD input_signature_idx;
331 DWORD clipplane_emulation;
332 BOOL clamp_consts;
335 struct arb_vshader_private {
336 struct arb_vs_compiled_shader *gl_shaders;
337 UINT num_gl_shaders, shader_array_size;
340 struct shader_arb_priv
342 GLuint current_vprogram_id;
343 GLuint current_fprogram_id;
344 const struct arb_ps_compiled_shader *compiled_fprog;
345 const struct arb_vs_compiled_shader *compiled_vprog;
346 GLuint depth_blt_vprogram_id;
347 GLuint depth_blt_fprogram_id_full[tex_type_count];
348 GLuint depth_blt_fprogram_id_masked[tex_type_count];
349 BOOL use_arbfp_fixed_func;
350 struct wine_rb_tree fragment_shaders;
351 BOOL last_ps_const_clamped;
352 BOOL last_vs_color_unclamp;
354 struct wine_rb_tree signature_tree;
355 DWORD ps_sig_number;
358 /********************************************************
359 * ARB_[vertex/fragment]_program helper functions follow
360 ********************************************************/
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
370 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
372 local_constant* lconst;
373 DWORD i, j;
374 unsigned int ret;
376 if (TRACE_ON(d3d_constants))
378 for(i = 0; i < max_constants; i++) {
379 if(!dirty_consts[i]) continue;
380 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
381 constants[i * 4 + 0], constants[i * 4 + 1],
382 constants[i * 4 + 2], constants[i * 4 + 3]);
386 i = 0;
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
391 float lcl_const[4];
392 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393 * shaders, the first 8 constants are marked dirty for reload
395 for(; i < min(8, max_constants); i++) {
396 if(!dirty_consts[i]) continue;
397 dirty_consts[i] = 0;
399 j = 4 * i;
400 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
401 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
402 else lcl_const[0] = constants[j + 0];
404 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
405 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
406 else lcl_const[1] = constants[j + 1];
408 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
409 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
410 else lcl_const[2] = constants[j + 2];
412 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
413 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
414 else lcl_const[3] = constants[j + 3];
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
419 /* If further constants are dirty, reload them without clamping.
421 * The alternative is not to touch them, but then we cannot reset the dirty constant count
422 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423 * above would always re-check the first 8 constants since max_constant remains at the init
424 * value
428 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
435 for(; i < max_constants; i++) {
436 if(!dirty_consts[i]) continue;
438 /* Find the next block of dirty constants */
439 dirty_consts[i] = 0;
440 j = i;
441 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
442 dirty_consts[i] = 0;
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
447 } else {
448 for(; i < max_constants; i++) {
449 if(dirty_consts[i]) {
450 dirty_consts[i] = 0;
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
455 checkGLcall("glProgramEnvParameter4fvARB()");
457 /* Load immediate constants */
458 if(This->baseShader.load_local_constsF) {
459 if (TRACE_ON(d3d_shader)) {
460 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
461 GLfloat* values = (GLfloat*)lconst->value;
462 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
463 values[0], values[1], values[2], values[3]);
466 /* Immediate constants are clamped for 1.X shaders at loading times */
467 ret = 0;
468 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
469 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470 ret = max(ret, lconst->idx + 1);
471 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
473 checkGLcall("glProgramEnvParameter4fvARB()");
474 return ret; /* The loaded immediate constants need reloading for the next shader */
475 } else {
476 return 0; /* No constants are dirty now */
481 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
483 static void shader_arb_load_np2fixup_constants(void *shader_priv,
484 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
486 const struct shader_arb_priv * priv = shader_priv;
488 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
489 if (!use_ps(state)) return;
491 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
492 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
493 UINT i;
494 WORD active = fixup->super.active;
495 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
497 for (i = 0; active; active >>= 1, ++i)
499 const IWineD3DBaseTextureImpl *tex = state->textures[i];
500 const unsigned char idx = fixup->super.idx[i];
501 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
503 if (!(active & 1)) continue;
505 if (!tex) {
506 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
507 continue;
510 if (idx % 2) {
511 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
512 } else {
513 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
517 for (i = 0; i < fixup->super.num_consts; ++i) {
518 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
519 fixup->offset + i, &np2fixup_constants[i * 4]));
524 /* GL locking is done by the caller. */
525 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
526 const struct wined3d_context *context, const struct wined3d_state *state, float rt_height)
528 const struct wined3d_gl_info *gl_info = context->gl_info;
529 unsigned char i;
531 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
533 int texunit = gl_shader->bumpenvmatconst[i].texunit;
535 /* The state manager takes care that this function is always called if the bump env matrix changes */
536 const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
537 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
538 gl_shader->bumpenvmatconst[i].const_num, data));
540 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
542 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
543 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
544 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
545 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
547 const float *scale = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
548 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
549 gl_shader->luminanceconst[i].const_num, scale));
552 checkGLcall("Load bumpmap consts");
554 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
556 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
557 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
558 * ycorrection.z: 1.0
559 * ycorrection.w: 0.0
561 float val[4];
562 val[0] = context->render_offscreen ? 0.0f : rt_height;
563 val[1] = context->render_offscreen ? 1.0f : -1.0f;
564 val[2] = 1.0f;
565 val[3] = 0.0f;
566 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
567 checkGLcall("y correction loading");
570 if (!gl_shader->num_int_consts) return;
572 for(i = 0; i < MAX_CONST_I; i++)
574 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
576 float val[4];
577 val[0] = (float)state->ps_consts_i[4 * i];
578 val[1] = (float)state->ps_consts_i[4 * i + 1];
579 val[2] = (float)state->ps_consts_i[4 * i + 2];
580 val[3] = -1.0f;
582 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
585 checkGLcall("Load ps int consts");
588 /* GL locking is done by the caller. */
589 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
590 const struct wined3d_context *context, const struct wined3d_state *state)
592 const struct wined3d_gl_info *gl_info = context->gl_info;
593 float position_fixup[4];
594 unsigned char i;
596 /* Upload the position fixup */
597 shader_get_position_fixup(context, state, position_fixup);
598 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
600 if (!gl_shader->num_int_consts) return;
602 for(i = 0; i < MAX_CONST_I; i++)
604 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
606 float val[4];
607 val[0] = (float)state->vs_consts_i[4 * i];
608 val[1] = (float)state->vs_consts_i[4 * i + 1];
609 val[2] = (float)state->vs_consts_i[4 * i + 2];
610 val[3] = -1.0f;
612 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
615 checkGLcall("Load vs int consts");
619 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
621 * We only support float constants in ARB at the moment, so don't
622 * worry about the Integers or Booleans
624 /* GL locking is done by the caller (state handler) */
625 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
627 IWineD3DDeviceImpl *device = context->swapchain->device;
628 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
629 const struct wined3d_gl_info *gl_info = context->gl_info;
630 struct shader_arb_priv *priv = device->shader_priv;
632 if (useVertexShader)
634 IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
635 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
637 /* Load DirectX 9 float constants for vertex shader */
638 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
639 device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
640 shader_arb_vs_local_constants(gl_shader, context, &stateBlock->state);
643 if (usePixelShader)
645 IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
646 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
647 float rt_height = device->render_targets[0]->currentDesc.Height;
649 /* Load DirectX 9 float constants for pixel shader */
650 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
651 device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
652 shader_arb_ps_local_constants(gl_shader, context, &stateBlock->state, rt_height);
656 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
658 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
659 struct wined3d_context *context = context_get_current();
661 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
662 * context. On a context switch the old context will be fully dirtified */
663 if (!context || context->swapchain->device != This) return;
665 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
666 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
669 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
671 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
672 struct wined3d_context *context = context_get_current();
674 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
675 * context. On a context switch the old context will be fully dirtified */
676 if (!context || context->swapchain->device != This) return;
678 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
679 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
682 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
684 DWORD *ret;
685 DWORD idx = 0;
686 const local_constant *lconst;
688 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
690 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
691 if(!ret) {
692 ERR("Out of memory\n");
693 return NULL;
696 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
697 ret[lconst->idx] = idx++;
699 return ret;
702 /* Generate the variable & register declarations for the ARB_vertex_program output target */
703 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
704 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
705 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
707 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
708 DWORD i, next_local = 0;
709 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
710 unsigned max_constantsF;
711 const local_constant *lconst;
712 DWORD map;
714 /* In pixel shaders, all private constants are program local, we don't need anything
715 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
716 * If we need a private constant the GL implementation will squeeze it in somewhere
718 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
719 * immediate values. The posFixup is loaded using program.env for now, so always
720 * subtract one from the number of constants. If the shader uses indirect addressing,
721 * account for the helper const too because we have to declare all availabke d3d constants
722 * and don't know which are actually used.
724 if (pshader)
726 max_constantsF = gl_info->limits.arb_ps_native_constants;
727 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
728 if (max_constantsF < 24)
729 max_constantsF = gl_info->limits.arb_ps_float_constants;
731 else
733 max_constantsF = gl_info->limits.arb_vs_native_constants;
734 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
735 * Also prevents max_constantsF from becoming less than 0 and
736 * wrapping . */
737 if (max_constantsF < 96)
738 max_constantsF = gl_info->limits.arb_vs_float_constants;
740 if(This->baseShader.reg_maps.usesrelconstF) {
741 DWORD highest_constf = 0, clip_limit;
743 max_constantsF -= reserved_vs_const(This, gl_info);
744 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
746 for(i = 0; i < This->baseShader.limits.constant_float; i++)
748 DWORD idx = i >> 5;
749 DWORD shift = i & 0x1f;
750 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
753 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
755 if(ctx->cur_vs_args->super.clip_enabled)
756 clip_limit = gl_info->limits.clipplanes;
757 else
758 clip_limit = 0;
760 else
762 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
763 clip_limit = min(count_bits(mask), 4);
765 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
766 max_constantsF -= *num_clipplanes;
767 if(*num_clipplanes < clip_limit)
769 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
772 else
774 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
775 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
779 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
781 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
784 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
786 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
789 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
791 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
793 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
797 /* Load local constants using the program-local space,
798 * this avoids reloading them each time the shader is used
800 if(lconst_map) {
801 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
802 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
803 lconst_map[lconst->idx]);
804 next_local = max(next_local, lconst_map[lconst->idx] + 1);
808 /* After subtracting privately used constants from the hardware limit(they are loaded as
809 * local constants), make sure the shader doesn't violate the env constant limit
811 if(pshader)
813 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
815 else
817 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
820 /* Avoid declaring more constants than needed */
821 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
823 /* we use the array-based constants array if the local constants are marked for loading,
824 * because then we use indirect addressing, or when the local constant list is empty,
825 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
826 * local constants do not declare the loaded constants as an array because ARB compilers usually
827 * do not optimize unused constants away
829 if(This->baseShader.reg_maps.usesrelconstF) {
830 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
831 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
832 max_constantsF, max_constantsF - 1);
833 } else {
834 for(i = 0; i < max_constantsF; i++) {
835 DWORD idx, mask;
836 idx = i >> 5;
837 mask = 1 << (i & 0x1f);
838 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
839 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
844 return next_local;
847 static const char * const shift_tab[] = {
848 "dummy", /* 0 (none) */
849 "coefmul.x", /* 1 (x2) */
850 "coefmul.y", /* 2 (x4) */
851 "coefmul.z", /* 3 (x8) */
852 "coefmul.w", /* 4 (x16) */
853 "dummy", /* 5 (x32) */
854 "dummy", /* 6 (x64) */
855 "dummy", /* 7 (x128) */
856 "dummy", /* 8 (d256) */
857 "dummy", /* 9 (d128) */
858 "dummy", /* 10 (d64) */
859 "dummy", /* 11 (d32) */
860 "coefdiv.w", /* 12 (d16) */
861 "coefdiv.z", /* 13 (d8) */
862 "coefdiv.y", /* 14 (d4) */
863 "coefdiv.x" /* 15 (d2) */
866 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
867 const struct wined3d_shader_dst_param *dst, char *write_mask)
869 char *ptr = write_mask;
871 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
873 *ptr++ = '.';
874 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
875 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
876 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
877 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
880 *ptr = '\0';
883 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
885 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
886 * but addressed as "rgba". To fix this we need to swap the register's x
887 * and z components. */
888 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
889 char *ptr = swizzle_str;
891 /* swizzle bits fields: wwzzyyxx */
892 DWORD swizzle = param->swizzle;
893 DWORD swizzle_x = swizzle & 0x03;
894 DWORD swizzle_y = (swizzle >> 2) & 0x03;
895 DWORD swizzle_z = (swizzle >> 4) & 0x03;
896 DWORD swizzle_w = (swizzle >> 6) & 0x03;
898 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
899 * generate a swizzle string. Unless we need to our own swizzling. */
900 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
902 *ptr++ = '.';
903 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
904 *ptr++ = swizzle_chars[swizzle_x];
905 } else {
906 *ptr++ = swizzle_chars[swizzle_x];
907 *ptr++ = swizzle_chars[swizzle_y];
908 *ptr++ = swizzle_chars[swizzle_z];
909 *ptr++ = swizzle_chars[swizzle_w];
913 *ptr = '\0';
916 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
918 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
919 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
921 if (!strcmp(priv->addr_reg, src)) return;
923 strcpy(priv->addr_reg, src);
924 shader_addline(buffer, "ARL A0.x, %s;\n", src);
927 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
928 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
930 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
931 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
933 /* oPos, oFog and oPts in D3D */
934 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
935 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
936 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
937 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
939 *is_color = FALSE;
941 switch (reg->type)
943 case WINED3DSPR_TEMP:
944 sprintf(register_name, "R%u", reg->idx);
945 break;
947 case WINED3DSPR_INPUT:
948 if (pshader)
950 if(This->baseShader.reg_maps.shader_version.major < 3)
952 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
953 else strcpy(register_name, "fragment.color.secondary");
955 else
957 if(reg->rel_addr)
959 char rel_reg[50];
960 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
962 if (!strcmp(rel_reg, "**aL_emul**"))
964 DWORD idx = ctx->aL + reg->idx;
965 if(idx < MAX_REG_INPUT)
967 strcpy(register_name, ctx->ps_input[idx]);
969 else
971 ERR("Pixel shader input register out of bounds: %u\n", idx);
972 sprintf(register_name, "out_of_bounds_%u", idx);
975 else if(This->baseShader.reg_maps.input_registers & 0x0300)
977 /* There are two ways basically:
979 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
980 * That means trouble if the loop also contains a breakc or if the control values
981 * aren't local constants.
982 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
983 * source dynamically. The trouble is that we cannot simply read aL.y because it
984 * is an ADDRESS register. We could however push it, load .zw with a value and use
985 * ADAC to load the condition code register and pop it again afterwards
987 FIXME("Relative input register addressing with more than 8 registers\n");
989 /* This is better than nothing for now */
990 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
992 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
994 /* This is problematic because we'd have to consult the ctx->ps_input strings
995 * for where to find the varying. Some may be "0.0", others can be texcoords or
996 * colors. This needs either a pipeline replacement to make the vertex shader feed
997 * proper varyings, or loop unrolling
999 * For now use the texcoords and hope for the best
1001 FIXME("Non-vertex shader varying input with indirect addressing\n");
1002 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1004 else
1006 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1007 * pulls GL_NV_fragment_program2 in
1009 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1012 else
1014 if(reg->idx < MAX_REG_INPUT)
1016 strcpy(register_name, ctx->ps_input[reg->idx]);
1018 else
1020 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1021 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1026 else
1028 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1029 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1031 break;
1033 case WINED3DSPR_CONST:
1034 if (!pshader && reg->rel_addr)
1036 BOOL aL = FALSE;
1037 char rel_reg[50];
1038 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
1039 if(This->baseShader.reg_maps.shader_version.major < 2) {
1040 sprintf(rel_reg, "A0.x");
1041 } else {
1042 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1043 if(ctx->target_version == ARB) {
1044 if (!strcmp(rel_reg, "**aL_emul**"))
1046 aL = TRUE;
1047 } else {
1048 shader_arb_request_a0(ins, rel_reg);
1049 sprintf(rel_reg, "A0.x");
1053 if(aL)
1054 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1055 else if (reg->idx >= rel_offset)
1056 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1057 else
1058 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1060 else
1062 if (This->baseShader.reg_maps.usesrelconstF)
1063 sprintf(register_name, "C[%u]", reg->idx);
1064 else
1065 sprintf(register_name, "C%u", reg->idx);
1067 break;
1069 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1070 if (pshader) {
1071 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1072 This->baseShader.reg_maps.shader_version.minor <= 3) {
1073 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1074 * and as source to most instructions. For some instructions it is the texcoord
1075 * input. Those instructions know about the special use
1077 sprintf(register_name, "T%u", reg->idx);
1078 } else {
1079 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1080 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1083 else
1085 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1087 sprintf(register_name, "A%u", reg->idx);
1089 else
1091 sprintf(register_name, "A%u_SHADOW", reg->idx);
1094 break;
1096 case WINED3DSPR_COLOROUT:
1097 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1099 strcpy(register_name, "TMP_COLOR");
1101 else
1103 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1104 if(This->baseShader.reg_maps.highest_render_target > 0)
1106 sprintf(register_name, "result.color[%u]", reg->idx);
1108 else
1110 strcpy(register_name, "result.color");
1113 break;
1115 case WINED3DSPR_RASTOUT:
1116 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1117 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1118 break;
1120 case WINED3DSPR_DEPTHOUT:
1121 strcpy(register_name, "result.depth");
1122 break;
1124 case WINED3DSPR_ATTROUT:
1125 /* case WINED3DSPR_OUTPUT: */
1126 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1127 else strcpy(register_name, ctx->color_output[reg->idx]);
1128 break;
1130 case WINED3DSPR_TEXCRDOUT:
1131 if (pshader)
1133 sprintf(register_name, "oT[%u]", reg->idx);
1135 else
1137 if(This->baseShader.reg_maps.shader_version.major < 3)
1139 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1141 else
1143 strcpy(register_name, ctx->vs_output[reg->idx]);
1146 break;
1148 case WINED3DSPR_LOOP:
1149 if(ctx->target_version >= NV2)
1151 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1152 if(pshader) sprintf(register_name, "A0.x");
1153 else sprintf(register_name, "aL.y");
1155 else
1157 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1158 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1159 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1160 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1161 * indexing
1163 sprintf(register_name, "**aL_emul**");
1166 break;
1168 case WINED3DSPR_CONSTINT:
1169 sprintf(register_name, "I%u", reg->idx);
1170 break;
1172 case WINED3DSPR_MISCTYPE:
1173 if (!reg->idx)
1175 sprintf(register_name, "vpos");
1177 else if(reg->idx == 1)
1179 sprintf(register_name, "fragment.facing.x");
1181 else
1183 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1185 break;
1187 default:
1188 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1189 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1190 break;
1194 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1195 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1197 char register_name[255];
1198 char write_mask[6];
1199 BOOL is_color;
1201 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1202 strcpy(str, register_name);
1204 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1205 strcat(str, write_mask);
1208 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1210 switch(channel_source)
1212 case CHANNEL_SOURCE_ZERO: return "0";
1213 case CHANNEL_SOURCE_ONE: return "1";
1214 case CHANNEL_SOURCE_X: return "x";
1215 case CHANNEL_SOURCE_Y: return "y";
1216 case CHANNEL_SOURCE_Z: return "z";
1217 case CHANNEL_SOURCE_W: return "w";
1218 default:
1219 FIXME("Unhandled channel source %#x\n", channel_source);
1220 return "undefined";
1224 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1225 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1227 DWORD mask;
1229 if (is_complex_fixup(fixup))
1231 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1232 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1233 return;
1236 mask = 0;
1237 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1238 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1239 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1240 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1241 mask &= dst_mask;
1243 if (mask)
1245 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1246 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1247 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1250 mask = 0;
1251 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1252 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1253 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1254 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1255 mask &= dst_mask;
1257 if (mask)
1259 char reg_mask[6];
1260 char *ptr = reg_mask;
1262 if (mask != WINED3DSP_WRITEMASK_ALL)
1264 *ptr++ = '.';
1265 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1266 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1267 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1268 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1270 *ptr = '\0';
1272 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1276 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1278 DWORD mod;
1279 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1280 if (!ins->dst_count) return "";
1282 mod = ins->dst[0].modifiers;
1284 /* Silently ignore PARTIALPRECISION if its not supported */
1285 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1287 if(mod & WINED3DSPDM_MSAMPCENTROID)
1289 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1290 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1293 switch(mod)
1295 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1296 return "H_SAT";
1298 case WINED3DSPDM_SATURATE:
1299 return "_SAT";
1301 case WINED3DSPDM_PARTIALPRECISION:
1302 return "H";
1304 case 0:
1305 return "";
1307 default:
1308 FIXME("Unknown modifiers 0x%08x\n", mod);
1309 return "";
1313 #define TEX_PROJ 0x1
1314 #define TEX_BIAS 0x2
1315 #define TEX_LOD 0x4
1316 #define TEX_DERIV 0x10
1318 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1319 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1321 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1322 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1323 IWineD3DBaseTextureImpl *texture;
1324 const char *tex_type;
1325 BOOL np2_fixup = FALSE;
1326 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1327 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1328 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1329 const char *mod;
1330 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1332 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1333 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1335 switch(sampler_type) {
1336 case WINED3DSTT_1D:
1337 tex_type = "1D";
1338 break;
1340 case WINED3DSTT_2D:
1341 texture = device->stateBlock->state.textures[sampler_idx];
1342 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1344 tex_type = "RECT";
1345 } else {
1346 tex_type = "2D";
1348 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1350 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1352 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1353 else np2_fixup = TRUE;
1356 break;
1358 case WINED3DSTT_VOLUME:
1359 tex_type = "3D";
1360 break;
1362 case WINED3DSTT_CUBE:
1363 tex_type = "CUBE";
1364 break;
1366 default:
1367 ERR("Unexpected texture type %d\n", sampler_type);
1368 tex_type = "";
1371 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1372 * so don't use shader_arb_get_modifier
1374 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1375 else mod = "";
1377 /* Fragment samplers always have indentity mapping */
1378 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1380 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1383 if (flags & TEX_DERIV)
1385 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1386 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1387 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1388 dsx, dsy,sampler_idx, tex_type);
1390 else if(flags & TEX_LOD)
1392 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1393 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1394 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1395 sampler_idx, tex_type);
1397 else if (flags & TEX_BIAS)
1399 /* Shouldn't be possible, but let's check for it */
1400 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1401 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1402 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1404 else if (flags & TEX_PROJ)
1406 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1408 else
1410 if (np2_fixup)
1412 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1413 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1414 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1416 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1418 else
1419 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1422 if (pshader)
1424 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1425 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1426 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1427 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1431 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1432 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1434 /* Generate a line that does the input modifier computation and return the input register to use */
1435 BOOL is_color = FALSE;
1436 char regstr[256];
1437 char swzstr[20];
1438 int insert_line;
1439 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1440 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1441 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1442 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1444 /* Assume a new line will be added */
1445 insert_line = 1;
1447 /* Get register name */
1448 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1449 shader_arb_get_swizzle(src, is_color, swzstr);
1451 switch (src->modifiers)
1453 case WINED3DSPSM_NONE:
1454 sprintf(outregstr, "%s%s", regstr, swzstr);
1455 insert_line = 0;
1456 break;
1457 case WINED3DSPSM_NEG:
1458 sprintf(outregstr, "-%s%s", regstr, swzstr);
1459 insert_line = 0;
1460 break;
1461 case WINED3DSPSM_BIAS:
1462 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1463 break;
1464 case WINED3DSPSM_BIASNEG:
1465 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1466 break;
1467 case WINED3DSPSM_SIGN:
1468 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1469 break;
1470 case WINED3DSPSM_SIGNNEG:
1471 shader_addline(buffer, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg, regstr, two, one);
1472 break;
1473 case WINED3DSPSM_COMP:
1474 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1475 break;
1476 case WINED3DSPSM_X2:
1477 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1478 break;
1479 case WINED3DSPSM_X2NEG:
1480 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1481 break;
1482 case WINED3DSPSM_DZ:
1483 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1484 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1485 break;
1486 case WINED3DSPSM_DW:
1487 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1488 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1489 break;
1490 case WINED3DSPSM_ABS:
1491 if(ctx->target_version >= NV2) {
1492 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1493 insert_line = 0;
1494 } else {
1495 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1497 break;
1498 case WINED3DSPSM_ABSNEG:
1499 if(ctx->target_version >= NV2) {
1500 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1501 } else {
1502 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1503 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1505 insert_line = 0;
1506 break;
1507 default:
1508 sprintf(outregstr, "%s%s", regstr, swzstr);
1509 insert_line = 0;
1512 /* Return modified or original register, with swizzle */
1513 if (insert_line)
1514 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1517 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1519 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1520 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1521 char dst_name[50];
1522 char src_name[2][50];
1523 DWORD sampler_code = dst->reg.idx;
1525 shader_arb_get_dst_param(ins, dst, dst_name);
1527 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1529 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1530 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1531 * temps is done.
1533 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1534 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1535 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1536 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1537 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1539 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1540 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1543 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1545 *extra_char = ' ';
1546 switch(mod)
1548 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1549 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1550 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1551 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1552 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1553 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1554 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1555 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1556 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1557 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1558 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1559 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1560 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1562 FIXME("Unknown modifier %u\n", mod);
1563 return mod;
1566 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1568 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1569 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1570 char dst_name[50];
1571 char src_name[3][50];
1572 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1573 ins->ctx->reg_maps->shader_version.minor);
1574 BOOL is_color;
1576 shader_arb_get_dst_param(ins, dst, dst_name);
1577 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1579 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1580 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1582 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1583 } else {
1584 struct wined3d_shader_src_param src0_copy = ins->src[0];
1585 char extra_neg;
1587 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1588 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1590 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1591 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1592 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1593 /* No modifiers supported on CMP */
1594 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1596 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1597 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1599 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1600 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1605 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1607 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1608 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1609 char dst_name[50];
1610 char src_name[3][50];
1611 BOOL is_color;
1613 shader_arb_get_dst_param(ins, dst, dst_name);
1615 /* Generate input register names (with modifiers) */
1616 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1617 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1618 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1620 /* No modifiers are supported on CMP */
1621 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1622 src_name[0], src_name[2], src_name[1]);
1624 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1626 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1627 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1631 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1632 * dst = dot2(src0, src1) + src2 */
1633 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1635 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1636 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1637 char dst_name[50];
1638 char src_name[3][50];
1639 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1641 shader_arb_get_dst_param(ins, dst, dst_name);
1642 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1643 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1645 if(ctx->target_version >= NV3)
1647 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1648 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1649 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1650 dst_name, src_name[0], src_name[1], src_name[2]);
1652 else if(ctx->target_version >= NV2)
1654 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1655 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1656 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1657 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1659 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1661 * .xyxy and other swizzles that we could get with this are not valid in
1662 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1664 struct wined3d_shader_src_param tmp_param = ins->src[1];
1665 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1666 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1668 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1670 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1671 dst_name, src_name[2], src_name[0], src_name[1]);
1673 else
1675 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1676 /* 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]
1677 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1679 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1680 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1681 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1682 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1686 /* Map the opcode 1-to-1 to the GL code */
1687 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1689 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1690 const char *instruction;
1691 char arguments[256], dst_str[50];
1692 unsigned int i;
1693 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1695 switch (ins->handler_idx)
1697 case WINED3DSIH_ABS: instruction = "ABS"; break;
1698 case WINED3DSIH_ADD: instruction = "ADD"; break;
1699 case WINED3DSIH_CRS: instruction = "XPD"; break;
1700 case WINED3DSIH_DP3: instruction = "DP3"; break;
1701 case WINED3DSIH_DP4: instruction = "DP4"; break;
1702 case WINED3DSIH_DST: instruction = "DST"; break;
1703 case WINED3DSIH_FRC: instruction = "FRC"; break;
1704 case WINED3DSIH_LIT: instruction = "LIT"; break;
1705 case WINED3DSIH_LRP: instruction = "LRP"; break;
1706 case WINED3DSIH_MAD: instruction = "MAD"; break;
1707 case WINED3DSIH_MAX: instruction = "MAX"; break;
1708 case WINED3DSIH_MIN: instruction = "MIN"; break;
1709 case WINED3DSIH_MOV: instruction = "MOV"; break;
1710 case WINED3DSIH_MUL: instruction = "MUL"; break;
1711 case WINED3DSIH_SGE: instruction = "SGE"; break;
1712 case WINED3DSIH_SLT: instruction = "SLT"; break;
1713 case WINED3DSIH_SUB: instruction = "SUB"; break;
1714 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1715 case WINED3DSIH_DSX: instruction = "DDX"; break;
1716 default: instruction = "";
1717 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1718 break;
1721 /* Note that shader_arb_add_dst_param() adds spaces. */
1722 arguments[0] = '\0';
1723 shader_arb_get_dst_param(ins, dst, dst_str);
1724 for (i = 0; i < ins->src_count; ++i)
1726 char operand[100];
1727 strcat(arguments, ", ");
1728 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1729 strcat(arguments, operand);
1731 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1734 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1736 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1737 shader_addline(buffer, "NOP;\n");
1740 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1742 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1743 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1744 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1745 const char *zero = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ZERO);
1746 const char *one = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ONE);
1747 const char *two = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_TWO);
1749 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1750 char src0_param[256];
1752 if(ins->handler_idx == WINED3DSIH_MOVA) {
1753 char write_mask[6];
1754 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1756 if(ctx->target_version >= NV2) {
1757 shader_hw_map2gl(ins);
1758 return;
1760 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1761 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1763 /* This implements the mova formula used in GLSL. The first two instructions
1764 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1765 * in this case:
1766 * mova A0.x, 0.0
1768 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1770 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1771 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1773 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1774 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1776 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1777 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1778 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1779 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1781 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1783 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1785 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1786 } else if (ins->ctx->reg_maps->shader_version.major == 1
1787 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1788 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1790 src0_param[0] = '\0';
1791 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1793 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1794 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1795 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1796 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1798 else
1800 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1801 * with more than one component. Thus replicate the first source argument over all
1802 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1803 struct wined3d_shader_src_param tmp_src = ins->src[0];
1804 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1805 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1806 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1809 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1811 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1812 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1814 shader_addline(buffer, "#mov handled in srgb write code\n");
1815 return;
1817 shader_hw_map2gl(ins);
1819 else
1821 shader_hw_map2gl(ins);
1825 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1827 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1828 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1829 char reg_dest[40];
1831 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1832 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1834 shader_arb_get_dst_param(ins, dst, reg_dest);
1836 if (ins->ctx->reg_maps->shader_version.major >= 2)
1838 const char *kilsrc = "TA";
1839 BOOL is_color;
1841 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1842 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1844 kilsrc = reg_dest;
1846 else
1848 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1849 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1850 * masked out components to 0(won't kill)
1852 char x = '0', y = '0', z = '0', w = '0';
1853 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1854 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1855 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1856 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1857 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1859 shader_addline(buffer, "KIL %s;\n", kilsrc);
1860 } else {
1861 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1862 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1864 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1865 * or pass in any temporary register(in shader phase 2)
1867 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1868 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1869 } else {
1870 shader_arb_get_dst_param(ins, dst, reg_dest);
1872 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1873 shader_addline(buffer, "KIL TA;\n");
1877 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1879 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1880 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1881 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1882 ins->ctx->reg_maps->shader_version.minor);
1883 struct wined3d_shader_src_param src;
1885 char reg_dest[40];
1886 char reg_coord[40];
1887 DWORD reg_sampler_code;
1888 WORD myflags = 0;
1890 /* All versions have a destination register */
1891 shader_arb_get_dst_param(ins, dst, reg_dest);
1893 /* 1.0-1.4: Use destination register number as texture code.
1894 2.0+: Use provided sampler number as texure code. */
1895 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1896 reg_sampler_code = dst->reg.idx;
1897 else
1898 reg_sampler_code = ins->src[1].reg.idx;
1900 /* 1.0-1.3: Use the texcoord varying.
1901 1.4+: Use provided coordinate source register. */
1902 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1903 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1904 else {
1905 /* TEX is the only instruction that can handle DW and DZ natively */
1906 src = ins->src[0];
1907 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1908 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1909 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1912 /* projection flag:
1913 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1914 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1915 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1917 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1919 DWORD flags = 0;
1920 if (reg_sampler_code < MAX_TEXTURES)
1921 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1922 if (flags & WINED3D_PSARGS_PROJECTED)
1923 myflags |= TEX_PROJ;
1925 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1927 DWORD src_mod = ins->src[0].modifiers;
1928 if (src_mod == WINED3DSPSM_DZ) {
1929 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1930 * varying register, so we need a temp reg
1932 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1933 strcpy(reg_coord, "TA");
1934 myflags |= TEX_PROJ;
1935 } else if(src_mod == WINED3DSPSM_DW) {
1936 myflags |= TEX_PROJ;
1938 } else {
1939 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1940 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1942 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1945 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1947 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1948 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1949 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1950 ins->ctx->reg_maps->shader_version.minor);
1951 char dst_str[50];
1953 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1955 DWORD reg = dst->reg.idx;
1957 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1958 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1959 } else {
1960 char reg_src[40];
1962 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1963 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1964 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1968 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1970 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1971 DWORD flags = 0;
1973 DWORD reg1 = ins->dst[0].reg.idx;
1974 char dst_str[50];
1975 char src_str[50];
1977 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1978 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1979 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1980 /* Move .x first in case src_str is "TA" */
1981 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1982 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1983 if (reg1 < MAX_TEXTURES)
1985 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1986 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1988 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1991 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1993 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1995 DWORD reg1 = ins->dst[0].reg.idx;
1996 char dst_str[50];
1997 char src_str[50];
1999 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2000 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2001 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2002 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2003 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2004 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2007 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2009 DWORD reg1 = ins->dst[0].reg.idx;
2010 char dst_str[50];
2011 char src_str[50];
2013 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2014 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2015 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2016 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2019 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2021 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2022 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2023 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2024 char reg_coord[40], dst_reg[50], src_reg[50];
2025 DWORD reg_dest_code;
2027 /* All versions have a destination register. The Tx where the texture coordinates come
2028 * from is the varying incarnation of the texture register
2030 reg_dest_code = dst->reg.idx;
2031 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2032 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2033 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2035 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2036 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2038 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2039 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2041 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2042 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2043 * extension.
2045 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2046 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2047 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2048 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2050 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2051 * so we can't let the GL handle this.
2053 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2054 & WINED3D_PSARGS_PROJECTED)
2056 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2057 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2058 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2059 } else {
2060 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2063 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2065 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2067 /* No src swizzles are allowed, so this is ok */
2068 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2069 src_reg, reg_dest_code, reg_dest_code);
2070 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2074 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2076 DWORD reg = ins->dst[0].reg.idx;
2077 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2078 char src0_name[50], dst_name[50];
2079 BOOL is_color;
2080 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2082 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2083 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2084 * T<reg+1> register. Use this register to store the calculated vector
2086 tmp_reg.idx = reg + 1;
2087 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2088 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2091 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2093 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2094 DWORD flags;
2095 DWORD reg = ins->dst[0].reg.idx;
2096 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2097 char dst_str[50];
2098 char src0_name[50];
2099 char dst_reg[50];
2100 BOOL is_color;
2102 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2103 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2105 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2106 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2107 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2108 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2109 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2112 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2114 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2115 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2116 DWORD reg = ins->dst[0].reg.idx;
2117 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2118 char src0_name[50], dst_name[50];
2119 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2120 BOOL is_color;
2122 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2123 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2124 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2126 tmp_reg.idx = reg + 2 - current_state->current_row;
2127 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2129 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2130 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2131 dst_name, 'x' + current_state->current_row, reg, src0_name);
2132 current_state->texcoord_w[current_state->current_row++] = reg;
2135 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2137 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2138 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2139 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2140 DWORD flags;
2141 DWORD reg = ins->dst[0].reg.idx;
2142 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2143 char dst_str[50];
2144 char src0_name[50], dst_name[50];
2145 BOOL is_color;
2147 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2148 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2149 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2151 /* Sample the texture using the calculated coordinates */
2152 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2153 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2154 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2155 current_state->current_row = 0;
2158 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2160 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2161 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2162 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2163 DWORD flags;
2164 DWORD reg = ins->dst[0].reg.idx;
2165 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2166 char dst_str[50];
2167 char src0_name[50];
2168 char dst_reg[50];
2169 BOOL is_color;
2171 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2172 * components for temporary data storage
2174 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2175 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2176 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2178 /* Construct the eye-ray vector from w coordinates */
2179 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2180 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2181 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2183 /* Calculate reflection vector
2185 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2186 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2187 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2188 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2189 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2190 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2191 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2193 /* Sample the texture using the calculated coordinates */
2194 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2195 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2196 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2197 current_state->current_row = 0;
2200 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2202 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2203 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2204 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2205 DWORD flags;
2206 DWORD reg = ins->dst[0].reg.idx;
2207 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2208 char dst_str[50];
2209 char src0_name[50];
2210 char src1_name[50];
2211 char dst_reg[50];
2212 BOOL is_color;
2214 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2215 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2216 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2217 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2218 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2220 /* Calculate reflection vector.
2222 * dot(N, E)
2223 * dst_reg.xyz = 2 * --------- * N - E
2224 * dot(N, N)
2226 * Which normalizes the normal vector
2228 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2229 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2230 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2231 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2232 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2233 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2235 /* Sample the texture using the calculated coordinates */
2236 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2237 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2238 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2239 current_state->current_row = 0;
2242 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2244 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2245 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2246 char dst_name[50];
2247 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2248 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2250 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2251 * which is essentially an input, is the destination register because it is the first
2252 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2253 * here(writemasks/swizzles are not valid on texdepth)
2255 shader_arb_get_dst_param(ins, dst, dst_name);
2257 /* According to the msdn, the source register(must be r5) is unusable after
2258 * the texdepth instruction, so we're free to modify it
2260 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
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 TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2268 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2269 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2272 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2273 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2274 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2275 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2277 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2278 DWORD sampler_idx = ins->dst[0].reg.idx;
2279 char src0[50];
2280 char dst_str[50];
2282 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2283 shader_addline(buffer, "MOV TB, 0.0;\n");
2284 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2286 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2287 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2290 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2291 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2292 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2294 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2295 char src0[50];
2296 char dst_str[50];
2297 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2299 /* Handle output register */
2300 shader_arb_get_dst_param(ins, dst, dst_str);
2301 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2302 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2305 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2306 * Perform the 3rd row of a 3x3 matrix multiply */
2307 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2309 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2310 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2311 char dst_str[50], dst_name[50];
2312 char src0[50];
2313 BOOL is_color;
2315 shader_arb_get_dst_param(ins, dst, dst_str);
2316 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2317 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2318 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2319 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2322 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2323 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2324 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2325 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2327 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2329 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2330 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2331 char src0[50], dst_name[50];
2332 BOOL is_color;
2333 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2334 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2336 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2337 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2338 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2340 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2341 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2342 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2344 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2345 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2346 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2347 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2350 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2351 Vertex/Pixel shaders to ARB_vertex_program codes */
2352 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2354 int i;
2355 int nComponents = 0;
2356 struct wined3d_shader_dst_param tmp_dst = {{0}};
2357 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2358 struct wined3d_shader_instruction tmp_ins;
2360 memset(&tmp_ins, 0, sizeof(tmp_ins));
2362 /* Set constants for the temporary argument */
2363 tmp_ins.ctx = ins->ctx;
2364 tmp_ins.dst_count = 1;
2365 tmp_ins.dst = &tmp_dst;
2366 tmp_ins.src_count = 2;
2367 tmp_ins.src = tmp_src;
2369 switch(ins->handler_idx)
2371 case WINED3DSIH_M4x4:
2372 nComponents = 4;
2373 tmp_ins.handler_idx = WINED3DSIH_DP4;
2374 break;
2375 case WINED3DSIH_M4x3:
2376 nComponents = 3;
2377 tmp_ins.handler_idx = WINED3DSIH_DP4;
2378 break;
2379 case WINED3DSIH_M3x4:
2380 nComponents = 4;
2381 tmp_ins.handler_idx = WINED3DSIH_DP3;
2382 break;
2383 case WINED3DSIH_M3x3:
2384 nComponents = 3;
2385 tmp_ins.handler_idx = WINED3DSIH_DP3;
2386 break;
2387 case WINED3DSIH_M3x2:
2388 nComponents = 2;
2389 tmp_ins.handler_idx = WINED3DSIH_DP3;
2390 break;
2391 default:
2392 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2393 break;
2396 tmp_dst = ins->dst[0];
2397 tmp_src[0] = ins->src[0];
2398 tmp_src[1] = ins->src[1];
2399 for (i = 0; i < nComponents; i++) {
2400 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2401 shader_hw_map2gl(&tmp_ins);
2402 ++tmp_src[1].reg.idx;
2406 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2408 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2409 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2410 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2412 char dst[50];
2413 char src[50];
2415 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2416 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2417 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2419 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2420 * .w is used
2422 strcat(src, ".w");
2425 /* TODO: If the destination is readable, and not the same as the source, the destination
2426 * can be used instead of TA
2428 if (priv->target_version >= NV2)
2430 shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2431 shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2432 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2434 else
2436 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2437 shader_addline(buffer, "ABS TA.x, %s;\n", src);
2438 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2439 shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2440 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2444 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2446 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2447 const char *instruction;
2449 char dst[50];
2450 char src[50];
2452 switch(ins->handler_idx)
2454 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2455 case WINED3DSIH_RCP: instruction = "RCP"; break;
2456 case WINED3DSIH_EXP: instruction = "EX2"; break;
2457 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2458 default: instruction = "";
2459 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2460 break;
2463 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2464 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2465 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2467 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2468 * .w is used
2470 strcat(src, ".w");
2473 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2476 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2478 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2479 char dst_name[50];
2480 char src_name[50];
2481 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2482 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2483 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2485 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2486 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2488 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2489 * otherwise NRM or RSQ would return NaN */
2490 if(pshader && priv->target_version >= NV3)
2492 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2494 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2496 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2497 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2498 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2500 else if(priv->target_version >= NV2)
2502 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2503 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2504 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2505 src_name);
2507 else
2509 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2511 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2512 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2513 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2515 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2516 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2518 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2519 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2520 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2521 src_name);
2525 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2527 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2528 char dst_name[50];
2529 char src_name[3][50];
2531 /* ARB_fragment_program has a convenient LRP instruction */
2532 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2533 shader_hw_map2gl(ins);
2534 return;
2537 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2538 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2539 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2540 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2542 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2543 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2544 dst_name, src_name[0], src_name[2]);
2547 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2549 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2550 * must contain fixed constants. So we need a separate function to filter those constants and
2551 * can't use map2gl
2553 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2554 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2555 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2556 char dst_name[50];
2557 char src_name0[50], src_name1[50], src_name2[50];
2558 BOOL is_color;
2560 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2561 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2562 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2563 /* No modifiers are supported on SCS */
2564 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2566 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2568 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2569 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2571 } else if(priv->target_version >= NV2) {
2572 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2574 /* Sincos writemask must be .x, .y or .xy */
2575 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2576 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2577 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2578 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2579 } else {
2580 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2581 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2583 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2584 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2586 * The constants we get are:
2588 * +1 +1, -1 -1 +1 +1 -1 -1
2589 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2590 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2592 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2594 * (x/2)^2 = x^2 / 4
2595 * (x/2)^3 = x^3 / 8
2596 * (x/2)^4 = x^4 / 16
2597 * (x/2)^5 = x^5 / 32
2598 * etc
2600 * To get the final result:
2601 * sin(x) = 2 * sin(x/2) * cos(x/2)
2602 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2603 * (from sin(x+y) and cos(x+y) rules)
2605 * As per MSDN, dst.z is undefined after the operation, and so is
2606 * dst.x and dst.y if they're masked out by the writemask. Ie
2607 * sincos dst.y, src1, c0, c1
2608 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2609 * vsa.exe also stops with an error if the dest register is the same register as the source
2610 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2611 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2613 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2614 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2615 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2617 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2618 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2619 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2620 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2621 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2622 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2624 /* sin(x/2)
2626 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2627 * properly merge that with MULs in the code above?
2628 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2629 * we can merge the sine and cosine MAD rows to calculate them together.
2631 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2632 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2633 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2634 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2636 /* cos(x/2) */
2637 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2638 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2639 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2641 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2642 /* cos x */
2643 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2644 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2646 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2647 /* sin x */
2648 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2649 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2654 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2656 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2657 char dst_name[50];
2658 char src_name[50];
2659 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2661 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2662 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2664 /* SGN is only valid in vertex shaders */
2665 if(ctx->target_version >= NV2) {
2666 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2667 return;
2670 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2671 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2673 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2674 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2675 } else {
2676 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2677 * Then use TA, and calculate the final result
2679 * Not reading from TA? Store the first result in TA to avoid overwriting the
2680 * destination if src reg = dst reg
2682 if(strstr(src_name, "TA"))
2684 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2685 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2686 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2688 else
2690 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2691 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2692 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2697 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2699 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2700 char src[50];
2701 char dst[50];
2702 char dst_name[50];
2703 BOOL is_color;
2705 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2706 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2707 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2709 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2710 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2713 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2715 *need_abs = FALSE;
2717 switch(mod)
2719 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2720 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2721 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2722 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2723 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2724 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2725 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2726 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2727 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2728 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2729 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2730 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2731 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2733 FIXME("Unknown modifier %u\n", mod);
2734 return mod;
2737 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2739 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2740 char src0[50], src1[50], dst[50];
2741 struct wined3d_shader_src_param src0_copy = ins->src[0];
2742 BOOL need_abs = FALSE;
2743 const char *instr;
2744 BOOL arg2 = FALSE;
2746 switch(ins->handler_idx)
2748 case WINED3DSIH_LOG: instr = "LG2"; break;
2749 case WINED3DSIH_LOGP: instr = "LOG"; break;
2750 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2751 default:
2752 ERR("Unexpected instruction %d\n", ins->handler_idx);
2753 return;
2756 /* LOG, LOGP and POW operate on the absolute value of the input */
2757 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2759 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2760 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2761 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2763 if(need_abs)
2765 shader_addline(buffer, "ABS TA, %s;\n", src0);
2766 if(arg2)
2768 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2770 else
2772 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2775 else if(arg2)
2777 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2779 else
2781 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2785 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2787 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2788 char src_name[50];
2789 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2791 /* src0 is aL */
2792 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2794 if(vshader)
2796 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2797 struct list *e = list_head(&priv->control_frames);
2798 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2800 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2801 /* The constant loader makes sure to load -1 into iX.w */
2802 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2803 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2804 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2806 else
2808 shader_addline(buffer, "LOOP %s;\n", src_name);
2812 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2814 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2815 char src_name[50];
2816 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2818 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2820 /* The constant loader makes sure to load -1 into iX.w */
2821 if(vshader)
2823 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2824 struct list *e = list_head(&priv->control_frames);
2825 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2827 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2829 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2830 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2831 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2833 else
2835 shader_addline(buffer, "REP %s;\n", src_name);
2839 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2841 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2842 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2844 if(vshader)
2846 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2847 struct list *e = list_head(&priv->control_frames);
2848 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2850 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2851 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2852 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2854 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2856 else
2858 shader_addline(buffer, "ENDLOOP;\n");
2862 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2864 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2865 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2867 if(vshader)
2869 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2870 struct list *e = list_head(&priv->control_frames);
2871 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2873 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2874 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2875 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2877 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2879 else
2881 shader_addline(buffer, "ENDREP;\n");
2885 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2887 struct control_frame *control_frame;
2889 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2891 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2893 ERR("Could not find loop for break\n");
2894 return NULL;
2897 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2899 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2900 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2901 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2903 if(vshader)
2905 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2907 else
2909 shader_addline(buffer, "BRK;\n");
2913 static const char *get_compare(COMPARISON_TYPE flags)
2915 switch (flags)
2917 case COMPARISON_GT: return "GT";
2918 case COMPARISON_EQ: return "EQ";
2919 case COMPARISON_GE: return "GE";
2920 case COMPARISON_LT: return "LT";
2921 case COMPARISON_NE: return "NE";
2922 case COMPARISON_LE: return "LE";
2923 default:
2924 FIXME("Unrecognized comparison value: %u\n", flags);
2925 return "(\?\?)";
2929 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2931 switch (flags)
2933 case COMPARISON_GT: return COMPARISON_LE;
2934 case COMPARISON_EQ: return COMPARISON_NE;
2935 case COMPARISON_GE: return COMPARISON_LT;
2936 case COMPARISON_LT: return COMPARISON_GE;
2937 case COMPARISON_NE: return COMPARISON_EQ;
2938 case COMPARISON_LE: return COMPARISON_GT;
2939 default:
2940 FIXME("Unrecognized comparison value: %u\n", flags);
2941 return -1;
2945 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2947 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2948 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2949 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2950 char src_name0[50];
2951 char src_name1[50];
2952 const char *comp = get_compare(ins->flags);
2954 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2955 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2957 if(vshader)
2959 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2960 * away the subtraction result
2962 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2963 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2965 else
2967 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2968 shader_addline(buffer, "BRK (%s.x);\n", comp);
2972 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2974 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2975 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2976 struct list *e = list_head(&priv->control_frames);
2977 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2978 const char *comp;
2979 char src_name0[50];
2980 char src_name1[50];
2981 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2983 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2984 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2986 if(vshader)
2988 /* Invert the flag. We jump to the else label if the condition is NOT true */
2989 comp = get_compare(invert_compare(ins->flags));
2990 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2991 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
2993 else
2995 comp = get_compare(ins->flags);
2996 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2997 shader_addline(buffer, "IF %s.x;\n", comp);
3001 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3003 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3004 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3005 struct list *e = list_head(&priv->control_frames);
3006 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3007 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3009 if(vshader)
3011 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3012 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3013 control_frame->had_else = TRUE;
3015 else
3017 shader_addline(buffer, "ELSE;\n");
3021 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3023 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3024 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3025 struct list *e = list_head(&priv->control_frames);
3026 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3027 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3029 if(vshader)
3031 if(control_frame->had_else)
3033 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3035 else
3037 shader_addline(buffer, "#No else branch. else is endif\n");
3038 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3041 else
3043 shader_addline(buffer, "ENDIF;\n");
3047 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3049 DWORD sampler_idx = ins->src[1].reg.idx;
3050 char reg_dest[40];
3051 char reg_src[3][40];
3052 WORD flags = TEX_DERIV;
3054 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3055 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3056 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3057 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3059 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3060 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3062 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3065 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3067 DWORD sampler_idx = ins->src[1].reg.idx;
3068 char reg_dest[40];
3069 char reg_coord[40];
3070 WORD flags = TEX_LOD;
3072 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3073 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3075 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3076 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3078 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3081 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3083 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3084 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3086 priv->in_main_func = FALSE;
3087 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3088 * subroutine, don't generate a label that will make GL complain
3090 if(priv->target_version == ARB) return;
3092 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3095 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3096 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
3098 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3099 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3100 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3101 unsigned int i;
3103 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3104 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3105 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3106 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3108 if(args->super.fog_src == VS_FOG_Z) {
3109 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3110 } else if (!reg_maps->fog) {
3111 /* posFixup.x is always 1.0, so we can savely use it */
3112 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3115 /* Write the final position.
3117 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3118 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3119 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3120 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3122 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3123 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3124 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3126 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3128 if(args->super.clip_enabled)
3130 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
3132 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3136 else if(args->clip.boolclip.clip_texcoord)
3138 unsigned int cur_clip = 0;
3139 char component[4] = {'x', 'y', 'z', 'w'};
3140 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3142 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3144 if(args->clip.boolclip.clipplane_mask & (1 << i))
3146 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3147 component[cur_clip++], i);
3150 switch(cur_clip)
3152 case 0:
3153 shader_addline(buffer, "MOV TA, %s;\n", zero);
3154 break;
3155 case 1:
3156 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3157 break;
3158 case 2:
3159 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3160 break;
3161 case 3:
3162 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3163 break;
3165 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3166 args->clip.boolclip.clip_texcoord - 1);
3169 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3170 * and the glsl equivalent
3172 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
3173 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3174 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3175 } else {
3176 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3177 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3180 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3182 priv_ctx->footer_written = TRUE;
3185 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3187 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3188 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3189 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3190 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3192 if(priv->target_version == ARB) return;
3194 if(vshader)
3196 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3199 shader_addline(buffer, "RET;\n");
3202 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3204 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3205 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3208 /* GL locking is done by the caller */
3209 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3211 GLuint program_id = 0;
3212 GLint pos;
3214 const char *blt_vprogram =
3215 "!!ARBvp1.0\n"
3216 "PARAM c[1] = { { 1, 0.5 } };\n"
3217 "MOV result.position, vertex.position;\n"
3218 "MOV result.color, c[0].x;\n"
3219 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3220 "END\n";
3222 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3223 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3224 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3225 strlen(blt_vprogram), blt_vprogram));
3226 checkGLcall("glProgramStringARB()");
3228 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3229 if (pos != -1)
3231 FIXME("Vertex program error at position %d: %s\n\n", pos,
3232 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3233 shader_arb_dump_program_source(blt_vprogram);
3235 else
3237 GLint native;
3239 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3240 checkGLcall("glGetProgramivARB()");
3241 if (!native) WARN("Program exceeds native resource limits.\n");
3244 return program_id;
3247 /* GL locking is done by the caller */
3248 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3249 enum tex_types tex_type, BOOL masked)
3251 GLuint program_id = 0;
3252 const char *fprogram;
3253 GLint pos;
3255 static const char * const blt_fprograms_full[tex_type_count] =
3257 /* tex_1d */
3258 NULL,
3259 /* tex_2d */
3260 "!!ARBfp1.0\n"
3261 "TEMP R0;\n"
3262 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3263 "MOV result.depth.z, R0.x;\n"
3264 "END\n",
3265 /* tex_3d */
3266 NULL,
3267 /* tex_cube */
3268 "!!ARBfp1.0\n"
3269 "TEMP R0;\n"
3270 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3271 "MOV result.depth.z, R0.x;\n"
3272 "END\n",
3273 /* tex_rect */
3274 "!!ARBfp1.0\n"
3275 "TEMP R0;\n"
3276 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3277 "MOV result.depth.z, R0.x;\n"
3278 "END\n",
3281 static const char * const blt_fprograms_masked[tex_type_count] =
3283 /* tex_1d */
3284 NULL,
3285 /* tex_2d */
3286 "!!ARBfp1.0\n"
3287 "PARAM mask = program.local[0];\n"
3288 "TEMP R0;\n"
3289 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3290 "MUL R0.x, R0.x, R0.y;\n"
3291 "KIL -R0.x;\n"
3292 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3293 "MOV result.depth.z, R0.x;\n"
3294 "END\n",
3295 /* tex_3d */
3296 NULL,
3297 /* tex_cube */
3298 "!!ARBfp1.0\n"
3299 "PARAM mask = program.local[0];\n"
3300 "TEMP R0;\n"
3301 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3302 "MUL R0.x, R0.x, R0.y;\n"
3303 "KIL -R0.x;\n"
3304 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3305 "MOV result.depth.z, R0.x;\n"
3306 "END\n",
3307 /* tex_rect */
3308 "!!ARBfp1.0\n"
3309 "PARAM mask = program.local[0];\n"
3310 "TEMP R0;\n"
3311 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3312 "MUL R0.x, R0.x, R0.y;\n"
3313 "KIL -R0.x;\n"
3314 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3315 "MOV result.depth.z, R0.x;\n"
3316 "END\n",
3319 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3320 if (!fprogram)
3322 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3323 tex_type = tex_2d;
3324 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3327 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3328 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3329 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3330 checkGLcall("glProgramStringARB()");
3332 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3333 if (pos != -1)
3335 FIXME("Fragment program error at position %d: %s\n\n", pos,
3336 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3337 shader_arb_dump_program_source(fprogram);
3339 else
3341 GLint native;
3343 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3344 checkGLcall("glGetProgramivARB()");
3345 if (!native) WARN("Program exceeds native resource limits.\n");
3348 return program_id;
3351 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3352 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3354 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3356 if(condcode)
3358 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3359 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3360 /* Calculate the > 0.0031308 case */
3361 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3362 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3363 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3364 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3365 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3366 /* Calculate the < case */
3367 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3369 else
3371 /* Calculate the > 0.0031308 case */
3372 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3373 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3374 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3375 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3376 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3377 /* Calculate the < case */
3378 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3379 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3380 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3381 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3382 /* Store the components > 0.0031308 in the destination */
3383 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3384 /* Add the components that are < 0.0031308 */
3385 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3386 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3387 * result.color writes(.rgb first, then .a), or handle overwriting already written
3388 * components. The assembler uses a temporary register in this case, which is usually
3389 * not allocated from one of our registers that were used earlier.
3392 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3395 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3397 const local_constant *constant;
3399 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3401 if (constant->idx == idx)
3403 return constant->value;
3406 return NULL;
3409 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3410 struct shader_arb_ctx_priv *priv)
3412 static const char * const texcoords[8] =
3414 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3415 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3417 unsigned int i;
3418 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3419 const char *semantic_name;
3420 DWORD semantic_idx;
3422 switch(args->super.vp_mode)
3424 case pretransformed:
3425 case fixedfunction:
3426 /* The pixelshader has to collect the varyings on its own. In any case properly load
3427 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3428 * other attribs to 0.0.
3430 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3431 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3432 * load the texcoord attrib pointers to match the pixel shader signature
3434 for(i = 0; i < MAX_REG_INPUT; i++)
3436 semantic_name = sig[i].semantic_name;
3437 semantic_idx = sig[i].semantic_idx;
3438 if (!semantic_name) continue;
3440 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3442 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3443 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3444 else priv->ps_input[i] = "0.0";
3446 else if(args->super.vp_mode == fixedfunction)
3448 priv->ps_input[i] = "0.0";
3450 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3452 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3453 else priv->ps_input[i] = "0.0";
3455 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3457 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3458 else priv->ps_input[i] = "0.0";
3460 else
3462 priv->ps_input[i] = "0.0";
3465 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3467 break;
3469 case vertexshader:
3470 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3471 * fragment.color
3473 for(i = 0; i < 8; i++)
3475 priv->ps_input[i] = texcoords[i];
3477 priv->ps_input[8] = "fragment.color.primary";
3478 priv->ps_input[9] = "fragment.color.secondary";
3479 break;
3483 /* GL locking is done by the caller */
3484 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3485 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3487 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3488 CONST DWORD *function = This->baseShader.function;
3489 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3490 const local_constant *lconst;
3491 GLuint retval;
3492 char fragcolor[16];
3493 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3494 struct shader_arb_ctx_priv priv_ctx;
3495 BOOL dcl_td = FALSE;
3496 BOOL want_nv_prog = FALSE;
3497 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3498 GLint errPos;
3499 DWORD map;
3501 char srgbtmp[4][4];
3502 unsigned int i, found = 0;
3504 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3506 if (!(map & 1)
3507 || (This->color0_mov && i == This->color0_reg)
3508 || (reg_maps->shader_version.major < 2 && !i))
3509 continue;
3511 sprintf(srgbtmp[found], "R%u", i);
3512 ++found;
3513 if (found == 4) break;
3516 switch(found) {
3517 case 0:
3518 sprintf(srgbtmp[0], "TA");
3519 sprintf(srgbtmp[1], "TB");
3520 sprintf(srgbtmp[2], "TC");
3521 sprintf(srgbtmp[3], "TD");
3522 dcl_td = TRUE;
3523 break;
3524 case 1:
3525 sprintf(srgbtmp[1], "TA");
3526 sprintf(srgbtmp[2], "TB");
3527 sprintf(srgbtmp[3], "TC");
3528 break;
3529 case 2:
3530 sprintf(srgbtmp[2], "TA");
3531 sprintf(srgbtmp[3], "TB");
3532 break;
3533 case 3:
3534 sprintf(srgbtmp[3], "TA");
3535 break;
3536 case 4:
3537 break;
3540 /* Create the hw ARB shader */
3541 memset(&priv_ctx, 0, sizeof(priv_ctx));
3542 priv_ctx.cur_ps_args = args;
3543 priv_ctx.compiled_fprog = compiled;
3544 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3545 init_ps_input(This, args, &priv_ctx);
3546 list_init(&priv_ctx.control_frames);
3548 /* Avoid enabling NV_fragment_program* if we do not need it.
3550 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3551 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3552 * is faster than what we gain from using higher native instructions. There are some things though
3553 * that cannot be emulated. In that case enable the extensions.
3554 * If the extension is enabled, instruction handlers that support both ways will use it.
3556 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3557 * So enable the best we can get.
3559 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3560 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3562 want_nv_prog = TRUE;
3565 shader_addline(buffer, "!!ARBfp1.0\n");
3566 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3568 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3569 priv_ctx.target_version = NV3;
3571 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3573 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3574 priv_ctx.target_version = NV2;
3575 } else {
3576 if(want_nv_prog)
3578 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3579 * limits properly
3581 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3582 ERR("Try GLSL\n");
3584 priv_ctx.target_version = ARB;
3587 if(This->baseShader.reg_maps.highest_render_target > 0)
3589 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3592 if (reg_maps->shader_version.major < 3)
3594 switch(args->super.fog) {
3595 case FOG_OFF:
3596 break;
3597 case FOG_LINEAR:
3598 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3599 break;
3600 case FOG_EXP:
3601 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3602 break;
3603 case FOG_EXP2:
3604 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3605 break;
3609 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3610 * unused temps away(but occupies them for the whole shader if they're used once). Always
3611 * declaring them avoids tricky bookkeeping work
3613 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3614 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3615 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3616 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3617 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3618 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3619 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3621 if (reg_maps->shader_version.major < 2)
3623 strcpy(fragcolor, "R0");
3624 } else {
3625 if(args->super.srgb_correction) {
3626 if(This->color0_mov) {
3627 sprintf(fragcolor, "R%u", This->color0_reg);
3628 } else {
3629 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3630 strcpy(fragcolor, "TMP_COLOR");
3632 } else {
3633 strcpy(fragcolor, "result.color");
3637 if(args->super.srgb_correction) {
3638 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3639 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3640 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3641 srgb_sub_high, 0.0, 0.0, 0.0);
3644 /* Base Declarations */
3645 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3646 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3648 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3650 if (!(map & 1)) continue;
3652 cur = compiled->numbumpenvmatconsts;
3653 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3654 compiled->bumpenvmatconst[cur].texunit = i;
3655 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3656 compiled->luminanceconst[cur].texunit = i;
3658 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3659 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3660 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3661 * textures due to conditional NP2 restrictions)
3663 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3664 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3665 * their location is shader dependent anyway and they cannot be loaded globally.
3667 compiled->bumpenvmatconst[cur].const_num = next_local++;
3668 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3669 i, compiled->bumpenvmatconst[cur].const_num);
3670 compiled->numbumpenvmatconsts = cur + 1;
3672 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3674 compiled->luminanceconst[cur].const_num = next_local++;
3675 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3676 i, compiled->luminanceconst[cur].const_num);
3679 for(i = 0; i < MAX_CONST_I; i++)
3681 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3682 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3684 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3686 if(control_values)
3688 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3689 control_values[0], control_values[1], control_values[2]);
3691 else
3693 compiled->int_consts[i] = next_local;
3694 compiled->num_int_consts++;
3695 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3700 if(reg_maps->vpos || reg_maps->usesdsy)
3702 compiled->ycorrection = next_local;
3703 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3705 if(reg_maps->vpos)
3707 shader_addline(buffer, "TEMP vpos;\n");
3708 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3709 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3710 * ycorrection.z: 1.0
3711 * ycorrection.w: 0.0
3713 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3714 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3717 else
3719 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3722 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3723 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3724 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3725 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3726 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3727 * shader compilation errors and the subsequent errors when drawing with this shader. */
3728 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3730 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3731 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3732 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3734 fixup->offset = next_local;
3735 fixup->super.active = 0;
3737 cur = 0;
3738 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3739 if (!(map & (1 << i))) continue;
3741 if (fixup->offset + (cur >> 1) < max_lconsts) {
3742 fixup->super.active |= (1 << i);
3743 fixup->super.idx[i] = cur++;
3744 } else {
3745 FIXME("No free constant found to load NP2 fixup data into shader. "
3746 "Sampling from this texture will probably look wrong.\n");
3747 break;
3751 fixup->super.num_consts = (cur + 1) >> 1;
3752 if (fixup->super.num_consts) {
3753 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3754 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3757 next_local += fixup->super.num_consts;
3760 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3762 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3765 /* Base Shader Body */
3766 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3768 if(args->super.srgb_correction) {
3769 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3770 priv_ctx.target_version >= NV2);
3773 if(strcmp(fragcolor, "result.color")) {
3774 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3776 shader_addline(buffer, "END\n");
3778 /* TODO: change to resource.glObjectHandle or something like that */
3779 GL_EXTCALL(glGenProgramsARB(1, &retval));
3781 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3782 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3784 TRACE("Created hw pixel shader, prg=%d\n", retval);
3785 /* Create the program and check for errors */
3786 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3787 buffer->bsize, buffer->buffer));
3788 checkGLcall("glProgramStringARB()");
3790 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3791 if (errPos != -1)
3793 FIXME("HW PixelShader Error at position %d: %s\n\n",
3794 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3795 shader_arb_dump_program_source(buffer->buffer);
3796 retval = 0;
3798 else
3800 GLint native;
3802 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3803 checkGLcall("glGetProgramivARB()");
3804 if (!native) WARN("Program exceeds native resource limits.\n");
3807 /* Load immediate constants */
3808 if(lconst_map) {
3809 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3810 const float *value = (const float *)lconst->value;
3811 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3812 checkGLcall("glProgramLocalParameter4fvARB");
3814 HeapFree(GetProcessHeap(), 0, lconst_map);
3817 return retval;
3820 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3822 unsigned int i;
3823 int ret;
3825 for(i = 0; i < MAX_REG_INPUT; i++)
3827 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3829 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3830 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3831 continue;
3834 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3835 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3836 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3837 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3838 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3839 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3841 return 0;
3844 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3846 struct wined3d_shader_signature_element *new;
3847 int i;
3848 char *name;
3850 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3851 for(i = 0; i < MAX_REG_INPUT; i++)
3853 if (!sig[i].semantic_name) continue;
3855 new[i] = sig[i];
3856 /* Clone the semantic string */
3857 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3858 strcpy(name, sig[i].semantic_name);
3859 new[i].semantic_name = name;
3861 return new;
3864 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3866 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3867 struct ps_signature *found_sig;
3869 if (entry)
3871 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3872 TRACE("Found existing signature %u\n", found_sig->idx);
3873 return found_sig->idx;
3875 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3876 found_sig->sig = clone_sig(sig);
3877 found_sig->idx = priv->ps_sig_number++;
3878 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3879 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3881 ERR("Failed to insert program entry.\n");
3883 return found_sig->idx;
3886 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3887 struct arb_vs_compiled_shader *compiled)
3889 unsigned int i, j;
3890 static const char * const texcoords[8] =
3892 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3893 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3895 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3896 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3897 const struct wined3d_shader_signature_element *sig;
3898 const char *semantic_name;
3899 DWORD semantic_idx, reg_idx;
3901 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3902 * and varying 9 to result.color.secondary
3904 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3906 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3907 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3908 "result.color.primary", "result.color.secondary"
3911 if(sig_num == ~0)
3913 TRACE("Pixel shader uses builtin varyings\n");
3914 /* Map builtins to builtins */
3915 for(i = 0; i < 8; i++)
3917 priv_ctx->texcrd_output[i] = texcoords[i];
3919 priv_ctx->color_output[0] = "result.color.primary";
3920 priv_ctx->color_output[1] = "result.color.secondary";
3921 priv_ctx->fog_output = "result.fogcoord";
3923 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3924 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3926 semantic_name = baseshader->output_signature[i].semantic_name;
3927 if (!semantic_name) continue;
3929 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3931 TRACE("o%u is TMP_OUT\n", i);
3932 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3933 else priv_ctx->vs_output[i] = "TA";
3935 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3937 TRACE("o%u is result.pointsize\n", i);
3938 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3939 else priv_ctx->vs_output[i] = "TA";
3941 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3943 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3944 if (!baseshader->output_signature[i].semantic_idx)
3945 priv_ctx->vs_output[i] = "result.color.primary";
3946 else if (baseshader->output_signature[i].semantic_idx == 1)
3947 priv_ctx->vs_output[i] = "result.color.secondary";
3948 else priv_ctx->vs_output[i] = "TA";
3950 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3952 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3953 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3954 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3956 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3958 TRACE("o%u is result.fogcoord\n", i);
3959 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3960 else priv_ctx->vs_output[i] = "result.fogcoord";
3962 else
3964 priv_ctx->vs_output[i] = "TA";
3967 return;
3970 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3971 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3973 sig = device->stateBlock->state.pixel_shader->baseShader.input_signature;
3974 TRACE("Pixel shader uses declared varyings\n");
3976 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3977 for(i = 0; i < 8; i++)
3979 priv_ctx->texcrd_output[i] = "TA";
3981 priv_ctx->color_output[0] = "TA";
3982 priv_ctx->color_output[1] = "TA";
3983 priv_ctx->fog_output = "TA";
3985 for(i = 0; i < MAX_REG_INPUT; i++)
3987 semantic_name = sig[i].semantic_name;
3988 semantic_idx = sig[i].semantic_idx;
3989 reg_idx = sig[i].register_idx;
3990 if (!semantic_name) continue;
3992 /* If a declared input register is not written by builtin arguments, don't write to it.
3993 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3995 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3996 * to TMP_OUT in any case
3998 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4000 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4002 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4004 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4006 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4008 if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4010 else
4012 continue;
4015 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4016 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4018 compiled->need_color_unclamp = TRUE;
4022 /* Map declared to declared */
4023 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
4025 /* Write unread output to TA to throw them away */
4026 priv_ctx->vs_output[i] = "TA";
4027 semantic_name = baseshader->output_signature[i].semantic_name;
4028 if (!semantic_name) continue;
4030 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4031 && !baseshader->output_signature[i].semantic_idx)
4033 priv_ctx->vs_output[i] = "TMP_OUT";
4034 continue;
4036 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4037 && !baseshader->output_signature[i].semantic_idx)
4039 priv_ctx->vs_output[i] = "result.pointsize";
4040 continue;
4043 for(j = 0; j < MAX_REG_INPUT; j++)
4045 if (!sig[j].semantic_name) continue;
4047 if (!strcmp(sig[j].semantic_name, semantic_name)
4048 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
4050 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4052 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4053 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4055 compiled->need_color_unclamp = TRUE;
4062 /* GL locking is done by the caller */
4063 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
4064 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4066 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4067 CONST DWORD *function = This->baseShader.function;
4068 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4069 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4070 const local_constant *lconst;
4071 GLuint ret;
4072 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
4073 struct shader_arb_ctx_priv priv_ctx;
4074 unsigned int i;
4075 GLint errPos;
4077 memset(&priv_ctx, 0, sizeof(priv_ctx));
4078 priv_ctx.cur_vs_args = args;
4079 list_init(&priv_ctx.control_frames);
4080 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
4082 /* Create the hw ARB shader */
4083 shader_addline(buffer, "!!ARBvp1.0\n");
4085 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4086 * mesurable performance penalty, and we can always make use of it for clipplanes.
4088 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4090 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4091 priv_ctx.target_version = NV3;
4092 shader_addline(buffer, "ADDRESS aL;\n");
4094 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4096 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4097 priv_ctx.target_version = NV2;
4098 shader_addline(buffer, "ADDRESS aL;\n");
4099 } else {
4100 priv_ctx.target_version = ARB;
4103 shader_addline(buffer, "TEMP TMP_OUT;\n");
4104 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4105 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4107 if(need_rel_addr_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4108 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", This->rel_offset);
4109 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4112 shader_addline(buffer, "TEMP TA;\n");
4114 /* Base Declarations */
4115 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
4116 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4118 for(i = 0; i < MAX_CONST_I; i++)
4120 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4121 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4123 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
4125 if(control_values)
4127 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4128 control_values[0], control_values[1], control_values[2]);
4130 else
4132 compiled->int_consts[i] = next_local;
4133 compiled->num_int_consts++;
4134 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4139 /* We need a constant to fixup the final position */
4140 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4141 compiled->pos_fixup = next_local++;
4143 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4144 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4145 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4146 * a replacement shader depend on the texcoord.w being set properly.
4148 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4149 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4150 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4151 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4152 * this can eat a number of instructions, so skip it unless this cap is set as well
4154 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4156 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4157 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4159 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4161 int i;
4162 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4163 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4165 if (This->baseShader.reg_maps.texcoord_mask[i]
4166 && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4167 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4172 /* The shader starts with the main function */
4173 priv_ctx.in_main_func = TRUE;
4174 /* Base Shader Body */
4175 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4177 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4179 shader_addline(buffer, "END\n");
4181 /* TODO: change to resource.glObjectHandle or something like that */
4182 GL_EXTCALL(glGenProgramsARB(1, &ret));
4184 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4185 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4187 TRACE("Created hw vertex shader, prg=%d\n", ret);
4188 /* Create the program and check for errors */
4189 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4190 buffer->bsize, buffer->buffer));
4191 checkGLcall("glProgramStringARB()");
4193 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4194 if (errPos != -1)
4196 FIXME("HW VertexShader Error at position %d: %s\n\n",
4197 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4198 shader_arb_dump_program_source(buffer->buffer);
4199 ret = -1;
4201 else
4203 GLint native;
4205 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4206 checkGLcall("glGetProgramivARB()");
4207 if (!native) WARN("Program exceeds native resource limits.\n");
4209 /* Load immediate constants */
4210 if(lconst_map) {
4211 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4212 const float *value = (const float *)lconst->value;
4213 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4217 HeapFree(GetProcessHeap(), 0, lconst_map);
4219 return ret;
4222 /* GL locking is done by the caller */
4223 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4225 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
4226 UINT i;
4227 DWORD new_size;
4228 struct arb_ps_compiled_shader *new_array;
4229 struct wined3d_shader_buffer buffer;
4230 struct arb_pshader_private *shader_data;
4231 GLuint ret;
4233 if (!shader->baseShader.backend_data)
4235 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4236 struct shader_arb_priv *priv = device->shader_priv;
4238 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4239 shader_data = shader->baseShader.backend_data;
4240 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4242 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4243 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4245 shader_data->has_signature_idx = TRUE;
4246 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4248 if (!device->vs_clipping)
4249 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4250 gl_info->limits.texture_stages - 1);
4251 else
4252 shader_data->clipplane_emulation = ~0U;
4254 shader_data = shader->baseShader.backend_data;
4256 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4257 * so a linear search is more performant than a hashmap or a binary search
4258 * (cache coherency etc)
4260 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4262 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4263 return &shader_data->gl_shaders[i];
4266 TRACE("No matching GL shader found, compiling a new shader\n");
4267 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4268 if (shader_data->num_gl_shaders)
4270 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4271 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4272 new_size * sizeof(*shader_data->gl_shaders));
4273 } else {
4274 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4275 new_size = 1;
4278 if(!new_array) {
4279 ERR("Out of memory\n");
4280 return 0;
4282 shader_data->gl_shaders = new_array;
4283 shader_data->shader_array_size = new_size;
4286 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4288 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4289 (IWineD3DBaseTexture **)device->stateBlock->state.textures);
4291 if (!shader_buffer_init(&buffer))
4293 ERR("Failed to initialize shader buffer.\n");
4294 return 0;
4297 ret = shader_arb_generate_pshader(shader, &buffer, args,
4298 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4299 shader_buffer_free(&buffer);
4300 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4302 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4305 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4306 const DWORD use_map, BOOL skip_int) {
4307 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4308 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4309 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4310 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4311 if(stored->ps_signature != new->ps_signature) return FALSE;
4312 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4313 if(skip_int) return TRUE;
4315 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4318 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4320 UINT i;
4321 DWORD new_size;
4322 struct arb_vs_compiled_shader *new_array;
4323 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4324 struct wined3d_shader_buffer buffer;
4325 struct arb_vshader_private *shader_data;
4326 GLuint ret;
4327 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4329 if (!shader->baseShader.backend_data)
4331 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4333 shader_data = shader->baseShader.backend_data;
4335 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4336 * so a linear search is more performant than a hashmap or a binary search
4337 * (cache coherency etc)
4339 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4340 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4341 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4343 return &shader_data->gl_shaders[i];
4347 TRACE("No matching GL shader found, compiling a new shader\n");
4349 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4350 if (shader_data->num_gl_shaders)
4352 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4353 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4354 new_size * sizeof(*shader_data->gl_shaders));
4355 } else {
4356 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4357 new_size = 1;
4360 if(!new_array) {
4361 ERR("Out of memory\n");
4362 return 0;
4364 shader_data->gl_shaders = new_array;
4365 shader_data->shader_array_size = new_size;
4368 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4370 if (!shader_buffer_init(&buffer))
4372 ERR("Failed to initialize shader buffer.\n");
4373 return 0;
4376 ret = shader_arb_generate_vshader(shader, &buffer, args,
4377 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4378 shader_buffer_free(&buffer);
4379 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4381 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4384 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4385 IWineD3DPixelShaderImpl *shader, struct arb_ps_compile_args *args)
4387 int i;
4388 WORD int_skip;
4389 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4391 find_ps_compile_args(state, shader, &args->super);
4393 /* This forces all local boolean constants to 1 to make them stateblock independent */
4394 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4396 for(i = 0; i < MAX_CONST_B; i++)
4398 if (state->ps_consts_b[i])
4399 args->bools |= ( 1 << i);
4402 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4403 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4404 * duplicate the shader than have a no-op KIL instruction in every shader
4406 if ((!((IWineD3DDeviceImpl *)shader->baseShader.device)->vs_clipping) && use_vs(state)
4407 && state->render_states[WINED3DRS_CLIPPING]
4408 && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4409 args->clip = 1;
4410 else
4411 args->clip = 0;
4413 /* Skip if unused or local, or supported natively */
4414 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4415 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4417 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4418 return;
4421 for(i = 0; i < MAX_CONST_I; i++)
4423 if(int_skip & (1 << i))
4425 args->loop_ctrl[i][0] = 0;
4426 args->loop_ctrl[i][1] = 0;
4427 args->loop_ctrl[i][2] = 0;
4429 else
4431 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4432 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4433 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4438 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4439 IWineD3DVertexShaderImpl *shader, struct arb_vs_compile_args *args)
4441 int i;
4442 WORD int_skip;
4443 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4444 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4446 find_vs_compile_args(state, shader, &args->super);
4448 args->clip.boolclip_compare = 0;
4449 if (use_ps(state))
4451 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4452 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4453 args->ps_signature = shader_priv->input_signature_idx;
4455 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4457 else
4459 args->ps_signature = ~0;
4460 if(!dev->vs_clipping)
4462 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4464 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4467 if (args->clip.boolclip.clip_texcoord)
4469 if (state->render_states[WINED3DRS_CLIPPING])
4470 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4471 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4474 /* This forces all local boolean constants to 1 to make them stateblock independent */
4475 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4476 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4477 for(i = 0; i < MAX_CONST_B; i++)
4479 if (state->vs_consts_b[i])
4480 args->clip.boolclip.bools |= ( 1 << i);
4483 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4484 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4485 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4486 args->vertex.samplers[3] = 0;
4488 /* Skip if unused or local */
4489 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4490 /* This is about flow control, not clipping. */
4491 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4493 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4494 return;
4497 for(i = 0; i < MAX_CONST_I; i++)
4499 if(int_skip & (1 << i))
4501 args->loop_ctrl[i][0] = 0;
4502 args->loop_ctrl[i][1] = 0;
4503 args->loop_ctrl[i][2] = 0;
4505 else
4507 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4508 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4509 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4514 /* GL locking is done by the caller */
4515 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4517 IWineD3DDeviceImpl *This = context->swapchain->device;
4518 struct shader_arb_priv *priv = This->shader_priv;
4519 const struct wined3d_gl_info *gl_info = context->gl_info;
4520 const struct wined3d_state *state = &This->stateBlock->state;
4521 int i;
4523 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4524 if (usePS)
4526 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4527 struct arb_ps_compile_args compile_args;
4528 struct arb_ps_compiled_shader *compiled;
4530 TRACE("Using pixel shader %p.\n", ps);
4531 find_arb_ps_compile_args(state, ps, &compile_args);
4532 compiled = find_arb_pshader(ps, &compile_args);
4533 priv->current_fprogram_id = compiled->prgId;
4534 priv->compiled_fprog = compiled;
4536 /* Bind the fragment program */
4537 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4538 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4540 if(!priv->use_arbfp_fixed_func) {
4541 /* Enable OpenGL fragment programs */
4542 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4543 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4545 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4547 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4548 * a 1.x and newer shader, reload the first 8 constants
4550 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4552 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4553 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4554 for(i = 0; i < 8; i++)
4556 context->pshader_const_dirty[i] = 1;
4558 /* Also takes care of loading local constants */
4559 shader_arb_load_constants(context, TRUE, FALSE);
4561 else
4563 float rt_height = This->render_targets[0]->currentDesc.Height;
4564 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4567 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4568 if (compiled->np2fixup_info.super.active)
4569 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4571 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4573 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4574 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4575 * replacement shader
4577 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4578 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4579 priv->current_fprogram_id = 0;
4582 if (useVS)
4584 IWineD3DVertexShaderImpl *vs = state->vertex_shader;
4585 struct arb_vs_compile_args compile_args;
4586 struct arb_vs_compiled_shader *compiled;
4588 TRACE("Using vertex shader %p\n", vs);
4589 find_arb_vs_compile_args(state, vs, &compile_args);
4590 compiled = find_arb_vshader(vs, &compile_args);
4591 priv->current_vprogram_id = compiled->prgId;
4592 priv->compiled_vprog = compiled;
4594 /* Bind the vertex program */
4595 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4596 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4598 /* Enable OpenGL vertex programs */
4599 glEnable(GL_VERTEX_PROGRAM_ARB);
4600 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4601 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4602 shader_arb_vs_local_constants(compiled, context, state);
4604 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4605 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4607 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4609 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4610 checkGLcall("glClampColorARB");
4611 } else {
4612 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4616 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4618 priv->current_vprogram_id = 0;
4619 glDisable(GL_VERTEX_PROGRAM_ARB);
4620 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4624 /* GL locking is done by the caller */
4625 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
4627 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4628 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4629 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4630 struct shader_arb_priv *priv = This->shader_priv;
4631 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4632 GLuint *blt_fprogram;
4634 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4635 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4636 glEnable(GL_VERTEX_PROGRAM_ARB);
4638 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4639 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4640 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4641 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4642 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4645 /* GL locking is done by the caller */
4646 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4647 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4648 struct shader_arb_priv *priv = This->shader_priv;
4649 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4651 if (priv->current_vprogram_id) {
4652 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4653 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4655 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4656 } else {
4657 glDisable(GL_VERTEX_PROGRAM_ARB);
4658 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4661 if (priv->current_fprogram_id) {
4662 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4663 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4665 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4666 } else if(!priv->use_arbfp_fixed_func) {
4667 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4668 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4672 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4673 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4674 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4675 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4677 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4679 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4680 UINT i;
4682 if(!shader_data) return; /* This can happen if a shader was never compiled */
4684 if (shader_data->num_gl_shaders)
4686 struct wined3d_context *context = context_acquire(device, NULL);
4688 ENTER_GL();
4689 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4691 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4692 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4694 LEAVE_GL();
4696 context_release(context);
4699 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4700 HeapFree(GetProcessHeap(), 0, shader_data);
4701 baseShader->baseShader.backend_data = NULL;
4703 else
4705 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4706 UINT i;
4708 if(!shader_data) return; /* This can happen if a shader was never compiled */
4710 if (shader_data->num_gl_shaders)
4712 struct wined3d_context *context = context_acquire(device, NULL);
4714 ENTER_GL();
4715 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4717 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4718 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4720 LEAVE_GL();
4722 context_release(context);
4725 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4726 HeapFree(GetProcessHeap(), 0, shader_data);
4727 baseShader->baseShader.backend_data = NULL;
4731 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4733 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4734 return compare_sig(key, e->sig);
4737 static const struct wine_rb_functions sig_tree_functions =
4739 wined3d_rb_alloc,
4740 wined3d_rb_realloc,
4741 wined3d_rb_free,
4742 sig_tree_compare
4745 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4746 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4747 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4748 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4750 ERR("RB tree init failed\n");
4751 HeapFree(GetProcessHeap(), 0, priv);
4752 return E_OUTOFMEMORY;
4754 This->shader_priv = priv;
4755 return WINED3D_OK;
4758 static void release_signature(struct wine_rb_entry *entry, void *context)
4760 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4761 int i;
4762 for(i = 0; i < MAX_REG_INPUT; i++)
4764 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4766 HeapFree(GetProcessHeap(), 0, sig->sig);
4767 HeapFree(GetProcessHeap(), 0, sig);
4770 /* Context activation is done by the caller. */
4771 static void shader_arb_free(IWineD3DDevice *iface) {
4772 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4773 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4774 struct shader_arb_priv *priv = This->shader_priv;
4775 int i;
4777 ENTER_GL();
4778 if(priv->depth_blt_vprogram_id) {
4779 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4781 for (i = 0; i < tex_type_count; ++i)
4783 if (priv->depth_blt_fprogram_id_full[i])
4785 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4787 if (priv->depth_blt_fprogram_id_masked[i])
4789 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4792 LEAVE_GL();
4794 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4795 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4798 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4799 return TRUE;
4802 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4804 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4806 DWORD vs_consts;
4808 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4809 * for vertex programs. If the native limit is less than that it's
4810 * not very useful, and e.g. Mesa swrast returns 0, probably to
4811 * indicate it's a software implementation. */
4812 if (gl_info->limits.arb_vs_native_constants < 96)
4813 vs_consts = gl_info->limits.arb_vs_float_constants;
4814 else
4815 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4817 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4819 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4820 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4822 else if (vs_consts >= 256)
4824 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4825 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4826 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4828 else
4830 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4831 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4833 pCaps->MaxVertexShaderConst = vs_consts;
4835 else
4837 pCaps->VertexShaderVersion = 0;
4838 pCaps->MaxVertexShaderConst = 0;
4841 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4843 DWORD ps_consts;
4845 /* Similar as above for vertex programs, but the minimum for fragment
4846 * programs is 24. */
4847 if (gl_info->limits.arb_ps_native_constants < 24)
4848 ps_consts = gl_info->limits.arb_ps_float_constants;
4849 else
4850 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4852 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4854 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4855 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4857 else if (ps_consts >= 32)
4859 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4860 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4861 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4863 else
4865 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4866 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4868 pCaps->PixelShader1xMaxValue = 8.0f;
4869 pCaps->MaxPixelShaderConst = ps_consts;
4871 else
4873 pCaps->PixelShaderVersion = 0;
4874 pCaps->PixelShader1xMaxValue = 0.0f;
4875 pCaps->MaxPixelShaderConst = 0;
4878 pCaps->VSClipping = use_nv_clip(gl_info);
4881 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4883 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4885 TRACE("Checking support for color_fixup:\n");
4886 dump_color_fixup_desc(fixup);
4889 /* We support everything except complex conversions. */
4890 if (!is_complex_fixup(fixup))
4892 TRACE("[OK]\n");
4893 return TRUE;
4896 TRACE("[FAILED]\n");
4897 return FALSE;
4900 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4901 DWORD shift;
4902 char write_mask[20], regstr[50];
4903 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4904 BOOL is_color = FALSE;
4905 const struct wined3d_shader_dst_param *dst;
4907 if (!ins->dst_count) return;
4909 dst = &ins->dst[0];
4910 shift = dst->shift;
4911 if (!shift) return; /* Saturate alone is handled by the instructions */
4913 shader_arb_get_write_mask(ins, dst, write_mask);
4914 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4916 /* Generate a line that does the output modifier computation
4917 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4918 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4920 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4921 regstr, write_mask, regstr, shift_tab[shift]);
4924 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4926 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4927 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4928 /* WINED3DSIH_AND */ NULL,
4929 /* WINED3DSIH_BEM */ pshader_hw_bem,
4930 /* WINED3DSIH_BREAK */ shader_hw_break,
4931 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4932 /* WINED3DSIH_BREAKP */ NULL,
4933 /* WINED3DSIH_CALL */ shader_hw_call,
4934 /* WINED3DSIH_CALLNZ */ NULL,
4935 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4936 /* WINED3DSIH_CND */ pshader_hw_cnd,
4937 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4938 /* WINED3DSIH_CUT */ NULL,
4939 /* WINED3DSIH_DCL */ NULL,
4940 /* WINED3DSIH_DEF */ NULL,
4941 /* WINED3DSIH_DEFB */ NULL,
4942 /* WINED3DSIH_DEFI */ NULL,
4943 /* WINED3DSIH_DIV */ NULL,
4944 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4945 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4946 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4947 /* WINED3DSIH_DST */ shader_hw_map2gl,
4948 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4949 /* WINED3DSIH_DSY */ shader_hw_dsy,
4950 /* WINED3DSIH_ELSE */ shader_hw_else,
4951 /* WINED3DSIH_EMIT */ NULL,
4952 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4953 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4954 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4955 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4956 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4957 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4958 /* WINED3DSIH_FTOI */ NULL,
4959 /* WINED3DSIH_IADD */ NULL,
4960 /* WINED3DSIH_IEQ */ NULL,
4961 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4962 /* WINED3DSIH_IFC */ shader_hw_ifc,
4963 /* WINED3DSIH_IGE */ NULL,
4964 /* WINED3DSIH_IMUL */ NULL,
4965 /* WINED3DSIH_ITOF */ NULL,
4966 /* WINED3DSIH_LABEL */ shader_hw_label,
4967 /* WINED3DSIH_LD */ NULL,
4968 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4969 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4970 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4971 /* WINED3DSIH_LOOP */ shader_hw_loop,
4972 /* WINED3DSIH_LRP */ shader_hw_lrp,
4973 /* WINED3DSIH_LT */ NULL,
4974 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4975 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4976 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4977 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4978 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4979 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4980 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4981 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4982 /* WINED3DSIH_MOV */ shader_hw_mov,
4983 /* WINED3DSIH_MOVA */ shader_hw_mov,
4984 /* WINED3DSIH_MOVC */ NULL,
4985 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4986 /* WINED3DSIH_NOP */ shader_hw_nop,
4987 /* WINED3DSIH_NRM */ shader_hw_nrm,
4988 /* WINED3DSIH_PHASE */ NULL,
4989 /* WINED3DSIH_POW */ shader_hw_log_pow,
4990 /* WINED3DSIH_RCP */ shader_hw_rcp,
4991 /* WINED3DSIH_REP */ shader_hw_rep,
4992 /* WINED3DSIH_RET */ shader_hw_ret,
4993 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4994 /* WINED3DSIH_SAMPLE */ NULL,
4995 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
4996 /* WINED3DSIH_SAMPLE_LOD */ NULL,
4997 /* WINED3DSIH_SETP */ NULL,
4998 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4999 /* WINED3DSIH_SGN */ shader_hw_sgn,
5000 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5001 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5002 /* WINED3DSIH_SQRT */ NULL,
5003 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5004 /* WINED3DSIH_TEX */ pshader_hw_tex,
5005 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5006 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5007 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5008 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5009 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5010 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5011 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5012 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5013 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5014 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5015 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5016 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5017 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5018 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5019 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5020 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5021 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5022 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5023 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5024 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5025 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5026 /* WINED3DSIH_UTOF */ NULL,
5029 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
5031 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
5032 WORD bools = 0;
5033 WORD flag = (1 << idx);
5034 const local_constant *constant;
5035 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5037 if(This->baseShader.reg_maps.local_bool_consts & flag)
5039 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5040 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
5042 if (constant->idx == idx)
5044 return constant->value[0];
5047 ERR("Local constant not found\n");
5048 return FALSE;
5050 else
5052 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5053 else bools = priv->cur_ps_args->bools;
5054 return bools & flag;
5058 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5059 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
5061 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5063 /* Integer constants can either be a local constant, or they can be stored in the shader
5064 * type specific compile args. */
5065 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
5067 const local_constant *constant;
5069 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
5071 if (constant->idx == idx)
5073 loop_control->count = constant->value[0];
5074 loop_control->start = constant->value[1];
5075 /* Step is signed. */
5076 loop_control->step = (int)constant->value[2];
5077 return;
5080 /* If this happens the flag was set incorrectly */
5081 ERR("Local constant not found\n");
5082 loop_control->count = 0;
5083 loop_control->start = 0;
5084 loop_control->step = 0;
5085 return;
5088 switch (This->baseShader.reg_maps.shader_version.type)
5090 case WINED3D_SHADER_TYPE_VERTEX:
5091 /* Count and aL start value are unsigned */
5092 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5093 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5094 /* Step is signed. */
5095 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5096 break;
5098 case WINED3D_SHADER_TYPE_PIXEL:
5099 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5100 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5101 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5102 break;
5104 default:
5105 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
5106 break;
5110 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5112 unsigned int i;
5113 struct wined3d_shader_dst_param *dst_param = NULL;
5114 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5115 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5116 if(!rec)
5118 ERR("Out of memory\n");
5119 return;
5122 rec->ins = *ins;
5123 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5124 if(!dst_param) goto free;
5125 *dst_param = *ins->dst;
5126 if(ins->dst->reg.rel_addr)
5128 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5129 if(!rel_addr) goto free;
5130 *rel_addr = *ins->dst->reg.rel_addr;
5131 dst_param->reg.rel_addr = rel_addr;
5133 rec->ins.dst = dst_param;
5135 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5136 if(!src_param) goto free;
5137 for(i = 0; i < ins->src_count; i++)
5139 src_param[i] = ins->src[i];
5140 if(ins->src[i].reg.rel_addr)
5142 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5143 if(!rel_addr) goto free;
5144 *rel_addr = *ins->src[i].reg.rel_addr;
5145 src_param[i].reg.rel_addr = rel_addr;
5148 rec->ins.src = src_param;
5149 list_add_tail(list, &rec->entry);
5150 return;
5152 free:
5153 ERR("Out of memory\n");
5154 if(dst_param)
5156 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5157 HeapFree(GetProcessHeap(), 0, dst_param);
5159 if(src_param)
5161 for(i = 0; i < ins->src_count; i++)
5163 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5165 HeapFree(GetProcessHeap(), 0, src_param);
5167 HeapFree(GetProcessHeap(), 0, rec);
5170 static void free_recorded_instruction(struct list *list)
5172 struct recorded_instruction *rec_ins, *entry2;
5173 unsigned int i;
5175 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5177 list_remove(&rec_ins->entry);
5178 if(rec_ins->ins.dst)
5180 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5181 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5183 if(rec_ins->ins.src)
5185 for(i = 0; i < rec_ins->ins.src_count; i++)
5187 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5189 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5191 HeapFree(GetProcessHeap(), 0, rec_ins);
5195 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5196 SHADER_HANDLER hw_fct;
5197 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5198 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
5199 struct control_frame *control_frame;
5200 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5201 BOOL bool_const;
5203 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5205 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5206 list_add_head(&priv->control_frames, &control_frame->entry);
5208 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5209 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5211 if(priv->target_version >= NV2)
5213 control_frame->no.loop = priv->num_loops++;
5214 priv->loop_depth++;
5216 else
5218 /* Don't bother recording when we're in a not used if branch */
5219 if(priv->muted)
5221 return;
5224 if(!priv->recording)
5226 list_init(&priv->record);
5227 priv->recording = TRUE;
5228 control_frame->outer_loop = TRUE;
5229 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5230 return; /* Instruction is handled */
5232 /* Record this loop in the outer loop's recording */
5235 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5237 if(priv->target_version >= NV2)
5239 /* Nothing to do. The control frame is popped after the HW instr handler */
5241 else
5243 struct list *e = list_head(&priv->control_frames);
5244 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5245 list_remove(&control_frame->entry);
5247 if(control_frame->outer_loop)
5249 unsigned int iteration;
5250 int aL = 0;
5251 struct list copy;
5253 /* Turn off recording before playback */
5254 priv->recording = FALSE;
5256 /* Move the recorded instructions to a separate list and get them out of the private data
5257 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5258 * be recorded again, thus priv->record might be overwritten
5260 list_init(&copy);
5261 list_move_tail(&copy, &priv->record);
5262 list_init(&priv->record);
5264 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5266 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5267 control_frame->loop_control.count, control_frame->loop_control.start,
5268 control_frame->loop_control.step);
5269 aL = control_frame->loop_control.start;
5271 else
5273 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5276 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5278 struct recorded_instruction *rec_ins;
5279 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5281 priv->aL = aL;
5282 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5284 else
5286 shader_addline(buffer, "#Iteration %u\n", iteration);
5289 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5291 shader_arb_handle_instruction(&rec_ins->ins);
5294 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5296 aL += control_frame->loop_control.step;
5299 shader_addline(buffer, "#end loop/rep\n");
5301 free_recorded_instruction(&copy);
5302 HeapFree(GetProcessHeap(), 0, control_frame);
5303 return; /* Instruction is handled */
5305 else
5307 /* This is a nested loop. Proceed to the normal recording function */
5308 HeapFree(GetProcessHeap(), 0, control_frame);
5313 if(priv->recording)
5315 record_instruction(&priv->record, ins);
5316 return;
5319 /* boolean if */
5320 if(ins->handler_idx == WINED3DSIH_IF)
5322 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5323 list_add_head(&priv->control_frames, &control_frame->entry);
5324 control_frame->type = IF;
5326 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5327 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5328 if (!priv->muted && !bool_const)
5330 shader_addline(buffer, "#if(FALSE){\n");
5331 priv->muted = TRUE;
5332 control_frame->muting = TRUE;
5334 else shader_addline(buffer, "#if(TRUE) {\n");
5336 return; /* Instruction is handled */
5338 else if(ins->handler_idx == WINED3DSIH_IFC)
5340 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5341 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5342 control_frame->type = IFC;
5343 control_frame->no.ifc = priv->num_ifcs++;
5344 list_add_head(&priv->control_frames, &control_frame->entry);
5346 else if(ins->handler_idx == WINED3DSIH_ELSE)
5348 struct list *e = list_head(&priv->control_frames);
5349 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5351 if(control_frame->type == IF)
5353 shader_addline(buffer, "#} else {\n");
5354 if(!priv->muted && !control_frame->muting)
5356 priv->muted = TRUE;
5357 control_frame->muting = TRUE;
5359 else if(control_frame->muting) priv->muted = FALSE;
5360 return; /* Instruction is handled. */
5362 /* In case of an ifc, generate a HW shader instruction */
5364 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5366 struct list *e = list_head(&priv->control_frames);
5367 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5369 if(control_frame->type == IF)
5371 shader_addline(buffer, "#} endif\n");
5372 if(control_frame->muting) priv->muted = FALSE;
5373 list_remove(&control_frame->entry);
5374 HeapFree(GetProcessHeap(), 0, control_frame);
5375 return; /* Instruction is handled */
5379 if(priv->muted) return;
5381 /* Select handler */
5382 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5384 /* Unhandled opcode */
5385 if (!hw_fct)
5387 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5388 return;
5390 hw_fct(ins);
5392 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5394 struct list *e = list_head(&priv->control_frames);
5395 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5396 list_remove(&control_frame->entry);
5397 HeapFree(GetProcessHeap(), 0, control_frame);
5398 priv->loop_depth--;
5400 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5402 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5403 struct list *e = list_head(&priv->control_frames);
5404 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5405 list_remove(&control_frame->entry);
5406 HeapFree(GetProcessHeap(), 0, control_frame);
5410 shader_arb_add_instruction_modifiers(ins);
5413 const shader_backend_t arb_program_shader_backend = {
5414 shader_arb_handle_instruction,
5415 shader_arb_select,
5416 shader_arb_select_depth_blt,
5417 shader_arb_deselect_depth_blt,
5418 shader_arb_update_float_vertex_constants,
5419 shader_arb_update_float_pixel_constants,
5420 shader_arb_load_constants,
5421 shader_arb_load_np2fixup_constants,
5422 shader_arb_destroy,
5423 shader_arb_alloc,
5424 shader_arb_free,
5425 shader_arb_dirty_const,
5426 shader_arb_get_caps,
5427 shader_arb_color_fixup_supported,
5430 /* ARB_fragment_program fixed function pipeline replacement definitions */
5431 #define ARB_FFP_CONST_TFACTOR 0
5432 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5433 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5434 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5435 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5437 struct arbfp_ffp_desc
5439 struct ffp_frag_desc parent;
5440 GLuint shader;
5441 unsigned int num_textures_used;
5444 /* Context activation is done by the caller. */
5445 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5446 ENTER_GL();
5447 if(enable) {
5448 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5449 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5450 } else {
5451 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5452 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5454 LEAVE_GL();
5457 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5459 struct shader_arb_priv *priv;
5460 /* Share private data between the shader backend and the pipeline replacement, if both
5461 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5462 * if no pixel shader is bound or not
5464 if(This->shader_backend == &arb_program_shader_backend) {
5465 This->fragment_priv = This->shader_priv;
5466 } else {
5467 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5468 if(!This->fragment_priv) return E_OUTOFMEMORY;
5470 priv = This->fragment_priv;
5471 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5473 ERR("Failed to initialize rbtree.\n");
5474 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5475 return E_OUTOFMEMORY;
5477 priv->use_arbfp_fixed_func = TRUE;
5478 return WINED3D_OK;
5481 /* Context activation is done by the caller. */
5482 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5484 const struct wined3d_gl_info *gl_info = context;
5485 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5487 ENTER_GL();
5488 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5489 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5490 HeapFree(GetProcessHeap(), 0, entry_arb);
5491 LEAVE_GL();
5494 /* Context activation is done by the caller. */
5495 static void arbfp_free(IWineD3DDevice *iface) {
5496 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5497 struct shader_arb_priv *priv = This->fragment_priv;
5499 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5500 priv->use_arbfp_fixed_func = FALSE;
5502 if(This->shader_backend != &arb_program_shader_backend) {
5503 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5507 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5509 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5510 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5511 WINED3DTEXOPCAPS_SELECTARG1 |
5512 WINED3DTEXOPCAPS_SELECTARG2 |
5513 WINED3DTEXOPCAPS_MODULATE4X |
5514 WINED3DTEXOPCAPS_MODULATE2X |
5515 WINED3DTEXOPCAPS_MODULATE |
5516 WINED3DTEXOPCAPS_ADDSIGNED2X |
5517 WINED3DTEXOPCAPS_ADDSIGNED |
5518 WINED3DTEXOPCAPS_ADD |
5519 WINED3DTEXOPCAPS_SUBTRACT |
5520 WINED3DTEXOPCAPS_ADDSMOOTH |
5521 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5522 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5523 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5524 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5525 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5526 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5527 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5528 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5529 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5530 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5531 WINED3DTEXOPCAPS_MULTIPLYADD |
5532 WINED3DTEXOPCAPS_LERP |
5533 WINED3DTEXOPCAPS_BUMPENVMAP |
5534 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5536 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5538 caps->MaxTextureBlendStages = 8;
5539 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5542 static void state_texfactor_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5544 const struct wined3d_gl_info *gl_info = context->gl_info;
5545 const struct wined3d_state *state = &stateblock->state;
5546 IWineD3DDeviceImpl *device = stateblock->device;
5547 float col[4];
5549 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5550 * application provided constants
5552 if (device->shader_backend == &arb_program_shader_backend)
5554 if (use_ps(state)) return;
5556 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5557 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5560 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5561 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5562 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5566 static void state_arb_specularenable(DWORD state_id,
5567 IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5569 const struct wined3d_gl_info *gl_info = context->gl_info;
5570 const struct wined3d_state *state = &stateblock->state;
5571 IWineD3DDeviceImpl *device = stateblock->device;
5572 float col[4];
5574 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5575 * application provided constants
5577 if (device->shader_backend == &arb_program_shader_backend)
5579 if (use_ps(state)) return;
5581 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5582 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5585 if (state->render_states[WINED3DRS_SPECULARENABLE])
5587 /* The specular color has no alpha */
5588 col[0] = 1.0f; col[1] = 1.0f;
5589 col[2] = 1.0f; col[3] = 0.0f;
5590 } else {
5591 col[0] = 0.0f; col[1] = 0.0f;
5592 col[2] = 0.0f; col[3] = 0.0f;
5594 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5595 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5598 static void set_bumpmat_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5600 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5601 const struct wined3d_gl_info *gl_info = context->gl_info;
5602 const struct wined3d_state *state = &stateblock->state;
5603 IWineD3DDeviceImpl *device = stateblock->device;
5604 float mat[2][2];
5606 if (use_ps(state))
5608 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5609 if (stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
5611 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5612 * anyway
5614 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5615 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5618 if(device->shader_backend == &arb_program_shader_backend) {
5619 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5620 return;
5622 } else if(device->shader_backend == &arb_program_shader_backend) {
5623 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5624 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5627 mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5628 mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5629 mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5630 mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5632 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5633 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5636 static void tex_bumpenvlum_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5638 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5639 const struct wined3d_gl_info *gl_info = context->gl_info;
5640 const struct wined3d_state *state = &stateblock->state;
5641 IWineD3DDeviceImpl *device = stateblock->device;
5642 float param[4];
5644 if (use_ps(state))
5646 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5647 if (stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
5649 /* The pixel shader has to know the luminance offset. Do a constants update if it
5650 * isn't scheduled anyway
5652 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5653 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5656 if(device->shader_backend == &arb_program_shader_backend) {
5657 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5658 return;
5660 } else if(device->shader_backend == &arb_program_shader_backend) {
5661 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5662 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5665 param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5666 param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5667 param[2] = 0.0f;
5668 param[3] = 0.0f;
5670 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5671 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5674 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5676 const char *ret;
5678 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5680 switch(arg & WINED3DTA_SELECTMASK) {
5681 case WINED3DTA_DIFFUSE:
5682 ret = "fragment.color.primary"; break;
5684 case WINED3DTA_CURRENT:
5685 if (!stage) ret = "fragment.color.primary";
5686 else ret = "ret";
5687 break;
5689 case WINED3DTA_TEXTURE:
5690 switch(stage) {
5691 case 0: ret = "tex0"; break;
5692 case 1: ret = "tex1"; break;
5693 case 2: ret = "tex2"; break;
5694 case 3: ret = "tex3"; break;
5695 case 4: ret = "tex4"; break;
5696 case 5: ret = "tex5"; break;
5697 case 6: ret = "tex6"; break;
5698 case 7: ret = "tex7"; break;
5699 default: ret = "unknown texture";
5701 break;
5703 case WINED3DTA_TFACTOR:
5704 ret = "tfactor"; break;
5706 case WINED3DTA_SPECULAR:
5707 ret = "fragment.color.secondary"; break;
5709 case WINED3DTA_TEMP:
5710 ret = "tempreg"; break;
5712 case WINED3DTA_CONSTANT:
5713 FIXME("Implement perstage constants\n");
5714 switch(stage) {
5715 case 0: ret = "const0"; break;
5716 case 1: ret = "const1"; break;
5717 case 2: ret = "const2"; break;
5718 case 3: ret = "const3"; break;
5719 case 4: ret = "const4"; break;
5720 case 5: ret = "const5"; break;
5721 case 6: ret = "const6"; break;
5722 case 7: ret = "const7"; break;
5723 default: ret = "unknown constant";
5725 break;
5727 default:
5728 return "unknown";
5731 if(arg & WINED3DTA_COMPLEMENT) {
5732 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5733 if(argnum == 0) ret = "arg0";
5734 if(argnum == 1) ret = "arg1";
5735 if(argnum == 2) ret = "arg2";
5737 if(arg & WINED3DTA_ALPHAREPLICATE) {
5738 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5739 if(argnum == 0) ret = "arg0";
5740 if(argnum == 1) ret = "arg1";
5741 if(argnum == 2) ret = "arg2";
5743 return ret;
5746 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5747 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5749 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5750 unsigned int mul = 1;
5751 BOOL mul_final_dest = FALSE;
5753 if(color && alpha) dstmask = "";
5754 else if(color) dstmask = ".xyz";
5755 else dstmask = ".w";
5757 if(dst == tempreg) dstreg = "tempreg";
5758 else dstreg = "ret";
5760 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5761 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5762 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5764 switch(op) {
5765 case WINED3DTOP_DISABLE:
5766 if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5767 break;
5769 case WINED3DTOP_SELECTARG2:
5770 arg1 = arg2;
5771 case WINED3DTOP_SELECTARG1:
5772 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5773 break;
5775 case WINED3DTOP_MODULATE4X:
5776 mul = 2;
5777 case WINED3DTOP_MODULATE2X:
5778 mul *= 2;
5779 if (!strcmp(dstreg, "result.color"))
5781 dstreg = "ret";
5782 mul_final_dest = TRUE;
5784 case WINED3DTOP_MODULATE:
5785 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5786 break;
5788 case WINED3DTOP_ADDSIGNED2X:
5789 mul = 2;
5790 if (!strcmp(dstreg, "result.color"))
5792 dstreg = "ret";
5793 mul_final_dest = TRUE;
5795 case WINED3DTOP_ADDSIGNED:
5796 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5797 arg2 = "arg2";
5798 case WINED3DTOP_ADD:
5799 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5800 break;
5802 case WINED3DTOP_SUBTRACT:
5803 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5804 break;
5806 case WINED3DTOP_ADDSMOOTH:
5807 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5808 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5809 break;
5811 case WINED3DTOP_BLENDCURRENTALPHA:
5812 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5813 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5814 break;
5815 case WINED3DTOP_BLENDFACTORALPHA:
5816 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5817 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5818 break;
5819 case WINED3DTOP_BLENDTEXTUREALPHA:
5820 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5821 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5822 break;
5823 case WINED3DTOP_BLENDDIFFUSEALPHA:
5824 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5825 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5826 break;
5828 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5829 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5830 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5831 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5832 break;
5834 /* D3DTOP_PREMODULATE ???? */
5836 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5837 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5838 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5839 break;
5840 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5841 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5842 break;
5843 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5844 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5845 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5846 break;
5847 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5848 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5849 break;
5851 case WINED3DTOP_DOTPRODUCT3:
5852 mul = 4;
5853 if (!strcmp(dstreg, "result.color"))
5855 dstreg = "ret";
5856 mul_final_dest = TRUE;
5858 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5859 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5860 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5861 break;
5863 case WINED3DTOP_MULTIPLYADD:
5864 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5865 break;
5867 case WINED3DTOP_LERP:
5868 /* The msdn is not quite right here */
5869 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5870 break;
5872 case WINED3DTOP_BUMPENVMAP:
5873 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5874 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5875 break;
5877 default:
5878 FIXME("Unhandled texture op %08x\n", op);
5881 if(mul == 2) {
5882 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5883 } else if(mul == 4) {
5884 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5888 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5890 const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5891 unsigned int stage;
5892 struct wined3d_shader_buffer buffer;
5893 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5894 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5895 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5896 const char *textype;
5897 const char *instr, *sat;
5898 char colorcor_dst[8];
5899 GLuint ret;
5900 DWORD arg0, arg1, arg2;
5901 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5902 BOOL op_equal;
5903 const char *final_combiner_src = "ret";
5904 GLint pos;
5906 /* Find out which textures are read */
5907 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5908 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5909 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5910 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5911 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5912 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5913 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5914 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5916 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5917 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5918 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5919 bump_used[stage] = TRUE;
5920 tex_read[stage] = TRUE;
5922 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5923 bump_used[stage] = TRUE;
5924 tex_read[stage] = TRUE;
5925 luminance_used[stage] = TRUE;
5926 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5927 tfactor_used = TRUE;
5930 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5931 tfactor_used = TRUE;
5934 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5935 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5936 tempreg_used = TRUE;
5939 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5940 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5941 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5942 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5943 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5944 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5945 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5947 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5948 tempreg_used = TRUE;
5950 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5951 tfactor_used = TRUE;
5955 /* Shader header */
5956 if (!shader_buffer_init(&buffer))
5958 ERR("Failed to initialize shader buffer.\n");
5959 return 0;
5962 shader_addline(&buffer, "!!ARBfp1.0\n");
5964 switch(settings->fog) {
5965 case FOG_OFF: break;
5966 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5967 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5968 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5969 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5972 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5973 shader_addline(&buffer, "TEMP TMP;\n");
5974 shader_addline(&buffer, "TEMP ret;\n");
5975 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5976 shader_addline(&buffer, "TEMP arg0;\n");
5977 shader_addline(&buffer, "TEMP arg1;\n");
5978 shader_addline(&buffer, "TEMP arg2;\n");
5979 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5980 if(!tex_read[stage]) continue;
5981 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5982 if(!bump_used[stage]) continue;
5983 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5984 if(!luminance_used[stage]) continue;
5985 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5987 if(tfactor_used) {
5988 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5990 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5992 if(settings->sRGB_write) {
5993 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5994 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5995 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5996 srgb_sub_high, 0.0, 0.0, 0.0);
5999 if (ffp_clip_emul(&stateblock->state) && settings->emul_clipplanes)
6000 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6002 /* Generate texture sampling instructions) */
6003 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6004 if(!tex_read[stage]) continue;
6006 switch(settings->op[stage].tex_type) {
6007 case tex_1d: textype = "1D"; break;
6008 case tex_2d: textype = "2D"; break;
6009 case tex_3d: textype = "3D"; break;
6010 case tex_cube: textype = "CUBE"; break;
6011 case tex_rect: textype = "RECT"; break;
6012 default: textype = "unexpected_textype"; break;
6015 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6016 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6017 sat = "";
6018 } else {
6019 sat = "_SAT";
6022 if(settings->op[stage].projected == proj_none) {
6023 instr = "TEX";
6024 } else if(settings->op[stage].projected == proj_count4 ||
6025 settings->op[stage].projected == proj_count3) {
6026 instr = "TXP";
6027 } else {
6028 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6029 instr = "TXP";
6032 if(stage > 0 &&
6033 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6034 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6035 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6036 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6037 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6038 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6040 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6041 * so multiply the displacement with the dividing parameter before passing it to TXP
6043 if (settings->op[stage].projected != proj_none) {
6044 if(settings->op[stage].projected == proj_count4) {
6045 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6046 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6047 } else {
6048 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6049 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6051 } else {
6052 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6055 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6056 instr, sat, stage, stage, textype);
6057 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6058 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6059 stage - 1, stage - 1, stage - 1);
6060 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6062 } else if(settings->op[stage].projected == proj_count3) {
6063 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6064 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6065 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6066 instr, sat, stage, stage, textype);
6067 } else {
6068 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6069 instr, sat, stage, stage, stage, textype);
6072 sprintf(colorcor_dst, "tex%u", stage);
6073 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6074 settings->op[stage].color_fixup);
6077 /* Generate the main shader */
6078 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6080 if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6082 if (!stage) final_combiner_src = "fragment.color.primary";
6083 break;
6086 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6087 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6088 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6089 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6090 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6091 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6092 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6093 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6094 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6095 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6096 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6097 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6098 } else {
6099 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
6100 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6101 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6102 settings->op[stage].carg2 == settings->op[stage].aarg2;
6105 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6106 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6107 settings->op[stage].cop, settings->op[stage].carg0,
6108 settings->op[stage].carg1, settings->op[stage].carg2);
6109 if (!stage)
6110 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6112 else if (op_equal)
6114 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6115 settings->op[stage].cop, settings->op[stage].carg0,
6116 settings->op[stage].carg1, settings->op[stage].carg2);
6117 } else {
6118 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6119 settings->op[stage].cop, settings->op[stage].carg0,
6120 settings->op[stage].carg1, settings->op[stage].carg2);
6121 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6122 settings->op[stage].aop, settings->op[stage].aarg0,
6123 settings->op[stage].aarg1, settings->op[stage].aarg2);
6127 if(settings->sRGB_write) {
6128 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6129 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6130 shader_addline(&buffer, "MOV result.color, ret;\n");
6131 } else {
6132 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6135 /* Footer */
6136 shader_addline(&buffer, "END\n");
6138 /* Generate the shader */
6139 GL_EXTCALL(glGenProgramsARB(1, &ret));
6140 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6141 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6142 strlen(buffer.buffer), buffer.buffer));
6143 checkGLcall("glProgramStringARB()");
6145 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6146 if (pos != -1)
6148 FIXME("Fragment program error at position %d: %s\n\n", pos,
6149 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6150 shader_arb_dump_program_source(buffer.buffer);
6152 else
6154 GLint native;
6156 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6157 checkGLcall("glGetProgramivARB()");
6158 if (!native) WARN("Program exceeds native resource limits.\n");
6161 shader_buffer_free(&buffer);
6162 return ret;
6165 static void fragment_prog_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6167 const struct wined3d_gl_info *gl_info = context->gl_info;
6168 const struct wined3d_state *state = &stateblock->state;
6169 IWineD3DDeviceImpl *device = stateblock->device;
6170 struct shader_arb_priv *priv = device->fragment_priv;
6171 BOOL use_vshader = use_vs(state);
6172 BOOL use_pshader = use_ps(state);
6173 struct ffp_frag_settings settings;
6174 const struct arbfp_ffp_desc *desc;
6175 unsigned int i;
6177 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6179 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6180 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6181 /* Reload fixed function constants since they collide with the pixel shader constants */
6182 for(i = 0; i < MAX_TEXTURES; i++) {
6183 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6185 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6186 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6187 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6188 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6190 return;
6193 if(!use_pshader) {
6194 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6195 gen_ffp_frag_op(stateblock, &settings, FALSE);
6196 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6197 if(!desc) {
6198 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6199 if (!new_desc)
6201 ERR("Out of memory\n");
6202 return;
6204 new_desc->num_textures_used = 0;
6205 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6207 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6208 new_desc->num_textures_used = i;
6211 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6212 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6213 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6214 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6215 desc = new_desc;
6218 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6219 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6220 * deactivate it.
6222 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6223 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6224 priv->current_fprogram_id = desc->shader;
6226 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6227 /* Reload fixed function constants since they collide with the pixel shader constants */
6228 for(i = 0; i < MAX_TEXTURES; i++) {
6229 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6231 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6232 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6234 context->last_was_pshader = FALSE;
6235 } else {
6236 context->last_was_pshader = TRUE;
6239 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6240 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6241 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6242 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6243 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6245 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6246 * shader handler
6248 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6249 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6251 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6252 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6254 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6257 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6258 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6259 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6260 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6261 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6263 static void state_arbfp_fog(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6265 const struct wined3d_state *state = &stateblock->state;
6266 enum fogsource new_source;
6268 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6270 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6271 fragment_prog_arbfp(state_id, stateblock, context);
6274 if (!state->render_states[WINED3DRS_FOGENABLE]) return;
6276 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6278 if (use_vs(state))
6280 new_source = FOGSOURCE_VS;
6282 else
6284 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6285 new_source = FOGSOURCE_COORD;
6286 else
6287 new_source = FOGSOURCE_FFP;
6289 } else {
6290 new_source = FOGSOURCE_FFP;
6292 if(new_source != context->fog_source) {
6293 context->fog_source = new_source;
6294 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6298 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6300 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6301 fragment_prog_arbfp(state, stateblock, context);
6305 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6306 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6307 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6308 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6309 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6310 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6311 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6312 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6313 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6314 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6315 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6316 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6317 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6318 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6319 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6320 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6321 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6322 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6323 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6324 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6325 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6326 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6327 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6328 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6329 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6330 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6331 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6332 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6333 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6334 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6335 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6336 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6337 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6338 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6339 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6340 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6341 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6342 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6343 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6344 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6345 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6346 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6347 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6348 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6349 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6350 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6351 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6352 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6353 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6354 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6355 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6356 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6357 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6358 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6359 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6360 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6361 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6362 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6363 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6364 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6365 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6366 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6367 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6368 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6369 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6370 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6371 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6372 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6373 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6374 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6375 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6376 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6377 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6378 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6379 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6380 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6381 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6382 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6383 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6384 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6385 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6386 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6387 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6388 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6389 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6390 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6391 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6392 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6393 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6394 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6395 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6396 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6397 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6398 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6399 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6400 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6401 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6402 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6403 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6404 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6405 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6406 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6407 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6408 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6409 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6410 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6411 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6412 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6413 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6414 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6415 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6416 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6417 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6418 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6419 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6420 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6421 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6422 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6423 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6424 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6425 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6426 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6427 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6428 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6429 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6430 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6431 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6432 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6433 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6434 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6435 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6436 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6437 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6438 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6439 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6440 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6441 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6442 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6443 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6444 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6445 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6446 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6447 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6448 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6449 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6450 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6451 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6452 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6453 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6456 const struct fragment_pipeline arbfp_fragment_pipeline = {
6457 arbfp_enable,
6458 arbfp_get_caps,
6459 arbfp_alloc,
6460 arbfp_free,
6461 shader_arb_color_fixup_supported,
6462 arbfp_fragmentstate_template,
6463 TRUE /* We can disable projected textures */
6466 struct arbfp_blit_priv {
6467 GLenum yuy2_rect_shader, yuy2_2d_shader;
6468 GLenum uyvy_rect_shader, uyvy_2d_shader;
6469 GLenum yv12_rect_shader, yv12_2d_shader;
6470 GLenum p8_rect_shader, p8_2d_shader;
6471 GLuint palette_texture;
6474 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6475 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6476 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6477 if(!device->blit_priv) {
6478 ERR("Out of memory\n");
6479 return E_OUTOFMEMORY;
6481 return WINED3D_OK;
6484 /* Context activation is done by the caller. */
6485 static void arbfp_blit_free(IWineD3DDevice *iface) {
6486 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6487 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6488 struct arbfp_blit_priv *priv = device->blit_priv;
6490 ENTER_GL();
6491 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6492 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6493 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6494 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6495 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6496 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6497 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6498 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6499 checkGLcall("Delete yuv and p8 programs");
6501 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6502 LEAVE_GL();
6504 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6505 device->blit_priv = NULL;
6508 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6509 GLenum textype, char *luminance)
6511 char chroma;
6512 const char *tex, *texinstr;
6514 if (fixup == COMPLEX_FIXUP_UYVY) {
6515 chroma = 'x';
6516 *luminance = 'w';
6517 } else {
6518 chroma = 'w';
6519 *luminance = 'x';
6521 switch(textype) {
6522 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6523 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6524 default:
6525 /* This is more tricky than just replacing the texture type - we have to navigate
6526 * properly in the texture to find the correct chroma values
6528 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6529 return FALSE;
6532 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6533 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6534 * filtering when we sample the texture.
6536 * These are the rules for reading the chroma:
6538 * Even pixel: Cr
6539 * Even pixel: U
6540 * Odd pixel: V
6542 * So we have to get the sampling x position in non-normalized coordinates in integers
6544 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6545 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6546 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6547 } else {
6548 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6550 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6551 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6552 * 0.5, so add 0.5.
6554 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6555 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6557 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6558 * even and odd pixels respectively
6560 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6561 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6563 /* Sample Pixel 1 */
6564 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6566 /* Put the value into either of the chroma values */
6567 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6568 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6569 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6570 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6572 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6573 * the pixel right to the current one. Otherwise, sample the left pixel.
6574 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6576 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6577 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6578 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6580 /* Put the value into the other chroma */
6581 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6582 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6583 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6584 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6586 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6587 * the current one and lerp the two U and V values
6590 /* This gives the correctly filtered luminance value */
6591 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6593 return TRUE;
6596 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6598 const char *tex;
6600 switch(textype) {
6601 case GL_TEXTURE_2D: tex = "2D"; break;
6602 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6603 default:
6604 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6605 return FALSE;
6608 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6609 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6610 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6611 * pitch of the luminance plane, the packing into the gl texture is a bit
6612 * unfortunate. If the whole texture is interpreted as luminance data it looks
6613 * approximately like this:
6615 * +----------------------------------+----
6616 * | |
6617 * | |
6618 * | |
6619 * | |
6620 * | | 2
6621 * | LUMINANCE | -
6622 * | | 3
6623 * | |
6624 * | |
6625 * | |
6626 * | |
6627 * +----------------+-----------------+----
6628 * | | |
6629 * | U even rows | U odd rows |
6630 * | | | 1
6631 * +----------------+------------------ -
6632 * | | | 3
6633 * | V even rows | V odd rows |
6634 * | | |
6635 * +----------------+-----------------+----
6636 * | | |
6637 * | 0.5 | 0.5 |
6639 * So it appears as if there are 4 chroma images, but in fact the odd rows
6640 * in the chroma images are in the same row as the even ones. So its is
6641 * kinda tricky to read
6643 * When reading from rectangle textures, keep in mind that the input y coordinates
6644 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6646 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6647 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6649 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6650 /* the chroma planes have only half the width */
6651 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6653 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6654 * the coordinate. Also read the right side of the image when reading odd lines
6656 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6657 * bleeding
6659 if(textype == GL_TEXTURE_2D) {
6661 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6663 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6665 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6666 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6668 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6669 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6670 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6671 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6672 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6674 /* clamp, keep the half pixel origin in mind */
6675 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6676 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6677 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6678 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6679 } else {
6680 /* Read from [size - size+size/4] */
6681 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6682 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6684 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6685 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6686 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6687 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6688 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6689 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6691 /* Make sure to read exactly from the pixel center */
6692 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6693 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6695 /* Clamp */
6696 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6697 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6698 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6699 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6700 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6702 /* Read the texture, put the result into the output register */
6703 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6704 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6706 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6707 * No need to clamp because we're just reusing the already clamped value from above
6709 if(textype == GL_TEXTURE_2D) {
6710 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6711 } else {
6712 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6714 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6715 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6717 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6718 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6719 * values due to filtering
6721 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6722 if(textype == GL_TEXTURE_2D) {
6723 /* Multiply the y coordinate by 2/3 and clamp it */
6724 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6725 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6726 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6727 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6728 } else {
6729 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6730 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6731 * is bigger
6733 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6734 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6735 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6737 *luminance = 'a';
6739 return TRUE;
6742 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6744 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6745 GLenum shader;
6746 struct wined3d_shader_buffer buffer;
6747 struct arbfp_blit_priv *priv = device->blit_priv;
6748 GLint pos;
6750 /* Shader header */
6751 if (!shader_buffer_init(&buffer))
6753 ERR("Failed to initialize shader buffer.\n");
6754 return 0;
6757 ENTER_GL();
6758 GL_EXTCALL(glGenProgramsARB(1, &shader));
6759 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6760 LEAVE_GL();
6761 if(!shader) {
6762 shader_buffer_free(&buffer);
6763 return 0;
6766 shader_addline(&buffer, "!!ARBfp1.0\n");
6767 shader_addline(&buffer, "TEMP index;\n");
6769 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6770 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6772 /* The alpha-component contains the palette index */
6773 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6774 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6775 else
6776 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6778 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6779 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6781 /* Use the alpha-component as an index in the palette to get the final color */
6782 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6783 shader_addline(&buffer, "END\n");
6785 ENTER_GL();
6786 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6787 strlen(buffer.buffer), buffer.buffer));
6788 checkGLcall("glProgramStringARB()");
6790 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6791 if (pos != -1)
6793 FIXME("Fragment program error at position %d: %s\n\n", pos,
6794 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6795 shader_arb_dump_program_source(buffer.buffer);
6798 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6799 priv->p8_rect_shader = shader;
6800 else
6801 priv->p8_2d_shader = shader;
6803 shader_buffer_free(&buffer);
6804 LEAVE_GL();
6806 return shader;
6809 /* Context activation is done by the caller. */
6810 static void upload_palette(IWineD3DSurfaceImpl *surface)
6812 BYTE table[256][4];
6813 IWineD3DDeviceImpl *device = surface->resource.device;
6814 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6815 struct arbfp_blit_priv *priv = device->blit_priv;
6816 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6818 d3dfmt_p8_init_palette(surface, table, colorkey);
6820 ENTER_GL();
6821 if (!priv->palette_texture)
6822 glGenTextures(1, &priv->palette_texture);
6824 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6825 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6827 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6829 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6830 /* Make sure we have discrete color levels. */
6831 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6832 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6833 /* Upload the palette */
6834 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6835 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6837 /* Switch back to unit 0 in which the 2D texture will be stored. */
6838 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6839 LEAVE_GL();
6842 /* Context activation is done by the caller. */
6843 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6845 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6846 GLenum shader;
6847 struct wined3d_shader_buffer buffer;
6848 char luminance_component;
6849 struct arbfp_blit_priv *priv = device->blit_priv;
6850 GLint pos;
6852 /* Shader header */
6853 if (!shader_buffer_init(&buffer))
6855 ERR("Failed to initialize shader buffer.\n");
6856 return 0;
6859 ENTER_GL();
6860 GL_EXTCALL(glGenProgramsARB(1, &shader));
6861 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6862 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6863 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6864 LEAVE_GL();
6865 if(!shader) {
6866 shader_buffer_free(&buffer);
6867 return 0;
6870 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6871 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6872 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6873 * each single pixel it contains, and one U and one V value shared between both
6874 * pixels.
6876 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6877 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6878 * take the format into account when generating the read swizzles
6880 * Reading the Y value is straightforward - just sample the texture. The hardware
6881 * takes care of filtering in the horizontal and vertical direction.
6883 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6884 * because that would mix the U and V values of one pixel or two adjacent pixels.
6885 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6886 * regardless of the filtering setting. Vertical filtering works automatically
6887 * though - the U and V values of two rows are mixed nicely.
6889 * Appart of avoiding filtering issues, the code has to know which value it just
6890 * read, and where it can find the other one. To determine this, it checks if
6891 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6893 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6894 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6896 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6897 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6898 * in an unfiltered situation. Finding the luminance on the other hand requires
6899 * finding out if it is an odd or even pixel. The real drawback of this approach
6900 * is filtering. This would have to be emulated completely in the shader, reading
6901 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6902 * vertically. Beyond that it would require adjustments to the texture handling
6903 * code to deal with the width scaling
6905 shader_addline(&buffer, "!!ARBfp1.0\n");
6906 shader_addline(&buffer, "TEMP luminance;\n");
6907 shader_addline(&buffer, "TEMP temp;\n");
6908 shader_addline(&buffer, "TEMP chroma;\n");
6909 shader_addline(&buffer, "TEMP texcrd;\n");
6910 shader_addline(&buffer, "TEMP texcrd2;\n");
6911 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6912 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6913 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6915 switch (yuv_fixup)
6917 case COMPLEX_FIXUP_UYVY:
6918 case COMPLEX_FIXUP_YUY2:
6919 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6921 shader_buffer_free(&buffer);
6922 return 0;
6924 break;
6926 case COMPLEX_FIXUP_YV12:
6927 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6929 shader_buffer_free(&buffer);
6930 return 0;
6932 break;
6934 default:
6935 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6936 shader_buffer_free(&buffer);
6937 return 0;
6940 /* Calculate the final result. Formula is taken from
6941 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6942 * ranges from -0.5 to 0.5
6944 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6946 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6947 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6948 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6949 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6950 shader_addline(&buffer, "END\n");
6952 ENTER_GL();
6953 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6954 strlen(buffer.buffer), buffer.buffer));
6955 checkGLcall("glProgramStringARB()");
6957 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6958 if (pos != -1)
6960 FIXME("Fragment program error at position %d: %s\n\n", pos,
6961 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6962 shader_arb_dump_program_source(buffer.buffer);
6964 else
6966 GLint native;
6968 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6969 checkGLcall("glGetProgramivARB()");
6970 if (!native) WARN("Program exceeds native resource limits.\n");
6973 shader_buffer_free(&buffer);
6974 LEAVE_GL();
6976 switch (yuv_fixup)
6978 case COMPLEX_FIXUP_YUY2:
6979 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6980 else priv->yuy2_2d_shader = shader;
6981 break;
6983 case COMPLEX_FIXUP_UYVY:
6984 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6985 else priv->uyvy_2d_shader = shader;
6986 break;
6988 case COMPLEX_FIXUP_YV12:
6989 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6990 else priv->yv12_2d_shader = shader;
6991 break;
6992 default:
6993 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6996 return shader;
6999 /* Context activation is done by the caller. */
7000 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
7002 GLenum shader;
7003 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7004 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7005 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7006 struct arbfp_blit_priv *priv = device->blit_priv;
7007 enum complex_fixup fixup;
7008 GLenum textype = surface->texture_target;
7010 if (!is_complex_fixup(surface->resource.format->color_fixup))
7012 TRACE("Fixup:\n");
7013 dump_color_fixup_desc(surface->resource.format->color_fixup);
7014 /* Don't bother setting up a shader for unconverted formats */
7015 ENTER_GL();
7016 glEnable(textype);
7017 checkGLcall("glEnable(textype)");
7018 LEAVE_GL();
7019 return WINED3D_OK;
7022 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7024 switch(fixup)
7026 case COMPLEX_FIXUP_YUY2:
7027 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7028 break;
7030 case COMPLEX_FIXUP_UYVY:
7031 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7032 break;
7034 case COMPLEX_FIXUP_YV12:
7035 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7036 break;
7038 case COMPLEX_FIXUP_P8:
7039 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7040 if (!shader) shader = gen_p8_shader(device, textype);
7042 upload_palette(surface);
7043 break;
7045 default:
7046 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7047 ENTER_GL();
7048 glEnable(textype);
7049 checkGLcall("glEnable(textype)");
7050 LEAVE_GL();
7051 return E_NOTIMPL;
7054 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
7056 ENTER_GL();
7057 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7058 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7059 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7060 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7061 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7062 checkGLcall("glProgramLocalParameter4fvARB");
7063 LEAVE_GL();
7065 return WINED3D_OK;
7068 /* Context activation is done by the caller. */
7069 static void arbfp_blit_unset(IWineD3DDevice *iface) {
7070 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7071 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7073 ENTER_GL();
7074 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7075 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7076 glDisable(GL_TEXTURE_2D);
7077 checkGLcall("glDisable(GL_TEXTURE_2D)");
7078 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7080 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7081 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7083 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7085 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7086 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7088 LEAVE_GL();
7091 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
7092 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7093 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7095 enum complex_fixup src_fixup;
7097 if (blit_op != BLIT_OP_BLIT)
7099 TRACE("Unsupported blit_op=%d\n", blit_op);
7100 return FALSE;
7103 src_fixup = get_complex_fixup(src_format->color_fixup);
7104 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7106 TRACE("Checking support for fixup:\n");
7107 dump_color_fixup_desc(src_format->color_fixup);
7110 if (!is_identity_fixup(dst_format->color_fixup))
7112 TRACE("Destination fixups are not supported\n");
7113 return FALSE;
7116 if (is_identity_fixup(src_format->color_fixup))
7118 TRACE("[OK]\n");
7119 return TRUE;
7122 /* We only support YUV conversions. */
7123 if (!is_complex_fixup(src_format->color_fixup))
7125 TRACE("[FAILED]\n");
7126 return FALSE;
7129 switch(src_fixup)
7131 case COMPLEX_FIXUP_YUY2:
7132 case COMPLEX_FIXUP_UYVY:
7133 case COMPLEX_FIXUP_YV12:
7134 case COMPLEX_FIXUP_P8:
7135 TRACE("[OK]\n");
7136 return TRUE;
7138 default:
7139 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7140 TRACE("[FAILED]\n");
7141 return FALSE;
7145 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7146 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
7147 DWORD Filter)
7149 IWineD3DSwapChainImpl *dst_swapchain;
7150 struct wined3d_context *context;
7151 RECT dst_rect = *dst_rect_in;
7153 /* Now load the surface */
7154 surface_internal_preload(src_surface, SRGB_RGB);
7156 /* Activate the destination context, set it up for blitting */
7157 context = context_acquire(device, dst_surface);
7158 context_apply_blit_state(context, device);
7160 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7161 * while OpenGL coordinates are window relative.
7162 * Also beware of the origin difference(top left vs bottom left).
7163 * Also beware that the front buffer's surface size is screen width x screen height,
7164 * whereas the real gl drawable size is the size of the window. */
7165 dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7166 ? dst_surface->container.u.swapchain : NULL;
7167 if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
7168 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
7169 else if (surface_is_offscreen(dst_surface))
7171 dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
7172 dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
7175 arbfp_blit_set((IWineD3DDevice *)device, src_surface);
7177 ENTER_GL();
7179 /* Draw a textured quad */
7180 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7182 LEAVE_GL();
7184 /* Leave the opengl state valid for blitting */
7185 arbfp_blit_unset((IWineD3DDevice *)device);
7187 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7188 && (dst_surface == dst_swapchain->front_buffer
7189 || dst_swapchain->num_contexts > 1)))
7190 wglFlush(); /* Flush to ensure ordering across contexts. */
7192 context_release(context);
7194 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7195 return WINED3D_OK;
7198 /* Do not call while under the GL lock. */
7199 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7200 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7202 FIXME("Color filling not implemented by arbfp_blit\n");
7203 return WINED3DERR_INVALIDCALL;
7206 const struct blit_shader arbfp_blit = {
7207 arbfp_blit_alloc,
7208 arbfp_blit_free,
7209 arbfp_blit_set,
7210 arbfp_blit_unset,
7211 arbfp_blit_supported,
7212 arbfp_blit_color_fill