mshtml.idl: Added IHTMLTableCell declaration.
[wine/multimedia.git] / dlls / wined3d / arb_program_shader.c
blob50cd91a74d089c6a4c6e5ccea2faa21412575364
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 enum arb_helper_value
83 ARB_ZERO,
84 ARB_ONE,
85 ARB_TWO,
86 ARB_0001,
87 ARB_EPS,
89 ARB_VS_REL_OFFSET
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
94 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
96 ERR("Geometry shaders are unsupported\n");
97 return "bad";
100 if (shader == WINED3D_SHADER_TYPE_PIXEL)
102 switch (value)
104 case ARB_ZERO: return "ps_helper_const.x";
105 case ARB_ONE: return "ps_helper_const.y";
106 case ARB_TWO: return "coefmul.x";
107 case ARB_0001: return "ps_helper_const.xxxy";
108 case ARB_EPS: return "ps_helper_const.z";
109 default: break;
112 else
114 switch (value)
116 case ARB_ZERO: return "helper_const.x";
117 case ARB_ONE: return "helper_const.y";
118 case ARB_TWO: return "helper_const.z";
119 case ARB_EPS: return "helper_const.w";
120 case ARB_0001: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
126 switch (value)
128 case ARB_ZERO: return "0.0";
129 case ARB_ONE: return "1.0";
130 case ARB_TWO: return "2.0";
131 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS: return "1e-8";
133 default: return "bad";
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
139 return state->lowest_disabled_stage < 7;
142 /* ARB_program_shader private data */
144 struct control_frame
146 struct list entry;
147 enum
150 IFC,
151 LOOP,
153 } type;
154 BOOL muting;
155 BOOL outer_loop;
156 union
158 unsigned int loop;
159 unsigned int ifc;
160 } no;
161 struct wined3d_shader_loop_control loop_control;
162 BOOL had_else;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
172 UINT offset;
175 struct arb_ps_compile_args
177 struct ps_compile_args super;
178 WORD bools;
179 WORD clip; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl[MAX_CONST_I][3];
183 struct stb_const_desc
185 unsigned char texunit;
186 UINT const_num;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args;
192 struct arb_ps_np2fixup_info np2fixup_info;
193 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
194 struct stb_const_desc luminanceconst[MAX_TEXTURES];
195 UINT int_consts[MAX_CONST_I];
196 GLuint prgId;
197 UINT ycorrection;
198 unsigned char numbumpenvmatconsts;
199 char num_int_consts;
202 struct arb_vs_compile_args
204 struct vs_compile_args super;
205 union
207 struct
209 WORD bools;
210 unsigned char clip_texcoord;
211 unsigned char clipplane_mask;
212 } boolclip;
213 DWORD boolclip_compare;
214 } clip;
215 DWORD ps_signature;
216 union
218 unsigned char samplers[4];
219 DWORD samplers_compare;
220 } vertex;
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args;
227 GLuint prgId;
228 UINT int_consts[MAX_CONST_I];
229 char num_int_consts;
230 char need_color_unclamp;
231 UINT pos_fixup;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins;
237 struct list entry;
240 struct shader_arb_ctx_priv
242 char addr_reg[20];
243 enum
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
246 ARB,
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
248 NV2,
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
251 } target_version;
253 const struct arb_vs_compile_args *cur_vs_args;
254 const struct arb_ps_compile_args *cur_ps_args;
255 const struct arb_ps_compiled_shader *compiled_fprog;
256 const struct arb_vs_compiled_shader *compiled_vprog;
257 struct arb_ps_np2fixup_info *cur_np2fixup_info;
258 struct list control_frames;
259 struct list record;
260 BOOL recording;
261 BOOL muted;
262 unsigned int num_loops, loop_depth, num_ifcs;
263 int aL;
265 unsigned int vs_clipplanes;
266 BOOL footer_written;
267 BOOL in_main_func;
269 /* For 3.0 vertex shaders */
270 const char *vs_output[MAX_REG_OUTPUT];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output[8], *color_output[2], *fog_output;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input[MAX_REG_INPUT];
278 struct ps_signature
280 struct wined3d_shader_signature_element *sig;
281 DWORD idx;
282 struct wine_rb_entry entry;
285 struct arb_pshader_private {
286 struct arb_ps_compiled_shader *gl_shaders;
287 UINT num_gl_shaders, shader_array_size;
288 DWORD input_signature_idx;
289 DWORD clipplane_emulation;
290 BOOL clamp_consts;
293 struct arb_vshader_private {
294 struct arb_vs_compiled_shader *gl_shaders;
295 UINT num_gl_shaders, shader_array_size;
296 UINT rel_offset;
299 struct shader_arb_priv
301 GLuint current_vprogram_id;
302 GLuint current_fprogram_id;
303 const struct arb_ps_compiled_shader *compiled_fprog;
304 const struct arb_vs_compiled_shader *compiled_vprog;
305 GLuint depth_blt_vprogram_id;
306 GLuint depth_blt_fprogram_id_full[tex_type_count];
307 GLuint depth_blt_fprogram_id_masked[tex_type_count];
308 BOOL use_arbfp_fixed_func;
309 struct wine_rb_tree fragment_shaders;
310 BOOL last_ps_const_clamped;
311 BOOL last_vs_color_unclamp;
313 struct wine_rb_tree signature_tree;
314 DWORD ps_sig_number;
316 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
317 char *vshader_const_dirty, *pshader_const_dirty;
318 const struct wined3d_context *last_context;
321 /* GL locking for state handlers is done by the caller. */
322 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
323 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
325 if (shader_data->rel_offset) return TRUE;
326 if (!reg_maps->usesmova) return FALSE;
327 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
330 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
331 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
333 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
334 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
337 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
338 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
340 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
341 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
342 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
343 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
344 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
345 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
346 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
347 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
348 return FALSE;
351 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
352 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
354 unsigned int ret = 1;
355 /* We use one PARAM for the pos fixup, and in some cases one to load
356 * some immediate values into the shader. */
357 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
358 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
359 return ret;
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(const struct wined3d_shader *shader,
370 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
371 const float *constants, char *dirty_consts)
373 struct wined3d_shader_lconst *lconst;
374 DWORD i, j;
375 unsigned int ret;
377 if (TRACE_ON(d3d_constants))
379 for(i = 0; i < max_constants; i++) {
380 if(!dirty_consts[i]) continue;
381 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
382 constants[i * 4 + 0], constants[i * 4 + 1],
383 constants[i * 4 + 2], constants[i * 4 + 3]);
387 i = 0;
389 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
390 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
392 float lcl_const[4];
393 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
394 * shaders, the first 8 constants are marked dirty for reload
396 for(; i < min(8, max_constants); i++) {
397 if(!dirty_consts[i]) continue;
398 dirty_consts[i] = 0;
400 j = 4 * i;
401 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
402 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
403 else lcl_const[0] = constants[j + 0];
405 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
406 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
407 else lcl_const[1] = constants[j + 1];
409 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
410 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
411 else lcl_const[2] = constants[j + 2];
413 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
414 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
415 else lcl_const[3] = constants[j + 3];
417 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
420 /* If further constants are dirty, reload them without clamping.
422 * The alternative is not to touch them, but then we cannot reset the dirty constant count
423 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
424 * above would always re-check the first 8 constants since max_constant remains at the init
425 * value
429 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
431 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
432 * or just reloading *all* constants at once
434 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
436 for(; i < max_constants; i++) {
437 if(!dirty_consts[i]) continue;
439 /* Find the next block of dirty constants */
440 dirty_consts[i] = 0;
441 j = i;
442 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
443 dirty_consts[i] = 0;
446 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
448 } else {
449 for(; i < max_constants; i++) {
450 if(dirty_consts[i]) {
451 dirty_consts[i] = 0;
452 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
456 checkGLcall("glProgramEnvParameter4fvARB()");
458 /* Load immediate constants */
459 if (shader->load_local_constsF)
461 if (TRACE_ON(d3d_shader))
463 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
465 GLfloat* values = (GLfloat*)lconst->value;
466 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
467 values[0], values[1], values[2], values[3]);
470 /* Immediate constants are clamped for 1.X shaders at loading times */
471 ret = 0;
472 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
474 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
475 ret = max(ret, lconst->idx + 1);
476 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
478 checkGLcall("glProgramEnvParameter4fvARB()");
479 return ret; /* The loaded immediate constants need reloading for the next shader */
480 } else {
481 return 0; /* No constants are dirty now */
486 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
488 static void shader_arb_load_np2fixup_constants(void *shader_priv,
489 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
491 const struct shader_arb_priv * priv = shader_priv;
493 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
494 if (!use_ps(state)) return;
496 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
497 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
498 UINT i;
499 WORD active = fixup->super.active;
500 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
502 for (i = 0; active; active >>= 1, ++i)
504 const struct wined3d_texture *tex = state->textures[i];
505 const unsigned char idx = fixup->super.idx[i];
506 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
508 if (!(active & 1)) continue;
510 if (!tex) {
511 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
512 continue;
515 if (idx % 2)
517 tex_dim[2] = tex->pow2_matrix[0];
518 tex_dim[3] = tex->pow2_matrix[5];
520 else
522 tex_dim[0] = tex->pow2_matrix[0];
523 tex_dim[1] = tex->pow2_matrix[5];
527 for (i = 0; i < fixup->super.num_consts; ++i) {
528 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
529 fixup->offset + i, &np2fixup_constants[i * 4]));
534 /* GL locking is done by the caller. */
535 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
536 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
538 const struct wined3d_gl_info *gl_info = context->gl_info;
539 unsigned char i;
541 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
543 int texunit = gl_shader->bumpenvmatconst[i].texunit;
545 /* The state manager takes care that this function is always called if the bump env matrix changes */
546 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
547 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
548 gl_shader->bumpenvmatconst[i].const_num, data));
550 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
552 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
553 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
554 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
555 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
557 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
558 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
559 gl_shader->luminanceconst[i].const_num, scale));
562 checkGLcall("Load bumpmap consts");
564 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
566 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
567 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
568 * ycorrection.z: 1.0
569 * ycorrection.w: 0.0
571 float val[4];
572 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
573 val[1] = context->render_offscreen ? 1.0f : -1.0f;
574 val[2] = 1.0f;
575 val[3] = 0.0f;
576 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
577 checkGLcall("y correction loading");
580 if (!gl_shader->num_int_consts) return;
582 for(i = 0; i < MAX_CONST_I; i++)
584 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
586 float val[4];
587 val[0] = (float)state->ps_consts_i[4 * i];
588 val[1] = (float)state->ps_consts_i[4 * i + 1];
589 val[2] = (float)state->ps_consts_i[4 * i + 2];
590 val[3] = -1.0f;
592 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
595 checkGLcall("Load ps int consts");
598 /* GL locking is done by the caller. */
599 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
600 const struct wined3d_context *context, const struct wined3d_state *state)
602 const struct wined3d_gl_info *gl_info = context->gl_info;
603 float position_fixup[4];
604 unsigned char i;
606 /* Upload the position fixup */
607 shader_get_position_fixup(context, state, position_fixup);
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
610 if (!gl_shader->num_int_consts) return;
612 for(i = 0; i < MAX_CONST_I; i++)
614 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
616 float val[4];
617 val[0] = (float)state->vs_consts_i[4 * i];
618 val[1] = (float)state->vs_consts_i[4 * i + 1];
619 val[2] = (float)state->vs_consts_i[4 * i + 2];
620 val[3] = -1.0f;
622 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
625 checkGLcall("Load vs int consts");
629 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
631 * We only support float constants in ARB at the moment, so don't
632 * worry about the Integers or Booleans
634 /* GL locking is done by the caller (state handler) */
635 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
637 struct wined3d_device *device = context->swapchain->device;
638 const struct wined3d_state *state = &device->stateBlock->state;
639 const struct wined3d_gl_info *gl_info = context->gl_info;
640 struct shader_arb_priv *priv = device->shader_priv;
642 if (context != priv->last_context)
644 memset(priv->vshader_const_dirty, 1,
645 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
646 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
648 memset(priv->pshader_const_dirty, 1,
649 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
650 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
652 priv->last_context = context;
655 if (useVertexShader)
657 struct wined3d_shader *vshader = state->vertex_shader;
658 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
660 /* Load DirectX 9 float constants for vertex shader */
661 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
662 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
663 shader_arb_vs_local_constants(gl_shader, context, state);
666 if (usePixelShader)
668 struct wined3d_shader *pshader = state->pixel_shader;
669 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
670 UINT rt_height = state->fb->render_targets[0]->resource.height;
672 /* Load DirectX 9 float constants for pixel shader */
673 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
674 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
675 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
679 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
681 struct wined3d_context *context = context_get_current();
682 struct shader_arb_priv *priv = device->shader_priv;
684 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
685 * context. On a context switch the old context will be fully dirtified */
686 if (!context || context->swapchain->device != device) return;
688 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
689 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
692 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
694 struct wined3d_context *context = context_get_current();
695 struct shader_arb_priv *priv = device->shader_priv;
697 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
698 * context. On a context switch the old context will be fully dirtified */
699 if (!context || context->swapchain->device != device) return;
701 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
702 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
705 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
707 const struct wined3d_shader_lconst *lconst;
708 DWORD *ret;
709 DWORD idx = 0;
711 if (shader->load_local_constsF || list_empty(&shader->constantsF))
712 return NULL;
714 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
715 if (!ret)
717 ERR("Out of memory\n");
718 return NULL;
721 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
723 ret[lconst->idx] = idx++;
725 return ret;
728 /* Generate the variable & register declarations for the ARB_vertex_program output target */
729 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
730 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
731 const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
732 DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
734 DWORD i, next_local = 0;
735 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
736 const struct wined3d_shader_lconst *lconst;
737 unsigned max_constantsF;
738 DWORD map;
740 /* In pixel shaders, all private constants are program local, we don't need anything
741 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
742 * If we need a private constant the GL implementation will squeeze it in somewhere
744 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
745 * immediate values. The posFixup is loaded using program.env for now, so always
746 * subtract one from the number of constants. If the shader uses indirect addressing,
747 * account for the helper const too because we have to declare all available d3d constants
748 * and don't know which are actually used.
750 if (pshader)
752 max_constantsF = gl_info->limits.arb_ps_native_constants;
753 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
754 if (max_constantsF < 24)
755 max_constantsF = gl_info->limits.arb_ps_float_constants;
757 else
759 const struct arb_vshader_private *shader_data = shader->backend_data;
760 max_constantsF = gl_info->limits.arb_vs_native_constants;
761 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
762 * Also prevents max_constantsF from becoming less than 0 and
763 * wrapping . */
764 if (max_constantsF < 96)
765 max_constantsF = gl_info->limits.arb_vs_float_constants;
767 if (reg_maps->usesrelconstF)
769 DWORD highest_constf = 0, clip_limit;
771 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
772 max_constantsF -= count_bits(reg_maps->integer_constants);
774 for (i = 0; i < shader->limits.constant_float; ++i)
776 DWORD idx = i >> 5;
777 DWORD shift = i & 0x1f;
778 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
781 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
783 if(ctx->cur_vs_args->super.clip_enabled)
784 clip_limit = gl_info->limits.clipplanes;
785 else
786 clip_limit = 0;
788 else
790 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
791 clip_limit = min(count_bits(mask), 4);
793 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
794 max_constantsF -= *num_clipplanes;
795 if(*num_clipplanes < clip_limit)
797 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
800 else
802 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
803 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
807 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
809 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
812 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
814 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
817 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
819 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
821 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
825 /* Load local constants using the program-local space,
826 * this avoids reloading them each time the shader is used
828 if (lconst_map)
830 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
832 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
833 lconst_map[lconst->idx]);
834 next_local = max(next_local, lconst_map[lconst->idx] + 1);
838 /* After subtracting privately used constants from the hardware limit(they are loaded as
839 * local constants), make sure the shader doesn't violate the env constant limit
841 if(pshader)
843 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
845 else
847 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
850 /* Avoid declaring more constants than needed */
851 max_constantsF = min(max_constantsF, shader->limits.constant_float);
853 /* we use the array-based constants array if the local constants are marked for loading,
854 * because then we use indirect addressing, or when the local constant list is empty,
855 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
856 * local constants do not declare the loaded constants as an array because ARB compilers usually
857 * do not optimize unused constants away
859 if (reg_maps->usesrelconstF)
861 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
862 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
863 max_constantsF, max_constantsF - 1);
864 } else {
865 for(i = 0; i < max_constantsF; i++) {
866 DWORD idx, mask;
867 idx = i >> 5;
868 mask = 1 << (i & 0x1f);
869 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
871 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
876 return next_local;
879 static const char * const shift_tab[] = {
880 "dummy", /* 0 (none) */
881 "coefmul.x", /* 1 (x2) */
882 "coefmul.y", /* 2 (x4) */
883 "coefmul.z", /* 3 (x8) */
884 "coefmul.w", /* 4 (x16) */
885 "dummy", /* 5 (x32) */
886 "dummy", /* 6 (x64) */
887 "dummy", /* 7 (x128) */
888 "dummy", /* 8 (d256) */
889 "dummy", /* 9 (d128) */
890 "dummy", /* 10 (d64) */
891 "dummy", /* 11 (d32) */
892 "coefdiv.w", /* 12 (d16) */
893 "coefdiv.z", /* 13 (d8) */
894 "coefdiv.y", /* 14 (d4) */
895 "coefdiv.x" /* 15 (d2) */
898 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
899 const struct wined3d_shader_dst_param *dst, char *write_mask)
901 char *ptr = write_mask;
903 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
905 *ptr++ = '.';
906 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
907 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
908 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
909 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
912 *ptr = '\0';
915 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
917 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
918 * but addressed as "rgba". To fix this we need to swap the register's x
919 * and z components. */
920 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
921 char *ptr = swizzle_str;
923 /* swizzle bits fields: wwzzyyxx */
924 DWORD swizzle = param->swizzle;
925 DWORD swizzle_x = swizzle & 0x03;
926 DWORD swizzle_y = (swizzle >> 2) & 0x03;
927 DWORD swizzle_z = (swizzle >> 4) & 0x03;
928 DWORD swizzle_w = (swizzle >> 6) & 0x03;
930 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
931 * generate a swizzle string. Unless we need to our own swizzling. */
932 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
934 *ptr++ = '.';
935 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
936 *ptr++ = swizzle_chars[swizzle_x];
937 } else {
938 *ptr++ = swizzle_chars[swizzle_x];
939 *ptr++ = swizzle_chars[swizzle_y];
940 *ptr++ = swizzle_chars[swizzle_z];
941 *ptr++ = swizzle_chars[swizzle_w];
945 *ptr = '\0';
948 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
950 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
951 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
953 if (!strcmp(priv->addr_reg, src)) return;
955 strcpy(priv->addr_reg, src);
956 shader_addline(buffer, "ARL A0.x, %s;\n", src);
959 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
960 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
962 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
963 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
965 /* oPos, oFog and oPts in D3D */
966 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
967 const struct wined3d_shader *shader = ins->ctx->shader;
968 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
969 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
970 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
972 *is_color = FALSE;
974 switch (reg->type)
976 case WINED3DSPR_TEMP:
977 sprintf(register_name, "R%u", reg->idx);
978 break;
980 case WINED3DSPR_INPUT:
981 if (pshader)
983 if (reg_maps->shader_version.major < 3)
985 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
986 else strcpy(register_name, "fragment.color.secondary");
988 else
990 if(reg->rel_addr)
992 char rel_reg[50];
993 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
995 if (!strcmp(rel_reg, "**aL_emul**"))
997 DWORD idx = ctx->aL + reg->idx;
998 if(idx < MAX_REG_INPUT)
1000 strcpy(register_name, ctx->ps_input[idx]);
1002 else
1004 ERR("Pixel shader input register out of bounds: %u\n", idx);
1005 sprintf(register_name, "out_of_bounds_%u", idx);
1008 else if (reg_maps->input_registers & 0x0300)
1010 /* There are two ways basically:
1012 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1013 * That means trouble if the loop also contains a breakc or if the control values
1014 * aren't local constants.
1015 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1016 * source dynamically. The trouble is that we cannot simply read aL.y because it
1017 * is an ADDRESS register. We could however push it, load .zw with a value and use
1018 * ADAC to load the condition code register and pop it again afterwards
1020 FIXME("Relative input register addressing with more than 8 registers\n");
1022 /* This is better than nothing for now */
1023 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1025 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1027 /* This is problematic because we'd have to consult the ctx->ps_input strings
1028 * for where to find the varying. Some may be "0.0", others can be texcoords or
1029 * colors. This needs either a pipeline replacement to make the vertex shader feed
1030 * proper varyings, or loop unrolling
1032 * For now use the texcoords and hope for the best
1034 FIXME("Non-vertex shader varying input with indirect addressing\n");
1035 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1037 else
1039 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1040 * pulls GL_NV_fragment_program2 in
1042 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1045 else
1047 if(reg->idx < MAX_REG_INPUT)
1049 strcpy(register_name, ctx->ps_input[reg->idx]);
1051 else
1053 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1054 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1059 else
1061 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1062 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1064 break;
1066 case WINED3DSPR_CONST:
1067 if (!pshader && reg->rel_addr)
1069 const struct arb_vshader_private *shader_data = shader->backend_data;
1070 UINT rel_offset = shader_data->rel_offset;
1071 BOOL aL = FALSE;
1072 char rel_reg[50];
1073 if (reg_maps->shader_version.major < 2)
1075 sprintf(rel_reg, "A0.x");
1076 } else {
1077 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1078 if(ctx->target_version == ARB) {
1079 if (!strcmp(rel_reg, "**aL_emul**"))
1081 aL = TRUE;
1082 } else {
1083 shader_arb_request_a0(ins, rel_reg);
1084 sprintf(rel_reg, "A0.x");
1088 if(aL)
1089 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1090 else if (reg->idx >= rel_offset)
1091 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1092 else
1093 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1095 else
1097 if (reg_maps->usesrelconstF)
1098 sprintf(register_name, "C[%u]", reg->idx);
1099 else
1100 sprintf(register_name, "C%u", reg->idx);
1102 break;
1104 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1105 if (pshader)
1107 if (reg_maps->shader_version.major == 1
1108 && reg_maps->shader_version.minor <= 3)
1110 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1111 * and as source to most instructions. For some instructions it is the texcoord
1112 * input. Those instructions know about the special use
1114 sprintf(register_name, "T%u", reg->idx);
1115 } else {
1116 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1117 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1120 else
1122 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1124 sprintf(register_name, "A%u", reg->idx);
1126 else
1128 sprintf(register_name, "A%u_SHADOW", reg->idx);
1131 break;
1133 case WINED3DSPR_COLOROUT:
1134 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1136 strcpy(register_name, "TMP_COLOR");
1138 else
1140 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1141 if (reg_maps->rt_mask > 1)
1143 sprintf(register_name, "result.color[%u]", reg->idx);
1145 else
1147 strcpy(register_name, "result.color");
1150 break;
1152 case WINED3DSPR_RASTOUT:
1153 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1154 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1155 break;
1157 case WINED3DSPR_DEPTHOUT:
1158 strcpy(register_name, "result.depth");
1159 break;
1161 case WINED3DSPR_ATTROUT:
1162 /* case WINED3DSPR_OUTPUT: */
1163 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1164 else strcpy(register_name, ctx->color_output[reg->idx]);
1165 break;
1167 case WINED3DSPR_TEXCRDOUT:
1168 if (pshader)
1170 sprintf(register_name, "oT[%u]", reg->idx);
1172 else
1174 if (reg_maps->shader_version.major < 3)
1176 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1178 else
1180 strcpy(register_name, ctx->vs_output[reg->idx]);
1183 break;
1185 case WINED3DSPR_LOOP:
1186 if(ctx->target_version >= NV2)
1188 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1189 if(pshader) sprintf(register_name, "A0.x");
1190 else sprintf(register_name, "aL.y");
1192 else
1194 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1195 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1196 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1197 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1198 * indexing
1200 sprintf(register_name, "**aL_emul**");
1203 break;
1205 case WINED3DSPR_CONSTINT:
1206 sprintf(register_name, "I%u", reg->idx);
1207 break;
1209 case WINED3DSPR_MISCTYPE:
1210 if (!reg->idx)
1212 sprintf(register_name, "vpos");
1214 else if(reg->idx == 1)
1216 sprintf(register_name, "fragment.facing.x");
1218 else
1220 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1222 break;
1224 default:
1225 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1226 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1227 break;
1231 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1232 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1234 char register_name[255];
1235 char write_mask[6];
1236 BOOL is_color;
1238 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1239 strcpy(str, register_name);
1241 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1242 strcat(str, write_mask);
1245 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1247 switch(channel_source)
1249 case CHANNEL_SOURCE_ZERO: return "0";
1250 case CHANNEL_SOURCE_ONE: return "1";
1251 case CHANNEL_SOURCE_X: return "x";
1252 case CHANNEL_SOURCE_Y: return "y";
1253 case CHANNEL_SOURCE_Z: return "z";
1254 case CHANNEL_SOURCE_W: return "w";
1255 default:
1256 FIXME("Unhandled channel source %#x\n", channel_source);
1257 return "undefined";
1261 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1262 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1264 DWORD mask;
1266 if (is_complex_fixup(fixup))
1268 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1269 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1270 return;
1273 mask = 0;
1274 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1275 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1276 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1277 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1278 mask &= dst_mask;
1280 if (mask)
1282 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1283 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1284 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1287 mask = 0;
1288 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1289 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1290 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1291 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1292 mask &= dst_mask;
1294 if (mask)
1296 char reg_mask[6];
1297 char *ptr = reg_mask;
1299 if (mask != WINED3DSP_WRITEMASK_ALL)
1301 *ptr++ = '.';
1302 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1303 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1304 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1305 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1307 *ptr = '\0';
1309 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1313 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1315 DWORD mod;
1316 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1317 if (!ins->dst_count) return "";
1319 mod = ins->dst[0].modifiers;
1321 /* Silently ignore PARTIALPRECISION if its not supported */
1322 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1324 if(mod & WINED3DSPDM_MSAMPCENTROID)
1326 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1327 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1330 switch(mod)
1332 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1333 return "H_SAT";
1335 case WINED3DSPDM_SATURATE:
1336 return "_SAT";
1338 case WINED3DSPDM_PARTIALPRECISION:
1339 return "H";
1341 case 0:
1342 return "";
1344 default:
1345 FIXME("Unknown modifiers 0x%08x\n", mod);
1346 return "";
1350 #define TEX_PROJ 0x1
1351 #define TEX_BIAS 0x2
1352 #define TEX_LOD 0x4
1353 #define TEX_DERIV 0x10
1355 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1356 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1358 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1359 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1360 const struct wined3d_shader *shader = ins->ctx->shader;
1361 const struct wined3d_texture *texture;
1362 const char *tex_type;
1363 BOOL np2_fixup = FALSE;
1364 struct wined3d_device *device = shader->device;
1365 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1366 const char *mod;
1367 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1369 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1370 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1372 switch(sampler_type) {
1373 case WINED3DSTT_1D:
1374 tex_type = "1D";
1375 break;
1377 case WINED3DSTT_2D:
1378 texture = device->stateBlock->state.textures[sampler_idx];
1379 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1381 tex_type = "RECT";
1382 } else {
1383 tex_type = "2D";
1385 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1387 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1389 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1390 else np2_fixup = TRUE;
1393 break;
1395 case WINED3DSTT_VOLUME:
1396 tex_type = "3D";
1397 break;
1399 case WINED3DSTT_CUBE:
1400 tex_type = "CUBE";
1401 break;
1403 default:
1404 ERR("Unexpected texture type %d\n", sampler_type);
1405 tex_type = "";
1408 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1409 * so don't use shader_arb_get_modifier
1411 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1412 else mod = "";
1414 /* Fragment samplers always have indentity mapping */
1415 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1417 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1420 if (flags & TEX_DERIV)
1422 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1423 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1424 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1425 dsx, dsy,sampler_idx, tex_type);
1427 else if(flags & TEX_LOD)
1429 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1430 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1431 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1432 sampler_idx, tex_type);
1434 else if (flags & TEX_BIAS)
1436 /* Shouldn't be possible, but let's check for it */
1437 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1438 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1439 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1441 else if (flags & TEX_PROJ)
1443 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1445 else
1447 if (np2_fixup)
1449 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1450 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1451 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1453 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1455 else
1456 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1459 if (pshader)
1461 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1462 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1463 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1464 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1468 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1469 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1471 /* Generate a line that does the input modifier computation and return the input register to use */
1472 BOOL is_color = FALSE;
1473 char regstr[256];
1474 char swzstr[20];
1475 int insert_line;
1476 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1477 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1478 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1479 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1481 /* Assume a new line will be added */
1482 insert_line = 1;
1484 /* Get register name */
1485 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1486 shader_arb_get_swizzle(src, is_color, swzstr);
1488 switch (src->modifiers)
1490 case WINED3DSPSM_NONE:
1491 sprintf(outregstr, "%s%s", regstr, swzstr);
1492 insert_line = 0;
1493 break;
1494 case WINED3DSPSM_NEG:
1495 sprintf(outregstr, "-%s%s", regstr, swzstr);
1496 insert_line = 0;
1497 break;
1498 case WINED3DSPSM_BIAS:
1499 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1500 break;
1501 case WINED3DSPSM_BIASNEG:
1502 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1503 break;
1504 case WINED3DSPSM_SIGN:
1505 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1506 break;
1507 case WINED3DSPSM_SIGNNEG:
1508 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1509 break;
1510 case WINED3DSPSM_COMP:
1511 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1512 break;
1513 case WINED3DSPSM_X2:
1514 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1515 break;
1516 case WINED3DSPSM_X2NEG:
1517 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1518 break;
1519 case WINED3DSPSM_DZ:
1520 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1521 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1522 break;
1523 case WINED3DSPSM_DW:
1524 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1525 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1526 break;
1527 case WINED3DSPSM_ABS:
1528 if(ctx->target_version >= NV2) {
1529 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1530 insert_line = 0;
1531 } else {
1532 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1534 break;
1535 case WINED3DSPSM_ABSNEG:
1536 if(ctx->target_version >= NV2) {
1537 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1538 } else {
1539 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1540 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1542 insert_line = 0;
1543 break;
1544 default:
1545 sprintf(outregstr, "%s%s", regstr, swzstr);
1546 insert_line = 0;
1549 /* Return modified or original register, with swizzle */
1550 if (insert_line)
1551 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1554 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1556 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1557 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1558 char dst_name[50];
1559 char src_name[2][50];
1560 DWORD sampler_code = dst->reg.idx;
1562 shader_arb_get_dst_param(ins, dst, dst_name);
1564 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1566 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1567 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1568 * temps is done.
1570 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1571 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1572 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1573 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1574 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1576 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1577 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1580 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1582 *extra_char = ' ';
1583 switch(mod)
1585 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1586 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1587 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1588 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1589 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1590 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1591 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1592 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1593 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1594 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1595 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1596 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1597 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1599 FIXME("Unknown modifier %u\n", mod);
1600 return mod;
1603 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1605 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1606 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1607 char dst_name[50];
1608 char src_name[3][50];
1609 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1610 ins->ctx->reg_maps->shader_version.minor);
1612 shader_arb_get_dst_param(ins, dst, dst_name);
1613 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1615 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1616 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1618 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1620 else
1622 struct wined3d_shader_src_param src0_copy = ins->src[0];
1623 char extra_neg;
1625 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1626 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1628 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1629 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1630 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1631 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1632 dst_name, src_name[1], src_name[2]);
1636 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1638 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1639 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1640 char dst_name[50];
1641 char src_name[3][50];
1643 shader_arb_get_dst_param(ins, dst, dst_name);
1645 /* Generate input register names (with modifiers) */
1646 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1647 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1648 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1650 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1651 dst_name, src_name[0], src_name[2], src_name[1]);
1654 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1655 * dst = dot2(src0, src1) + src2 */
1656 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1658 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1659 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1660 char dst_name[50];
1661 char src_name[3][50];
1662 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1664 shader_arb_get_dst_param(ins, dst, dst_name);
1665 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1666 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1668 if(ctx->target_version >= NV3)
1670 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1671 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1672 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1673 dst_name, src_name[0], src_name[1], src_name[2]);
1675 else if(ctx->target_version >= NV2)
1677 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1678 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1679 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1680 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1682 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1684 * .xyxy and other swizzles that we could get with this are not valid in
1685 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1687 struct wined3d_shader_src_param tmp_param = ins->src[1];
1688 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1689 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1691 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1693 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1694 dst_name, src_name[2], src_name[0], src_name[1]);
1696 else
1698 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1699 /* 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]
1700 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1702 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1703 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1704 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1705 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1709 /* Map the opcode 1-to-1 to the GL code */
1710 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1712 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1713 const char *instruction;
1714 char arguments[256], dst_str[50];
1715 unsigned int i;
1716 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1718 switch (ins->handler_idx)
1720 case WINED3DSIH_ABS: instruction = "ABS"; break;
1721 case WINED3DSIH_ADD: instruction = "ADD"; break;
1722 case WINED3DSIH_CRS: instruction = "XPD"; break;
1723 case WINED3DSIH_DP3: instruction = "DP3"; break;
1724 case WINED3DSIH_DP4: instruction = "DP4"; break;
1725 case WINED3DSIH_DST: instruction = "DST"; break;
1726 case WINED3DSIH_FRC: instruction = "FRC"; break;
1727 case WINED3DSIH_LIT: instruction = "LIT"; break;
1728 case WINED3DSIH_LRP: instruction = "LRP"; break;
1729 case WINED3DSIH_MAD: instruction = "MAD"; break;
1730 case WINED3DSIH_MAX: instruction = "MAX"; break;
1731 case WINED3DSIH_MIN: instruction = "MIN"; break;
1732 case WINED3DSIH_MOV: instruction = "MOV"; break;
1733 case WINED3DSIH_MUL: instruction = "MUL"; break;
1734 case WINED3DSIH_SGE: instruction = "SGE"; break;
1735 case WINED3DSIH_SLT: instruction = "SLT"; break;
1736 case WINED3DSIH_SUB: instruction = "SUB"; break;
1737 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1738 case WINED3DSIH_DSX: instruction = "DDX"; break;
1739 default: instruction = "";
1740 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1741 break;
1744 /* Note that shader_arb_add_dst_param() adds spaces. */
1745 arguments[0] = '\0';
1746 shader_arb_get_dst_param(ins, dst, dst_str);
1747 for (i = 0; i < ins->src_count; ++i)
1749 char operand[100];
1750 strcat(arguments, ", ");
1751 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1752 strcat(arguments, operand);
1754 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1757 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1759 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1760 shader_addline(buffer, "NOP;\n");
1763 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1765 const struct wined3d_shader *shader = ins->ctx->shader;
1766 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1767 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1768 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1769 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1770 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1771 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1773 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1774 char src0_param[256];
1776 if (ins->handler_idx == WINED3DSIH_MOVA)
1778 const struct arb_vshader_private *shader_data = shader->backend_data;
1779 char write_mask[6];
1780 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1782 if(ctx->target_version >= NV2) {
1783 shader_hw_map2gl(ins);
1784 return;
1786 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1787 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1789 /* This implements the mova formula used in GLSL. The first two instructions
1790 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1791 * in this case:
1792 * mova A0.x, 0.0
1794 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1796 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1797 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1799 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1800 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1802 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1803 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1804 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1805 if (shader_data->rel_offset)
1807 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1809 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1811 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1813 else if (reg_maps->shader_version.major == 1
1814 && !shader_is_pshader_version(reg_maps->shader_version.type)
1815 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1817 const struct arb_vshader_private *shader_data = shader->backend_data;
1818 src0_param[0] = '\0';
1820 if (shader_data->rel_offset)
1822 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1823 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1824 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1825 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1827 else
1829 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1830 * with more than one component. Thus replicate the first source argument over all
1831 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1832 struct wined3d_shader_src_param tmp_src = ins->src[0];
1833 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1834 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1835 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1838 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1840 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1842 shader_addline(buffer, "#mov handled in srgb write code\n");
1843 return;
1845 shader_hw_map2gl(ins);
1847 else
1849 shader_hw_map2gl(ins);
1853 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1855 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1856 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1857 char reg_dest[40];
1859 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1860 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1862 shader_arb_get_dst_param(ins, dst, reg_dest);
1864 if (ins->ctx->reg_maps->shader_version.major >= 2)
1866 const char *kilsrc = "TA";
1867 BOOL is_color;
1869 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1870 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1872 kilsrc = reg_dest;
1874 else
1876 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1877 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1878 * masked out components to 0(won't kill)
1880 char x = '0', y = '0', z = '0', w = '0';
1881 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1882 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1883 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1884 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1885 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1887 shader_addline(buffer, "KIL %s;\n", kilsrc);
1888 } else {
1889 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1890 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1892 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1893 * or pass in any temporary register(in shader phase 2)
1895 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1896 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1897 } else {
1898 shader_arb_get_dst_param(ins, dst, reg_dest);
1900 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1901 shader_addline(buffer, "KIL TA;\n");
1905 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1907 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1908 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1909 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1910 ins->ctx->reg_maps->shader_version.minor);
1911 struct wined3d_shader_src_param src;
1913 char reg_dest[40];
1914 char reg_coord[40];
1915 DWORD reg_sampler_code;
1916 WORD myflags = 0;
1918 /* All versions have a destination register */
1919 shader_arb_get_dst_param(ins, dst, reg_dest);
1921 /* 1.0-1.4: Use destination register number as texture code.
1922 2.0+: Use provided sampler number as texure code. */
1923 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1924 reg_sampler_code = dst->reg.idx;
1925 else
1926 reg_sampler_code = ins->src[1].reg.idx;
1928 /* 1.0-1.3: Use the texcoord varying.
1929 1.4+: Use provided coordinate source register. */
1930 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1931 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1932 else {
1933 /* TEX is the only instruction that can handle DW and DZ natively */
1934 src = ins->src[0];
1935 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1936 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1937 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1940 /* projection flag:
1941 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1942 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1943 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1945 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1947 DWORD flags = 0;
1948 if (reg_sampler_code < MAX_TEXTURES)
1949 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1950 if (flags & WINED3D_PSARGS_PROJECTED)
1951 myflags |= TEX_PROJ;
1953 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1955 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1956 if (src_mod == WINED3DSPSM_DZ)
1958 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1959 * varying register, so we need a temp reg
1961 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1962 strcpy(reg_coord, "TA");
1963 myflags |= TEX_PROJ;
1964 } else if(src_mod == WINED3DSPSM_DW) {
1965 myflags |= TEX_PROJ;
1967 } else {
1968 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1969 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1971 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1974 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1976 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1977 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1978 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1979 ins->ctx->reg_maps->shader_version.minor);
1980 char dst_str[50];
1982 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1984 DWORD reg = dst->reg.idx;
1986 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1987 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1988 } else {
1989 char reg_src[40];
1991 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1992 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1993 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1997 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1999 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2000 DWORD flags = 0;
2002 DWORD reg1 = ins->dst[0].reg.idx;
2003 char dst_str[50];
2004 char src_str[50];
2006 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2007 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2008 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2009 /* Move .x first in case src_str is "TA" */
2010 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2011 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2012 if (reg1 < MAX_TEXTURES)
2014 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2015 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2017 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2020 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2022 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2024 DWORD reg1 = ins->dst[0].reg.idx;
2025 char dst_str[50];
2026 char src_str[50];
2028 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2029 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2030 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2031 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2032 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2033 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2036 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2038 DWORD reg1 = ins->dst[0].reg.idx;
2039 char dst_str[50];
2040 char src_str[50];
2042 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2043 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2044 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2045 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2048 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2050 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2051 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2052 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2053 char reg_coord[40], dst_reg[50], src_reg[50];
2054 DWORD reg_dest_code;
2056 /* All versions have a destination register. The Tx where the texture coordinates come
2057 * from is the varying incarnation of the texture register
2059 reg_dest_code = dst->reg.idx;
2060 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2061 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2062 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2064 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2065 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2067 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2068 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2070 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2071 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2072 * extension.
2074 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2075 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2076 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2077 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2079 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2080 * so we can't let the GL handle this.
2082 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2083 & WINED3D_PSARGS_PROJECTED)
2085 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2086 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2087 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2088 } else {
2089 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2092 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2094 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2096 /* No src swizzles are allowed, so this is ok */
2097 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2098 src_reg, reg_dest_code, reg_dest_code);
2099 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2103 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2105 DWORD reg = ins->dst[0].reg.idx;
2106 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2107 char src0_name[50], dst_name[50];
2108 BOOL is_color;
2109 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2111 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2112 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2113 * T<reg+1> register. Use this register to store the calculated vector
2115 tmp_reg.idx = reg + 1;
2116 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2117 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2120 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2122 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2123 DWORD flags;
2124 DWORD reg = ins->dst[0].reg.idx;
2125 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2126 char dst_str[50];
2127 char src0_name[50];
2128 char dst_reg[50];
2129 BOOL is_color;
2131 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2132 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2134 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2135 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2136 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2137 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2138 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2141 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2143 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2144 DWORD reg = ins->dst[0].reg.idx;
2145 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2146 char src0_name[50], dst_name[50];
2147 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2148 BOOL is_color;
2150 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2151 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2152 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2154 tmp_reg.idx = reg + 2 - tex_mx->current_row;
2155 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2157 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2158 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2159 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2160 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2163 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2165 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2166 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2167 DWORD flags;
2168 DWORD reg = ins->dst[0].reg.idx;
2169 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2170 char dst_str[50];
2171 char src0_name[50], dst_name[50];
2172 BOOL is_color;
2174 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &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_name, reg, src0_name);
2178 /* Sample the texture using the calculated coordinates */
2179 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2180 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2181 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2182 tex_mx->current_row = 0;
2185 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2187 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2188 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2189 DWORD flags;
2190 DWORD reg = ins->dst[0].reg.idx;
2191 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2192 char dst_str[50];
2193 char src0_name[50];
2194 char dst_reg[50];
2195 BOOL is_color;
2197 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2198 * components for temporary data storage
2200 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2201 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2202 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2204 /* Construct the eye-ray vector from w coordinates */
2205 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2206 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2207 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2209 /* Calculate reflection vector
2211 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2212 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2213 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2214 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2215 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2216 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2217 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2219 /* Sample the texture using the calculated coordinates */
2220 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2221 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2222 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2223 tex_mx->current_row = 0;
2226 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2228 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2229 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2230 DWORD flags;
2231 DWORD reg = ins->dst[0].reg.idx;
2232 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2233 char dst_str[50];
2234 char src0_name[50];
2235 char src1_name[50];
2236 char dst_reg[50];
2237 BOOL is_color;
2239 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2240 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2241 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2242 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2243 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2245 /* Calculate reflection vector.
2247 * dot(N, E)
2248 * dst_reg.xyz = 2 * --------- * N - E
2249 * dot(N, N)
2251 * Which normalizes the normal vector
2253 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2254 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2255 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2256 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2257 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2258 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2260 /* Sample the texture using the calculated coordinates */
2261 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2262 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2263 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2264 tex_mx->current_row = 0;
2267 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2269 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2270 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2271 char dst_name[50];
2272 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2273 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2275 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2276 * which is essentially an input, is the destination register because it is the first
2277 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2278 * here(writemasks/swizzles are not valid on texdepth)
2280 shader_arb_get_dst_param(ins, dst, dst_name);
2282 /* According to the msdn, the source register(must be r5) is unusable after
2283 * the texdepth instruction, so we're free to modify it
2285 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2287 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2288 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2289 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2291 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2292 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2293 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2294 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2297 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2298 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2299 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2300 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2302 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2303 DWORD sampler_idx = ins->dst[0].reg.idx;
2304 char src0[50];
2305 char dst_str[50];
2307 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2308 shader_addline(buffer, "MOV TB, 0.0;\n");
2309 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2311 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2312 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2315 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2316 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2317 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2319 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2320 char src0[50];
2321 char dst_str[50];
2322 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2324 /* Handle output register */
2325 shader_arb_get_dst_param(ins, dst, dst_str);
2326 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2327 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2330 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2331 * Perform the 3rd row of a 3x3 matrix multiply */
2332 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2334 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2335 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2336 char dst_str[50], dst_name[50];
2337 char src0[50];
2338 BOOL is_color;
2340 shader_arb_get_dst_param(ins, dst, dst_str);
2341 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2342 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2343 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2344 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2347 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2348 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2349 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2350 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2352 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2354 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2355 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2356 char src0[50], dst_name[50];
2357 BOOL is_color;
2358 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2359 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2361 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2362 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2363 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2365 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2366 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2367 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2369 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2370 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2371 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2372 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2375 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2376 Vertex/Pixel shaders to ARB_vertex_program codes */
2377 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2379 int i;
2380 int nComponents = 0;
2381 struct wined3d_shader_dst_param tmp_dst = {{0}};
2382 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2383 struct wined3d_shader_instruction tmp_ins;
2385 memset(&tmp_ins, 0, sizeof(tmp_ins));
2387 /* Set constants for the temporary argument */
2388 tmp_ins.ctx = ins->ctx;
2389 tmp_ins.dst_count = 1;
2390 tmp_ins.dst = &tmp_dst;
2391 tmp_ins.src_count = 2;
2392 tmp_ins.src = tmp_src;
2394 switch(ins->handler_idx)
2396 case WINED3DSIH_M4x4:
2397 nComponents = 4;
2398 tmp_ins.handler_idx = WINED3DSIH_DP4;
2399 break;
2400 case WINED3DSIH_M4x3:
2401 nComponents = 3;
2402 tmp_ins.handler_idx = WINED3DSIH_DP4;
2403 break;
2404 case WINED3DSIH_M3x4:
2405 nComponents = 4;
2406 tmp_ins.handler_idx = WINED3DSIH_DP3;
2407 break;
2408 case WINED3DSIH_M3x3:
2409 nComponents = 3;
2410 tmp_ins.handler_idx = WINED3DSIH_DP3;
2411 break;
2412 case WINED3DSIH_M3x2:
2413 nComponents = 2;
2414 tmp_ins.handler_idx = WINED3DSIH_DP3;
2415 break;
2416 default:
2417 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2418 break;
2421 tmp_dst = ins->dst[0];
2422 tmp_src[0] = ins->src[0];
2423 tmp_src[1] = ins->src[1];
2424 for (i = 0; i < nComponents; i++) {
2425 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2426 shader_hw_map2gl(&tmp_ins);
2427 ++tmp_src[1].reg.idx;
2431 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2433 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2435 char dst[50];
2436 char src[50];
2438 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2439 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2440 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2442 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2443 * .w is used
2445 strcat(src, ".w");
2448 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2451 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2453 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2454 const char *instruction;
2456 char dst[50];
2457 char src[50];
2459 switch(ins->handler_idx)
2461 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2462 case WINED3DSIH_RCP: instruction = "RCP"; break;
2463 case WINED3DSIH_EXP: instruction = "EX2"; break;
2464 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2465 default: instruction = "";
2466 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2467 break;
2470 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2471 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2472 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2474 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2475 * .w is used
2477 strcat(src, ".w");
2480 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2483 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2485 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2486 char dst_name[50];
2487 char src_name[50];
2488 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2489 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2490 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2492 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2493 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2495 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2496 * otherwise NRM or RSQ would return NaN */
2497 if(pshader && priv->target_version >= NV3)
2499 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2501 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2503 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2504 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2505 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2507 else if(priv->target_version >= NV2)
2509 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2510 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2511 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2512 src_name);
2514 else
2516 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2518 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2519 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2520 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2522 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2523 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2525 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2526 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2527 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2528 src_name);
2532 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2534 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2535 char dst_name[50];
2536 char src_name[3][50];
2538 /* ARB_fragment_program has a convenient LRP instruction */
2539 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2540 shader_hw_map2gl(ins);
2541 return;
2544 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2545 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2546 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2547 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2549 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2550 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2551 dst_name, src_name[0], src_name[2]);
2554 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2556 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2557 * must contain fixed constants. So we need a separate function to filter those constants and
2558 * can't use map2gl
2560 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2561 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2562 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2563 char dst_name[50];
2564 char src_name0[50], src_name1[50], src_name2[50];
2565 BOOL is_color;
2567 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2568 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2569 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2570 /* No modifiers are supported on SCS */
2571 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2573 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2575 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2576 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2578 } else if(priv->target_version >= NV2) {
2579 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2581 /* Sincos writemask must be .x, .y or .xy */
2582 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2583 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2584 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2585 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2586 } else {
2587 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2588 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2590 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2591 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2593 * The constants we get are:
2595 * +1 +1, -1 -1 +1 +1 -1 -1
2596 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2597 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2599 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2601 * (x/2)^2 = x^2 / 4
2602 * (x/2)^3 = x^3 / 8
2603 * (x/2)^4 = x^4 / 16
2604 * (x/2)^5 = x^5 / 32
2605 * etc
2607 * To get the final result:
2608 * sin(x) = 2 * sin(x/2) * cos(x/2)
2609 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2610 * (from sin(x+y) and cos(x+y) rules)
2612 * As per MSDN, dst.z is undefined after the operation, and so is
2613 * dst.x and dst.y if they're masked out by the writemask. Ie
2614 * sincos dst.y, src1, c0, c1
2615 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2616 * vsa.exe also stops with an error if the dest register is the same register as the source
2617 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2618 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2620 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2621 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2622 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2624 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2625 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2626 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2627 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2628 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2629 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2631 /* sin(x/2)
2633 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2634 * properly merge that with MULs in the code above?
2635 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2636 * we can merge the sine and cosine MAD rows to calculate them together.
2638 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2639 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2640 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2641 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2643 /* cos(x/2) */
2644 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2645 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2646 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2648 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2649 /* cos x */
2650 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2651 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2653 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2654 /* sin x */
2655 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2656 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2661 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2663 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2664 char dst_name[50];
2665 char src_name[50];
2666 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2668 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2669 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2671 /* SGN is only valid in vertex shaders */
2672 if(ctx->target_version >= NV2) {
2673 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2674 return;
2677 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2678 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2680 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2681 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2682 } else {
2683 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2684 * Then use TA, and calculate the final result
2686 * Not reading from TA? Store the first result in TA to avoid overwriting the
2687 * destination if src reg = dst reg
2689 if(strstr(src_name, "TA"))
2691 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2692 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2693 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2695 else
2697 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2698 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2699 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2704 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2706 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2707 char src[50];
2708 char dst[50];
2709 char dst_name[50];
2710 BOOL is_color;
2712 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2713 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2714 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2716 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2717 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2720 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2722 *need_abs = FALSE;
2724 switch(mod)
2726 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2727 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2728 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2729 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2730 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2731 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2732 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2733 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2734 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2735 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2736 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2737 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2738 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2740 FIXME("Unknown modifier %u\n", mod);
2741 return mod;
2744 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2746 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2747 char src0[50], dst[50];
2748 struct wined3d_shader_src_param src0_copy = ins->src[0];
2749 BOOL need_abs = FALSE;
2750 const char *instr;
2752 switch(ins->handler_idx)
2754 case WINED3DSIH_LOG: instr = "LG2"; break;
2755 case WINED3DSIH_LOGP: instr = "LOG"; break;
2756 default:
2757 ERR("Unexpected instruction %d\n", ins->handler_idx);
2758 return;
2761 /* LOG and LOGP operate on the absolute value of the input */
2762 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2764 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2765 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2767 if(need_abs)
2769 shader_addline(buffer, "ABS TA, %s;\n", src0);
2770 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2772 else
2774 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2778 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2780 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2781 char src0[50], src1[50], dst[50];
2782 struct wined3d_shader_src_param src0_copy = ins->src[0];
2783 BOOL need_abs = FALSE;
2784 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2785 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2787 /* POW operates on the absolute value of the input */
2788 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2790 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2791 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2792 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2794 if (need_abs)
2795 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2796 else
2797 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2799 if (priv->target_version >= NV2)
2801 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2802 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2803 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2805 else
2807 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2808 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2810 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2811 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2812 /* Possibly add flt_eps to avoid getting float special values */
2813 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2814 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2815 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2816 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2820 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2822 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2823 char src_name[50];
2824 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2826 /* src0 is aL */
2827 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2829 if(vshader)
2831 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2832 struct list *e = list_head(&priv->control_frames);
2833 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2835 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2836 /* The constant loader makes sure to load -1 into iX.w */
2837 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2838 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2839 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2841 else
2843 shader_addline(buffer, "LOOP %s;\n", src_name);
2847 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2849 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2850 char src_name[50];
2851 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2853 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2855 /* The constant loader makes sure to load -1 into iX.w */
2856 if(vshader)
2858 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2859 struct list *e = list_head(&priv->control_frames);
2860 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2862 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2864 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2865 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2866 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2868 else
2870 shader_addline(buffer, "REP %s;\n", src_name);
2874 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2876 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2877 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2879 if(vshader)
2881 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2882 struct list *e = list_head(&priv->control_frames);
2883 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2885 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2886 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2887 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2889 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2891 else
2893 shader_addline(buffer, "ENDLOOP;\n");
2897 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2899 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2900 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2902 if(vshader)
2904 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2905 struct list *e = list_head(&priv->control_frames);
2906 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2908 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2909 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2910 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2912 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2914 else
2916 shader_addline(buffer, "ENDREP;\n");
2920 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2922 struct control_frame *control_frame;
2924 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2926 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2928 ERR("Could not find loop for break\n");
2929 return NULL;
2932 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2934 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2935 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2936 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2938 if(vshader)
2940 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2942 else
2944 shader_addline(buffer, "BRK;\n");
2948 static const char *get_compare(enum wined3d_shader_rel_op op)
2950 switch (op)
2952 case WINED3D_SHADER_REL_OP_GT: return "GT";
2953 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2954 case WINED3D_SHADER_REL_OP_GE: return "GE";
2955 case WINED3D_SHADER_REL_OP_LT: return "LT";
2956 case WINED3D_SHADER_REL_OP_NE: return "NE";
2957 case WINED3D_SHADER_REL_OP_LE: return "LE";
2958 default:
2959 FIXME("Unrecognized operator %#x.\n", op);
2960 return "(\?\?)";
2964 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2966 switch (op)
2968 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2969 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2970 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2971 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2972 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2973 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2974 default:
2975 FIXME("Unrecognized operator %#x.\n", op);
2976 return -1;
2980 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2982 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2983 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2984 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2985 char src_name0[50];
2986 char src_name1[50];
2987 const char *comp = get_compare(ins->flags);
2989 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2990 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2992 if(vshader)
2994 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2995 * away the subtraction result
2997 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2998 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3000 else
3002 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3003 shader_addline(buffer, "BRK (%s.x);\n", comp);
3007 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3009 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3010 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3011 struct list *e = list_head(&priv->control_frames);
3012 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3013 const char *comp;
3014 char src_name0[50];
3015 char src_name1[50];
3016 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3018 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3019 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3021 if(vshader)
3023 /* Invert the flag. We jump to the else label if the condition is NOT true */
3024 comp = get_compare(invert_compare(ins->flags));
3025 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3026 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3028 else
3030 comp = get_compare(ins->flags);
3031 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3032 shader_addline(buffer, "IF %s.x;\n", comp);
3036 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3038 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3039 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3040 struct list *e = list_head(&priv->control_frames);
3041 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3042 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3044 if(vshader)
3046 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3047 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3048 control_frame->had_else = TRUE;
3050 else
3052 shader_addline(buffer, "ELSE;\n");
3056 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3058 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3059 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3060 struct list *e = list_head(&priv->control_frames);
3061 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3062 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3064 if(vshader)
3066 if(control_frame->had_else)
3068 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3070 else
3072 shader_addline(buffer, "#No else branch. else is endif\n");
3073 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3076 else
3078 shader_addline(buffer, "ENDIF;\n");
3082 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3084 DWORD sampler_idx = ins->src[1].reg.idx;
3085 char reg_dest[40];
3086 char reg_src[3][40];
3087 WORD flags = TEX_DERIV;
3089 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3090 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3091 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3092 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3094 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3095 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3097 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3100 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3102 DWORD sampler_idx = ins->src[1].reg.idx;
3103 char reg_dest[40];
3104 char reg_coord[40];
3105 WORD flags = TEX_LOD;
3107 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3108 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3110 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3111 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3113 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3116 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3118 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3119 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3121 priv->in_main_func = FALSE;
3122 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3123 * subroutine, don't generate a label that will make GL complain
3125 if(priv->target_version == ARB) return;
3127 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3130 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3131 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3132 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3133 struct wined3d_shader_buffer *buffer)
3135 unsigned int i;
3137 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3138 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3139 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3140 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3142 if (args->super.fog_src == VS_FOG_Z)
3144 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3146 else
3148 if (!reg_maps->fog)
3150 /* posFixup.x is always 1.0, so we can safely use it */
3151 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3153 else
3155 /* Clamp fogcoord */
3156 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3157 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3159 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3160 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3164 /* Clipplanes are always stored without y inversion */
3165 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3167 if (args->super.clip_enabled)
3169 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3171 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3175 else if (args->clip.boolclip.clip_texcoord)
3177 unsigned int cur_clip = 0;
3178 char component[4] = {'x', 'y', 'z', 'w'};
3179 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3181 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3183 if (args->clip.boolclip.clipplane_mask & (1 << i))
3185 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3186 component[cur_clip++], i);
3189 switch (cur_clip)
3191 case 0:
3192 shader_addline(buffer, "MOV TA, %s;\n", zero);
3193 break;
3194 case 1:
3195 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3196 break;
3197 case 2:
3198 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3199 break;
3200 case 3:
3201 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3202 break;
3204 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3205 args->clip.boolclip.clip_texcoord - 1);
3208 /* Write the final position.
3210 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3211 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3212 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3213 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3215 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3216 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3217 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3219 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3220 * and the glsl equivalent
3222 if (need_helper_const(shader_data, reg_maps, gl_info))
3224 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3225 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3227 else
3229 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3230 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3233 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3235 priv_ctx->footer_written = TRUE;
3238 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3240 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3241 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3242 const struct wined3d_shader *shader = ins->ctx->shader;
3243 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3245 if(priv->target_version == ARB) return;
3247 if(vshader)
3249 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3250 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3253 shader_addline(buffer, "RET;\n");
3256 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3258 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3259 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3262 /* GL locking is done by the caller */
3263 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3265 GLuint program_id = 0;
3266 GLint pos;
3268 const char *blt_vprogram =
3269 "!!ARBvp1.0\n"
3270 "PARAM c[1] = { { 1, 0.5 } };\n"
3271 "MOV result.position, vertex.position;\n"
3272 "MOV result.color, c[0].x;\n"
3273 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3274 "END\n";
3276 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3277 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3278 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3279 strlen(blt_vprogram), blt_vprogram));
3280 checkGLcall("glProgramStringARB()");
3282 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3283 if (pos != -1)
3285 FIXME("Vertex program error at position %d: %s\n\n", pos,
3286 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3287 shader_arb_dump_program_source(blt_vprogram);
3289 else
3291 GLint native;
3293 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3294 checkGLcall("glGetProgramivARB()");
3295 if (!native) WARN("Program exceeds native resource limits.\n");
3298 return program_id;
3301 /* GL locking is done by the caller */
3302 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3303 enum tex_types tex_type, BOOL masked)
3305 GLuint program_id = 0;
3306 const char *fprogram;
3307 GLint pos;
3309 static const char * const blt_fprograms_full[tex_type_count] =
3311 /* tex_1d */
3312 NULL,
3313 /* tex_2d */
3314 "!!ARBfp1.0\n"
3315 "TEMP R0;\n"
3316 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3317 "MOV result.depth.z, R0.x;\n"
3318 "END\n",
3319 /* tex_3d */
3320 NULL,
3321 /* tex_cube */
3322 "!!ARBfp1.0\n"
3323 "TEMP R0;\n"
3324 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3325 "MOV result.depth.z, R0.x;\n"
3326 "END\n",
3327 /* tex_rect */
3328 "!!ARBfp1.0\n"
3329 "TEMP R0;\n"
3330 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3331 "MOV result.depth.z, R0.x;\n"
3332 "END\n",
3335 static const char * const blt_fprograms_masked[tex_type_count] =
3337 /* tex_1d */
3338 NULL,
3339 /* tex_2d */
3340 "!!ARBfp1.0\n"
3341 "PARAM mask = program.local[0];\n"
3342 "TEMP R0;\n"
3343 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3344 "MUL R0.x, R0.x, R0.y;\n"
3345 "KIL -R0.x;\n"
3346 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3347 "MOV result.depth.z, R0.x;\n"
3348 "END\n",
3349 /* tex_3d */
3350 NULL,
3351 /* tex_cube */
3352 "!!ARBfp1.0\n"
3353 "PARAM mask = program.local[0];\n"
3354 "TEMP R0;\n"
3355 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3356 "MUL R0.x, R0.x, R0.y;\n"
3357 "KIL -R0.x;\n"
3358 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3359 "MOV result.depth.z, R0.x;\n"
3360 "END\n",
3361 /* tex_rect */
3362 "!!ARBfp1.0\n"
3363 "PARAM mask = program.local[0];\n"
3364 "TEMP R0;\n"
3365 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3366 "MUL R0.x, R0.x, R0.y;\n"
3367 "KIL -R0.x;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3369 "MOV result.depth.z, R0.x;\n"
3370 "END\n",
3373 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3374 if (!fprogram)
3376 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3377 tex_type = tex_2d;
3378 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3381 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3382 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3383 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3384 checkGLcall("glProgramStringARB()");
3386 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3387 if (pos != -1)
3389 FIXME("Fragment program error at position %d: %s\n\n", pos,
3390 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3391 shader_arb_dump_program_source(fprogram);
3393 else
3395 GLint native;
3397 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3398 checkGLcall("glGetProgramivARB()");
3399 if (!native) WARN("Program exceeds native resource limits.\n");
3402 return program_id;
3405 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3406 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3408 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3410 if(condcode)
3412 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3413 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3414 /* Calculate the > 0.0031308 case */
3415 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3416 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3417 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3418 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3419 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3420 /* Calculate the < case */
3421 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3423 else
3425 /* Calculate the > 0.0031308 case */
3426 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3427 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3428 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3429 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3430 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3431 /* Calculate the < case */
3432 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3433 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3434 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3435 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3436 /* Store the components > 0.0031308 in the destination */
3437 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3438 /* Add the components that are < 0.0031308 */
3439 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3440 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3441 * result.color writes(.rgb first, then .a), or handle overwriting already written
3442 * components. The assembler uses a temporary register in this case, which is usually
3443 * not allocated from one of our registers that were used earlier.
3446 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3449 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3451 const struct wined3d_shader_lconst *constant;
3453 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3455 if (constant->idx == idx)
3457 return constant->value;
3460 return NULL;
3463 static void init_ps_input(const struct wined3d_shader *shader,
3464 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3466 static const char * const texcoords[8] =
3468 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3469 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3471 unsigned int i;
3472 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3473 const char *semantic_name;
3474 DWORD semantic_idx;
3476 switch(args->super.vp_mode)
3478 case pretransformed:
3479 case fixedfunction:
3480 /* The pixelshader has to collect the varyings on its own. In any case properly load
3481 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3482 * other attribs to 0.0.
3484 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3485 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3486 * load the texcoord attrib pointers to match the pixel shader signature
3488 for(i = 0; i < MAX_REG_INPUT; i++)
3490 semantic_name = sig[i].semantic_name;
3491 semantic_idx = sig[i].semantic_idx;
3492 if (!semantic_name) continue;
3494 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3496 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3497 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3498 else priv->ps_input[i] = "0.0";
3500 else if(args->super.vp_mode == fixedfunction)
3502 priv->ps_input[i] = "0.0";
3504 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3506 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3507 else priv->ps_input[i] = "0.0";
3509 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3511 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3512 else priv->ps_input[i] = "0.0";
3514 else
3516 priv->ps_input[i] = "0.0";
3519 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3521 break;
3523 case vertexshader:
3524 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3525 * fragment.color
3527 for(i = 0; i < 8; i++)
3529 priv->ps_input[i] = texcoords[i];
3531 priv->ps_input[8] = "fragment.color.primary";
3532 priv->ps_input[9] = "fragment.color.secondary";
3533 break;
3537 /* GL locking is done by the caller */
3538 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3539 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3540 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3542 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3543 const struct wined3d_shader_lconst *lconst;
3544 const DWORD *function = shader->function;
3545 GLuint retval;
3546 char fragcolor[16];
3547 DWORD *lconst_map = local_const_mapping(shader), next_local;
3548 struct shader_arb_ctx_priv priv_ctx;
3549 BOOL dcl_td = FALSE;
3550 BOOL want_nv_prog = FALSE;
3551 struct arb_pshader_private *shader_priv = shader->backend_data;
3552 GLint errPos;
3553 DWORD map;
3555 char srgbtmp[4][4];
3556 unsigned int i, found = 0;
3558 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3560 if (!(map & 1)
3561 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3562 || (reg_maps->shader_version.major < 2 && !i))
3563 continue;
3565 sprintf(srgbtmp[found], "R%u", i);
3566 ++found;
3567 if (found == 4) break;
3570 switch(found) {
3571 case 0:
3572 sprintf(srgbtmp[0], "TA");
3573 sprintf(srgbtmp[1], "TB");
3574 sprintf(srgbtmp[2], "TC");
3575 sprintf(srgbtmp[3], "TD");
3576 dcl_td = TRUE;
3577 break;
3578 case 1:
3579 sprintf(srgbtmp[1], "TA");
3580 sprintf(srgbtmp[2], "TB");
3581 sprintf(srgbtmp[3], "TC");
3582 break;
3583 case 2:
3584 sprintf(srgbtmp[2], "TA");
3585 sprintf(srgbtmp[3], "TB");
3586 break;
3587 case 3:
3588 sprintf(srgbtmp[3], "TA");
3589 break;
3590 case 4:
3591 break;
3594 /* Create the hw ARB shader */
3595 memset(&priv_ctx, 0, sizeof(priv_ctx));
3596 priv_ctx.cur_ps_args = args;
3597 priv_ctx.compiled_fprog = compiled;
3598 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3599 init_ps_input(shader, args, &priv_ctx);
3600 list_init(&priv_ctx.control_frames);
3602 /* Avoid enabling NV_fragment_program* if we do not need it.
3604 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3605 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3606 * is faster than what we gain from using higher native instructions. There are some things though
3607 * that cannot be emulated. In that case enable the extensions.
3608 * If the extension is enabled, instruction handlers that support both ways will use it.
3610 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3611 * So enable the best we can get.
3613 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3614 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3616 want_nv_prog = TRUE;
3619 shader_addline(buffer, "!!ARBfp1.0\n");
3620 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3622 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3623 priv_ctx.target_version = NV3;
3625 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3627 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3628 priv_ctx.target_version = NV2;
3629 } else {
3630 if(want_nv_prog)
3632 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3633 * limits properly
3635 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3636 ERR("Try GLSL\n");
3638 priv_ctx.target_version = ARB;
3641 if (reg_maps->rt_mask > 1)
3643 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3646 if (reg_maps->shader_version.major < 3)
3648 switch(args->super.fog) {
3649 case FOG_OFF:
3650 break;
3651 case FOG_LINEAR:
3652 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3653 break;
3654 case FOG_EXP:
3655 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3656 break;
3657 case FOG_EXP2:
3658 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3659 break;
3663 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3664 * unused temps away(but occupies them for the whole shader if they're used once). Always
3665 * declaring them avoids tricky bookkeeping work
3667 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3668 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3669 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3670 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3671 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3672 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3673 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3675 if (reg_maps->shader_version.major < 2)
3677 strcpy(fragcolor, "R0");
3679 else
3681 if (args->super.srgb_correction)
3683 if (shader->u.ps.color0_mov)
3685 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3687 else
3689 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3690 strcpy(fragcolor, "TMP_COLOR");
3692 } else {
3693 strcpy(fragcolor, "result.color");
3697 if(args->super.srgb_correction) {
3698 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3699 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3700 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3701 srgb_sub_high, 0.0, 0.0, 0.0);
3704 /* Base Declarations */
3705 next_local = shader_generate_arb_declarations(shader, reg_maps,
3706 buffer, gl_info, lconst_map, NULL, &priv_ctx);
3708 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3710 unsigned char bump_const;
3712 if (!(map & 1)) continue;
3714 bump_const = compiled->numbumpenvmatconsts;
3715 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3716 compiled->bumpenvmatconst[bump_const].texunit = i;
3717 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3718 compiled->luminanceconst[bump_const].texunit = i;
3720 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3721 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3722 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3723 * textures due to conditional NP2 restrictions)
3725 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3726 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3727 * their location is shader dependent anyway and they cannot be loaded globally.
3729 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3730 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3731 i, compiled->bumpenvmatconst[bump_const].const_num);
3732 compiled->numbumpenvmatconsts = bump_const + 1;
3734 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3736 compiled->luminanceconst[bump_const].const_num = next_local++;
3737 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3738 i, compiled->luminanceconst[bump_const].const_num);
3741 for(i = 0; i < MAX_CONST_I; i++)
3743 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3744 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3746 const DWORD *control_values = find_loop_control_values(shader, i);
3748 if(control_values)
3750 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3751 control_values[0], control_values[1], control_values[2]);
3753 else
3755 compiled->int_consts[i] = next_local;
3756 compiled->num_int_consts++;
3757 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3762 if(reg_maps->vpos || reg_maps->usesdsy)
3764 compiled->ycorrection = next_local;
3765 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3767 if(reg_maps->vpos)
3769 shader_addline(buffer, "TEMP vpos;\n");
3770 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3771 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3772 * ycorrection.z: 1.0
3773 * ycorrection.w: 0.0
3775 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3776 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3779 else
3781 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3784 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3785 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3786 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3787 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3788 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3789 * shader compilation errors and the subsequent errors when drawing with this shader. */
3790 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3791 unsigned char cur_fixup_sampler = 0;
3793 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3794 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3795 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3797 fixup->offset = next_local;
3798 fixup->super.active = 0;
3800 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3801 if (!(map & (1 << i))) continue;
3803 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3804 fixup->super.active |= (1 << i);
3805 fixup->super.idx[i] = cur_fixup_sampler++;
3806 } else {
3807 FIXME("No free constant found to load NP2 fixup data into shader. "
3808 "Sampling from this texture will probably look wrong.\n");
3809 break;
3813 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3814 if (fixup->super.num_consts) {
3815 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3816 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3820 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3822 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3825 /* Base Shader Body */
3826 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3828 if(args->super.srgb_correction) {
3829 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3830 priv_ctx.target_version >= NV2);
3833 if(strcmp(fragcolor, "result.color")) {
3834 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3836 shader_addline(buffer, "END\n");
3838 /* TODO: change to resource.glObjectHandle or something like that */
3839 GL_EXTCALL(glGenProgramsARB(1, &retval));
3841 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3842 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3844 TRACE("Created hw pixel shader, prg=%d\n", retval);
3845 /* Create the program and check for errors */
3846 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3847 buffer->bsize, buffer->buffer));
3848 checkGLcall("glProgramStringARB()");
3850 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3851 if (errPos != -1)
3853 FIXME("HW PixelShader Error at position %d: %s\n\n",
3854 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3855 shader_arb_dump_program_source(buffer->buffer);
3856 retval = 0;
3858 else
3860 GLint native;
3862 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3863 checkGLcall("glGetProgramivARB()");
3864 if (!native) WARN("Program exceeds native resource limits.\n");
3867 /* Load immediate constants */
3868 if (lconst_map)
3870 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3872 const float *value = (const float *)lconst->value;
3873 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3874 checkGLcall("glProgramLocalParameter4fvARB");
3876 HeapFree(GetProcessHeap(), 0, lconst_map);
3879 return retval;
3882 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3884 unsigned int i;
3885 int ret;
3887 for(i = 0; i < MAX_REG_INPUT; i++)
3889 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3891 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3892 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3893 continue;
3896 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3897 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3898 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3899 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3900 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3901 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3903 return 0;
3906 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3908 struct wined3d_shader_signature_element *new;
3909 int i;
3910 char *name;
3912 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3913 for(i = 0; i < MAX_REG_INPUT; i++)
3915 if (!sig[i].semantic_name) continue;
3917 new[i] = sig[i];
3918 /* Clone the semantic string */
3919 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3920 strcpy(name, sig[i].semantic_name);
3921 new[i].semantic_name = name;
3923 return new;
3926 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3928 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3929 struct ps_signature *found_sig;
3931 if (entry)
3933 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3934 TRACE("Found existing signature %u\n", found_sig->idx);
3935 return found_sig->idx;
3937 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3938 found_sig->sig = clone_sig(sig);
3939 found_sig->idx = priv->ps_sig_number++;
3940 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3941 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3943 ERR("Failed to insert program entry.\n");
3945 return found_sig->idx;
3948 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3949 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3951 unsigned int i, j;
3952 static const char * const texcoords[8] =
3954 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3955 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3957 struct wined3d_device *device = shader->device;
3958 const struct wined3d_shader_signature_element *sig;
3959 const char *semantic_name;
3960 DWORD semantic_idx, reg_idx;
3962 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3963 * and varying 9 to result.color.secondary
3965 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3967 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3968 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3969 "result.color.primary", "result.color.secondary"
3972 if(sig_num == ~0)
3974 TRACE("Pixel shader uses builtin varyings\n");
3975 /* Map builtins to builtins */
3976 for(i = 0; i < 8; i++)
3978 priv_ctx->texcrd_output[i] = texcoords[i];
3980 priv_ctx->color_output[0] = "result.color.primary";
3981 priv_ctx->color_output[1] = "result.color.secondary";
3982 priv_ctx->fog_output = "TMP_FOGCOORD";
3984 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3985 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3987 semantic_name = shader->output_signature[i].semantic_name;
3988 if (!semantic_name) continue;
3990 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
3992 TRACE("o%u is TMP_OUT\n", i);
3993 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3994 else priv_ctx->vs_output[i] = "TA";
3996 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
3998 TRACE("o%u is result.pointsize\n", i);
3999 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4000 else priv_ctx->vs_output[i] = "TA";
4002 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4004 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4005 if (!shader->output_signature[i].semantic_idx)
4006 priv_ctx->vs_output[i] = "result.color.primary";
4007 else if (shader->output_signature[i].semantic_idx == 1)
4008 priv_ctx->vs_output[i] = "result.color.secondary";
4009 else priv_ctx->vs_output[i] = "TA";
4011 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4013 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4014 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4015 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4017 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4019 TRACE("o%u is result.fogcoord\n", i);
4020 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4021 else priv_ctx->vs_output[i] = "result.fogcoord";
4023 else
4025 priv_ctx->vs_output[i] = "TA";
4028 return;
4031 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4032 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4034 sig = device->stateBlock->state.pixel_shader->input_signature;
4035 TRACE("Pixel shader uses declared varyings\n");
4037 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4038 for(i = 0; i < 8; i++)
4040 priv_ctx->texcrd_output[i] = "TA";
4042 priv_ctx->color_output[0] = "TA";
4043 priv_ctx->color_output[1] = "TA";
4044 priv_ctx->fog_output = "TA";
4046 for(i = 0; i < MAX_REG_INPUT; i++)
4048 semantic_name = sig[i].semantic_name;
4049 semantic_idx = sig[i].semantic_idx;
4050 reg_idx = sig[i].register_idx;
4051 if (!semantic_name) continue;
4053 /* If a declared input register is not written by builtin arguments, don't write to it.
4054 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4056 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4057 * to TMP_OUT in any case
4059 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4061 if (semantic_idx < 8)
4062 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4064 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4066 if (semantic_idx < 2)
4067 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4069 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4071 if (!semantic_idx)
4072 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4074 else
4076 continue;
4079 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4080 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4082 compiled->need_color_unclamp = TRUE;
4086 /* Map declared to declared */
4087 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4089 /* Write unread output to TA to throw them away */
4090 priv_ctx->vs_output[i] = "TA";
4091 semantic_name = shader->output_signature[i].semantic_name;
4092 if (!semantic_name) continue;
4094 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4095 && !shader->output_signature[i].semantic_idx)
4097 priv_ctx->vs_output[i] = "TMP_OUT";
4098 continue;
4100 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4101 && !shader->output_signature[i].semantic_idx)
4103 priv_ctx->vs_output[i] = "result.pointsize";
4104 continue;
4107 for(j = 0; j < MAX_REG_INPUT; j++)
4109 if (!sig[j].semantic_name) continue;
4111 if (!strcmp(sig[j].semantic_name, semantic_name)
4112 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4114 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4116 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4117 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4119 compiled->need_color_unclamp = TRUE;
4126 /* GL locking is done by the caller */
4127 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4128 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4129 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4131 const struct arb_vshader_private *shader_data = shader->backend_data;
4132 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4133 const struct wined3d_shader_lconst *lconst;
4134 const DWORD *function = shader->function;
4135 GLuint ret;
4136 DWORD next_local, *lconst_map = local_const_mapping(shader);
4137 struct shader_arb_ctx_priv priv_ctx;
4138 unsigned int i;
4139 GLint errPos;
4141 memset(&priv_ctx, 0, sizeof(priv_ctx));
4142 priv_ctx.cur_vs_args = args;
4143 list_init(&priv_ctx.control_frames);
4144 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4146 /* Create the hw ARB shader */
4147 shader_addline(buffer, "!!ARBvp1.0\n");
4149 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4150 * mesurable performance penalty, and we can always make use of it for clipplanes.
4152 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4154 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4155 priv_ctx.target_version = NV3;
4156 shader_addline(buffer, "ADDRESS aL;\n");
4158 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4160 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4161 priv_ctx.target_version = NV2;
4162 shader_addline(buffer, "ADDRESS aL;\n");
4163 } else {
4164 priv_ctx.target_version = ARB;
4167 shader_addline(buffer, "TEMP TMP_OUT;\n");
4168 if (reg_maps->fog)
4169 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4170 if (need_helper_const(shader_data, reg_maps, gl_info))
4172 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4174 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4176 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4177 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4180 shader_addline(buffer, "TEMP TA;\n");
4181 shader_addline(buffer, "TEMP TB;\n");
4183 /* Base Declarations */
4184 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4185 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4187 for(i = 0; i < MAX_CONST_I; i++)
4189 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4190 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4192 const DWORD *control_values = find_loop_control_values(shader, i);
4194 if(control_values)
4196 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4197 control_values[0], control_values[1], control_values[2]);
4199 else
4201 compiled->int_consts[i] = next_local;
4202 compiled->num_int_consts++;
4203 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4208 /* We need a constant to fixup the final position */
4209 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4210 compiled->pos_fixup = next_local++;
4212 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4213 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4214 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4215 * a replacement shader depend on the texcoord.w being set properly.
4217 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4218 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4219 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4220 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4221 * this can eat a number of instructions, so skip it unless this cap is set as well
4223 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4225 struct wined3d_device *device = shader->device;
4226 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4227 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4229 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4231 int i;
4232 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4233 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4235 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4236 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4241 /* The shader starts with the main function */
4242 priv_ctx.in_main_func = TRUE;
4243 /* Base Shader Body */
4244 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4246 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4247 shader_data, args, reg_maps, gl_info, buffer);
4249 shader_addline(buffer, "END\n");
4251 /* TODO: change to resource.glObjectHandle or something like that */
4252 GL_EXTCALL(glGenProgramsARB(1, &ret));
4254 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4255 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4257 TRACE("Created hw vertex shader, prg=%d\n", ret);
4258 /* Create the program and check for errors */
4259 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4260 buffer->bsize, buffer->buffer));
4261 checkGLcall("glProgramStringARB()");
4263 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4264 if (errPos != -1)
4266 FIXME("HW VertexShader Error at position %d: %s\n\n",
4267 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4268 shader_arb_dump_program_source(buffer->buffer);
4269 ret = -1;
4271 else
4273 GLint native;
4275 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4276 checkGLcall("glGetProgramivARB()");
4277 if (!native) WARN("Program exceeds native resource limits.\n");
4279 /* Load immediate constants */
4280 if (lconst_map)
4282 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4284 const float *value = (const float *)lconst->value;
4285 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4289 HeapFree(GetProcessHeap(), 0, lconst_map);
4291 return ret;
4294 /* GL locking is done by the caller */
4295 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4296 const struct arb_ps_compile_args *args)
4298 struct wined3d_device *device = shader->device;
4299 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4300 UINT i;
4301 DWORD new_size;
4302 struct arb_ps_compiled_shader *new_array;
4303 struct wined3d_shader_buffer buffer;
4304 struct arb_pshader_private *shader_data;
4305 GLuint ret;
4307 if (!shader->backend_data)
4309 struct shader_arb_priv *priv = device->shader_priv;
4311 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4312 shader_data = shader->backend_data;
4313 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4315 if (shader->reg_maps.shader_version.major < 3)
4316 shader_data->input_signature_idx = ~0;
4317 else
4318 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4320 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4322 if (!device->vs_clipping)
4323 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4324 gl_info->limits.texture_stages - 1);
4325 else
4326 shader_data->clipplane_emulation = ~0U;
4328 shader_data = shader->backend_data;
4330 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4331 * so a linear search is more performant than a hashmap or a binary search
4332 * (cache coherency etc)
4334 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4336 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4337 return &shader_data->gl_shaders[i];
4340 TRACE("No matching GL shader found, compiling a new shader\n");
4341 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4342 if (shader_data->num_gl_shaders)
4344 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4345 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4346 new_size * sizeof(*shader_data->gl_shaders));
4347 } else {
4348 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4349 new_size = 1;
4352 if(!new_array) {
4353 ERR("Out of memory\n");
4354 return 0;
4356 shader_data->gl_shaders = new_array;
4357 shader_data->shader_array_size = new_size;
4360 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4362 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4364 if (!shader_buffer_init(&buffer))
4366 ERR("Failed to initialize shader buffer.\n");
4367 return 0;
4370 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4371 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4372 shader_buffer_free(&buffer);
4373 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4375 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4378 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4379 const DWORD use_map, BOOL skip_int) {
4380 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4381 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4382 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4383 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4384 if(stored->ps_signature != new->ps_signature) return FALSE;
4385 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4386 if(skip_int) return TRUE;
4388 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4391 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4392 const struct arb_vs_compile_args *args)
4394 struct wined3d_device *device = shader->device;
4395 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4396 DWORD use_map = device->strided_streams.use_map;
4397 UINT i;
4398 DWORD new_size;
4399 struct arb_vs_compiled_shader *new_array;
4400 struct wined3d_shader_buffer buffer;
4401 struct arb_vshader_private *shader_data;
4402 GLuint ret;
4404 if (!shader->backend_data)
4406 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4408 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4409 shader_data = shader->backend_data;
4411 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4412 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4414 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4416 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4417 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4418 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4420 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4421 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4422 else if (reg_maps->max_rel_offset > 63)
4423 shader_data->rel_offset = reg_maps->min_rel_offset;
4426 shader_data = shader->backend_data;
4428 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4429 * so a linear search is more performant than a hashmap or a binary search
4430 * (cache coherency etc)
4432 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4433 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4434 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4436 return &shader_data->gl_shaders[i];
4440 TRACE("No matching GL shader found, compiling a new shader\n");
4442 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4443 if (shader_data->num_gl_shaders)
4445 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4446 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4447 new_size * sizeof(*shader_data->gl_shaders));
4448 } else {
4449 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4450 new_size = 1;
4453 if(!new_array) {
4454 ERR("Out of memory\n");
4455 return 0;
4457 shader_data->gl_shaders = new_array;
4458 shader_data->shader_array_size = new_size;
4461 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4463 if (!shader_buffer_init(&buffer))
4465 ERR("Failed to initialize shader buffer.\n");
4466 return 0;
4469 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4470 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4471 shader_buffer_free(&buffer);
4472 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4474 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4477 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4478 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4480 struct wined3d_device *device = shader->device;
4481 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4482 int i;
4483 WORD int_skip;
4485 find_ps_compile_args(state, shader, &args->super);
4487 /* This forces all local boolean constants to 1 to make them stateblock independent */
4488 args->bools = shader->reg_maps.local_bool_consts;
4490 for(i = 0; i < MAX_CONST_B; i++)
4492 if (state->ps_consts_b[i])
4493 args->bools |= ( 1 << i);
4496 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4497 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4498 * duplicate the shader than have a no-op KIL instruction in every shader
4500 if (!device->vs_clipping && use_vs(state)
4501 && state->render_states[WINED3D_RS_CLIPPING]
4502 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4503 args->clip = 1;
4504 else
4505 args->clip = 0;
4507 /* Skip if unused or local, or supported natively */
4508 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4509 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4511 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4512 return;
4515 for(i = 0; i < MAX_CONST_I; i++)
4517 if(int_skip & (1 << i))
4519 args->loop_ctrl[i][0] = 0;
4520 args->loop_ctrl[i][1] = 0;
4521 args->loop_ctrl[i][2] = 0;
4523 else
4525 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4526 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4527 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4532 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4533 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4535 struct wined3d_device *device = shader->device;
4536 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4537 int i;
4538 WORD int_skip;
4540 find_vs_compile_args(state, shader, &args->super);
4542 args->clip.boolclip_compare = 0;
4543 if (use_ps(state))
4545 const struct wined3d_shader *ps = state->pixel_shader;
4546 const struct arb_pshader_private *shader_priv = ps->backend_data;
4547 args->ps_signature = shader_priv->input_signature_idx;
4549 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4551 else
4553 args->ps_signature = ~0;
4554 if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4556 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4558 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4561 if (args->clip.boolclip.clip_texcoord)
4563 if (state->render_states[WINED3D_RS_CLIPPING])
4564 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4565 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4568 /* This forces all local boolean constants to 1 to make them stateblock independent */
4569 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4570 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4571 for(i = 0; i < MAX_CONST_B; i++)
4573 if (state->vs_consts_b[i])
4574 args->clip.boolclip.bools |= ( 1 << i);
4577 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4578 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4579 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4580 args->vertex.samplers[3] = 0;
4582 /* Skip if unused or local */
4583 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4584 /* This is about flow control, not clipping. */
4585 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4587 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4588 return;
4591 for(i = 0; i < MAX_CONST_I; i++)
4593 if(int_skip & (1 << i))
4595 args->loop_ctrl[i][0] = 0;
4596 args->loop_ctrl[i][1] = 0;
4597 args->loop_ctrl[i][2] = 0;
4599 else
4601 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4602 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4603 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4608 /* GL locking is done by the caller */
4609 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4611 struct wined3d_device *device = context->swapchain->device;
4612 struct shader_arb_priv *priv = device->shader_priv;
4613 const struct wined3d_gl_info *gl_info = context->gl_info;
4614 const struct wined3d_state *state = &device->stateBlock->state;
4615 int i;
4617 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4618 if (usePS)
4620 struct wined3d_shader *ps = state->pixel_shader;
4621 struct arb_ps_compile_args compile_args;
4622 struct arb_ps_compiled_shader *compiled;
4624 TRACE("Using pixel shader %p.\n", ps);
4625 find_arb_ps_compile_args(state, ps, &compile_args);
4626 compiled = find_arb_pshader(ps, &compile_args);
4627 priv->current_fprogram_id = compiled->prgId;
4628 priv->compiled_fprog = compiled;
4630 /* Bind the fragment program */
4631 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4632 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4634 if(!priv->use_arbfp_fixed_func) {
4635 /* Enable OpenGL fragment programs */
4636 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4637 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4639 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4640 device, priv->current_fprogram_id);
4642 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4643 * a 1.x and newer shader, reload the first 8 constants
4645 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4647 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4648 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4649 for(i = 0; i < 8; i++)
4651 priv->pshader_const_dirty[i] = 1;
4653 /* Also takes care of loading local constants */
4654 shader_arb_load_constants(context, TRUE, FALSE);
4656 else
4658 UINT rt_height = state->fb->render_targets[0]->resource.height;
4659 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4662 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4663 if (compiled->np2fixup_info.super.active)
4664 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4666 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4668 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4669 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4670 * replacement shader
4672 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4673 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4674 priv->current_fprogram_id = 0;
4677 if (useVS)
4679 struct wined3d_shader *vs = state->vertex_shader;
4680 struct arb_vs_compile_args compile_args;
4681 struct arb_vs_compiled_shader *compiled;
4683 TRACE("Using vertex shader %p\n", vs);
4684 find_arb_vs_compile_args(state, vs, &compile_args);
4685 compiled = find_arb_vshader(vs, &compile_args);
4686 priv->current_vprogram_id = compiled->prgId;
4687 priv->compiled_vprog = compiled;
4689 /* Bind the vertex program */
4690 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4691 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4693 /* Enable OpenGL vertex programs */
4694 glEnable(GL_VERTEX_PROGRAM_ARB);
4695 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4696 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4697 shader_arb_vs_local_constants(compiled, context, state);
4699 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4700 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4702 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4704 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4705 checkGLcall("glClampColorARB");
4706 } else {
4707 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4711 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4713 priv->current_vprogram_id = 0;
4714 glDisable(GL_VERTEX_PROGRAM_ARB);
4715 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4719 /* GL locking is done by the caller */
4720 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4721 enum tex_types tex_type, const SIZE *ds_mask_size)
4723 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4724 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4725 struct shader_arb_priv *priv = shader_priv;
4726 GLuint *blt_fprogram;
4728 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4729 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4730 glEnable(GL_VERTEX_PROGRAM_ARB);
4732 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4733 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4734 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4735 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4736 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4739 /* GL locking is done by the caller */
4740 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4742 struct shader_arb_priv *priv = shader_priv;
4744 if (priv->current_vprogram_id) {
4745 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4746 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4748 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4750 else
4752 glDisable(GL_VERTEX_PROGRAM_ARB);
4753 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4756 if (priv->current_fprogram_id) {
4757 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4758 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4760 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4762 else if(!priv->use_arbfp_fixed_func)
4764 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4765 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4769 static void shader_arb_destroy(struct wined3d_shader *shader)
4771 struct wined3d_device *device = shader->device;
4772 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4774 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4776 struct arb_pshader_private *shader_data = shader->backend_data;
4777 UINT i;
4779 if(!shader_data) return; /* This can happen if a shader was never compiled */
4781 if (shader_data->num_gl_shaders)
4783 struct wined3d_context *context = context_acquire(device, NULL);
4785 ENTER_GL();
4786 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4788 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4789 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4791 LEAVE_GL();
4793 context_release(context);
4796 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4797 HeapFree(GetProcessHeap(), 0, shader_data);
4798 shader->backend_data = NULL;
4800 else
4802 struct arb_vshader_private *shader_data = shader->backend_data;
4803 UINT i;
4805 if(!shader_data) return; /* This can happen if a shader was never compiled */
4807 if (shader_data->num_gl_shaders)
4809 struct wined3d_context *context = context_acquire(device, NULL);
4811 ENTER_GL();
4812 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4814 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4815 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4817 LEAVE_GL();
4819 context_release(context);
4822 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4823 HeapFree(GetProcessHeap(), 0, shader_data);
4824 shader->backend_data = NULL;
4828 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4830 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4831 return compare_sig(key, e->sig);
4834 static const struct wine_rb_functions sig_tree_functions =
4836 wined3d_rb_alloc,
4837 wined3d_rb_realloc,
4838 wined3d_rb_free,
4839 sig_tree_compare
4842 static HRESULT shader_arb_alloc(struct wined3d_device *device)
4844 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4846 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4847 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4848 if (!priv->vshader_const_dirty)
4849 goto fail;
4850 memset(priv->vshader_const_dirty, 1,
4851 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4853 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4854 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4855 if (!priv->pshader_const_dirty)
4856 goto fail;
4857 memset(priv->pshader_const_dirty, 1,
4858 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4860 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4862 ERR("RB tree init failed\n");
4863 goto fail;
4865 device->shader_priv = priv;
4866 return WINED3D_OK;
4868 fail:
4869 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4870 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4871 HeapFree(GetProcessHeap(), 0, priv);
4872 return E_OUTOFMEMORY;
4875 static void release_signature(struct wine_rb_entry *entry, void *context)
4877 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4878 int i;
4879 for(i = 0; i < MAX_REG_INPUT; i++)
4881 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4883 HeapFree(GetProcessHeap(), 0, sig->sig);
4884 HeapFree(GetProcessHeap(), 0, sig);
4887 /* Context activation is done by the caller. */
4888 static void shader_arb_free(struct wined3d_device *device)
4890 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4891 struct shader_arb_priv *priv = device->shader_priv;
4892 int i;
4894 ENTER_GL();
4895 if(priv->depth_blt_vprogram_id) {
4896 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4898 for (i = 0; i < tex_type_count; ++i)
4900 if (priv->depth_blt_fprogram_id_full[i])
4902 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4904 if (priv->depth_blt_fprogram_id_masked[i])
4906 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4909 LEAVE_GL();
4911 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4912 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4913 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4914 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4917 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4919 struct shader_arb_priv *priv = shader_priv;
4921 if (priv->last_context == context)
4922 priv->last_context = NULL;
4925 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4927 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4929 DWORD vs_consts;
4931 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4932 * for vertex programs. If the native limit is less than that it's
4933 * not very useful, and e.g. Mesa swrast returns 0, probably to
4934 * indicate it's a software implementation. */
4935 if (gl_info->limits.arb_vs_native_constants < 96)
4936 vs_consts = gl_info->limits.arb_vs_float_constants;
4937 else
4938 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4940 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4942 caps->VertexShaderVersion = 3;
4943 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4945 else if (vs_consts >= 256)
4947 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4948 caps->VertexShaderVersion = 2;
4949 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4951 else
4953 caps->VertexShaderVersion = 1;
4954 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4956 caps->MaxVertexShaderConst = vs_consts;
4958 else
4960 caps->VertexShaderVersion = 0;
4961 caps->MaxVertexShaderConst = 0;
4964 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4966 DWORD ps_consts;
4968 /* Similar as above for vertex programs, but the minimum for fragment
4969 * programs is 24. */
4970 if (gl_info->limits.arb_ps_native_constants < 24)
4971 ps_consts = gl_info->limits.arb_ps_float_constants;
4972 else
4973 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4975 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4977 caps->PixelShaderVersion = 3;
4978 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4980 else if (ps_consts >= 32)
4982 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4983 caps->PixelShaderVersion = 2;
4984 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4986 else
4988 caps->PixelShaderVersion = 1;
4989 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4991 caps->PixelShader1xMaxValue = 8.0f;
4992 caps->MaxPixelShaderConst = ps_consts;
4994 else
4996 caps->PixelShaderVersion = 0;
4997 caps->PixelShader1xMaxValue = 0.0f;
4998 caps->MaxPixelShaderConst = 0;
5001 caps->VSClipping = use_nv_clip(gl_info);
5004 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5006 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5008 TRACE("Checking support for color_fixup:\n");
5009 dump_color_fixup_desc(fixup);
5012 /* We support everything except complex conversions. */
5013 if (!is_complex_fixup(fixup))
5015 TRACE("[OK]\n");
5016 return TRUE;
5019 TRACE("[FAILED]\n");
5020 return FALSE;
5023 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5024 DWORD shift;
5025 char write_mask[20], regstr[50];
5026 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5027 BOOL is_color = FALSE;
5028 const struct wined3d_shader_dst_param *dst;
5030 if (!ins->dst_count) return;
5032 dst = &ins->dst[0];
5033 shift = dst->shift;
5034 if (!shift) return; /* Saturate alone is handled by the instructions */
5036 shader_arb_get_write_mask(ins, dst, write_mask);
5037 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5039 /* Generate a line that does the output modifier computation
5040 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5041 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5043 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5044 regstr, write_mask, regstr, shift_tab[shift]);
5047 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5049 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5050 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5051 /* WINED3DSIH_AND */ NULL,
5052 /* WINED3DSIH_BEM */ pshader_hw_bem,
5053 /* WINED3DSIH_BREAK */ shader_hw_break,
5054 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5055 /* WINED3DSIH_BREAKP */ NULL,
5056 /* WINED3DSIH_CALL */ shader_hw_call,
5057 /* WINED3DSIH_CALLNZ */ NULL,
5058 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5059 /* WINED3DSIH_CND */ pshader_hw_cnd,
5060 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5061 /* WINED3DSIH_CUT */ NULL,
5062 /* WINED3DSIH_DCL */ NULL,
5063 /* WINED3DSIH_DEF */ NULL,
5064 /* WINED3DSIH_DEFB */ NULL,
5065 /* WINED3DSIH_DEFI */ NULL,
5066 /* WINED3DSIH_DIV */ NULL,
5067 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5068 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5069 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5070 /* WINED3DSIH_DST */ shader_hw_map2gl,
5071 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5072 /* WINED3DSIH_DSY */ shader_hw_dsy,
5073 /* WINED3DSIH_ELSE */ shader_hw_else,
5074 /* WINED3DSIH_EMIT */ NULL,
5075 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5076 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5077 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5078 /* WINED3DSIH_EQ */ NULL,
5079 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5080 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5081 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5082 /* WINED3DSIH_FTOI */ NULL,
5083 /* WINED3DSIH_GE */ NULL,
5084 /* WINED3DSIH_IADD */ NULL,
5085 /* WINED3DSIH_IEQ */ NULL,
5086 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5087 /* WINED3DSIH_IFC */ shader_hw_ifc,
5088 /* WINED3DSIH_IGE */ NULL,
5089 /* WINED3DSIH_IMUL */ NULL,
5090 /* WINED3DSIH_ITOF */ NULL,
5091 /* WINED3DSIH_LABEL */ shader_hw_label,
5092 /* WINED3DSIH_LD */ NULL,
5093 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5094 /* WINED3DSIH_LOG */ shader_hw_log,
5095 /* WINED3DSIH_LOGP */ shader_hw_log,
5096 /* WINED3DSIH_LOOP */ shader_hw_loop,
5097 /* WINED3DSIH_LRP */ shader_hw_lrp,
5098 /* WINED3DSIH_LT */ NULL,
5099 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5100 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5101 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5102 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5103 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5104 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5105 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5106 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5107 /* WINED3DSIH_MOV */ shader_hw_mov,
5108 /* WINED3DSIH_MOVA */ shader_hw_mov,
5109 /* WINED3DSIH_MOVC */ NULL,
5110 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5111 /* WINED3DSIH_NOP */ shader_hw_nop,
5112 /* WINED3DSIH_NRM */ shader_hw_nrm,
5113 /* WINED3DSIH_PHASE */ NULL,
5114 /* WINED3DSIH_POW */ shader_hw_pow,
5115 /* WINED3DSIH_RCP */ shader_hw_rcp,
5116 /* WINED3DSIH_REP */ shader_hw_rep,
5117 /* WINED3DSIH_RET */ shader_hw_ret,
5118 /* WINED3DSIH_ROUND_NI */ NULL,
5119 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5120 /* WINED3DSIH_SAMPLE */ NULL,
5121 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5122 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5123 /* WINED3DSIH_SETP */ NULL,
5124 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5125 /* WINED3DSIH_SGN */ shader_hw_sgn,
5126 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5127 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5128 /* WINED3DSIH_SQRT */ NULL,
5129 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5130 /* WINED3DSIH_TEX */ pshader_hw_tex,
5131 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5132 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5133 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5134 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5135 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5136 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5137 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5138 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5139 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5140 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5141 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5142 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5143 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5144 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5145 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5146 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5147 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5148 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5149 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5150 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5151 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5152 /* WINED3DSIH_UDIV */ NULL,
5153 /* WINED3DSIH_USHR */ NULL,
5154 /* WINED3DSIH_UTOF */ NULL,
5155 /* WINED3DSIH_XOR */ NULL,
5158 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5159 const struct wined3d_shader *shader, DWORD idx)
5161 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5162 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5163 const struct wined3d_shader_lconst *constant;
5164 WORD bools = 0;
5165 WORD flag = (1 << idx);
5166 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5168 if (reg_maps->local_bool_consts & flag)
5170 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5171 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5173 if (constant->idx == idx)
5175 return constant->value[0];
5178 ERR("Local constant not found\n");
5179 return FALSE;
5181 else
5183 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5184 else bools = priv->cur_ps_args->bools;
5185 return bools & flag;
5189 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5190 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5192 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5193 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5195 /* Integer constants can either be a local constant, or they can be stored in the shader
5196 * type specific compile args. */
5197 if (reg_maps->local_int_consts & (1 << idx))
5199 const struct wined3d_shader_lconst *constant;
5201 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5203 if (constant->idx == idx)
5205 loop_control->count = constant->value[0];
5206 loop_control->start = constant->value[1];
5207 /* Step is signed. */
5208 loop_control->step = (int)constant->value[2];
5209 return;
5212 /* If this happens the flag was set incorrectly */
5213 ERR("Local constant not found\n");
5214 loop_control->count = 0;
5215 loop_control->start = 0;
5216 loop_control->step = 0;
5217 return;
5220 switch (reg_maps->shader_version.type)
5222 case WINED3D_SHADER_TYPE_VERTEX:
5223 /* Count and aL start value are unsigned */
5224 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5225 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5226 /* Step is signed. */
5227 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5228 break;
5230 case WINED3D_SHADER_TYPE_PIXEL:
5231 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5232 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5233 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5234 break;
5236 default:
5237 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5238 break;
5242 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5244 unsigned int i;
5245 struct wined3d_shader_dst_param *dst_param = NULL;
5246 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5247 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5248 if(!rec)
5250 ERR("Out of memory\n");
5251 return;
5254 rec->ins = *ins;
5255 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5256 if(!dst_param) goto free;
5257 *dst_param = *ins->dst;
5258 if(ins->dst->reg.rel_addr)
5260 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5261 if(!rel_addr) goto free;
5262 *rel_addr = *ins->dst->reg.rel_addr;
5263 dst_param->reg.rel_addr = rel_addr;
5265 rec->ins.dst = dst_param;
5267 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5268 if(!src_param) goto free;
5269 for(i = 0; i < ins->src_count; i++)
5271 src_param[i] = ins->src[i];
5272 if(ins->src[i].reg.rel_addr)
5274 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5275 if(!rel_addr) goto free;
5276 *rel_addr = *ins->src[i].reg.rel_addr;
5277 src_param[i].reg.rel_addr = rel_addr;
5280 rec->ins.src = src_param;
5281 list_add_tail(list, &rec->entry);
5282 return;
5284 free:
5285 ERR("Out of memory\n");
5286 if(dst_param)
5288 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5289 HeapFree(GetProcessHeap(), 0, dst_param);
5291 if(src_param)
5293 for(i = 0; i < ins->src_count; i++)
5295 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5297 HeapFree(GetProcessHeap(), 0, src_param);
5299 HeapFree(GetProcessHeap(), 0, rec);
5302 static void free_recorded_instruction(struct list *list)
5304 struct recorded_instruction *rec_ins, *entry2;
5305 unsigned int i;
5307 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5309 list_remove(&rec_ins->entry);
5310 if(rec_ins->ins.dst)
5312 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5313 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5315 if(rec_ins->ins.src)
5317 for(i = 0; i < rec_ins->ins.src_count; i++)
5319 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5321 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5323 HeapFree(GetProcessHeap(), 0, rec_ins);
5327 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5328 SHADER_HANDLER hw_fct;
5329 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5330 const struct wined3d_shader *shader = ins->ctx->shader;
5331 struct control_frame *control_frame;
5332 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5333 BOOL bool_const;
5335 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5337 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5338 list_add_head(&priv->control_frames, &control_frame->entry);
5340 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5341 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5343 if(priv->target_version >= NV2)
5345 control_frame->no.loop = priv->num_loops++;
5346 priv->loop_depth++;
5348 else
5350 /* Don't bother recording when we're in a not used if branch */
5351 if(priv->muted)
5353 return;
5356 if(!priv->recording)
5358 list_init(&priv->record);
5359 priv->recording = TRUE;
5360 control_frame->outer_loop = TRUE;
5361 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5362 return; /* Instruction is handled */
5364 /* Record this loop in the outer loop's recording */
5367 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5369 if(priv->target_version >= NV2)
5371 /* Nothing to do. The control frame is popped after the HW instr handler */
5373 else
5375 struct list *e = list_head(&priv->control_frames);
5376 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5377 list_remove(&control_frame->entry);
5379 if(control_frame->outer_loop)
5381 unsigned int iteration;
5382 int aL = 0;
5383 struct list copy;
5385 /* Turn off recording before playback */
5386 priv->recording = FALSE;
5388 /* Move the recorded instructions to a separate list and get them out of the private data
5389 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5390 * be recorded again, thus priv->record might be overwritten
5392 list_init(&copy);
5393 list_move_tail(&copy, &priv->record);
5394 list_init(&priv->record);
5396 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5398 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5399 control_frame->loop_control.count, control_frame->loop_control.start,
5400 control_frame->loop_control.step);
5401 aL = control_frame->loop_control.start;
5403 else
5405 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5408 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5410 struct recorded_instruction *rec_ins;
5411 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5413 priv->aL = aL;
5414 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5416 else
5418 shader_addline(buffer, "#Iteration %u\n", iteration);
5421 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5423 shader_arb_handle_instruction(&rec_ins->ins);
5426 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5428 aL += control_frame->loop_control.step;
5431 shader_addline(buffer, "#end loop/rep\n");
5433 free_recorded_instruction(&copy);
5434 HeapFree(GetProcessHeap(), 0, control_frame);
5435 return; /* Instruction is handled */
5437 else
5439 /* This is a nested loop. Proceed to the normal recording function */
5440 HeapFree(GetProcessHeap(), 0, control_frame);
5445 if(priv->recording)
5447 record_instruction(&priv->record, ins);
5448 return;
5451 /* boolean if */
5452 if(ins->handler_idx == WINED3DSIH_IF)
5454 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5455 list_add_head(&priv->control_frames, &control_frame->entry);
5456 control_frame->type = IF;
5458 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5459 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5460 if (!priv->muted && !bool_const)
5462 shader_addline(buffer, "#if(FALSE){\n");
5463 priv->muted = TRUE;
5464 control_frame->muting = TRUE;
5466 else shader_addline(buffer, "#if(TRUE) {\n");
5468 return; /* Instruction is handled */
5470 else if(ins->handler_idx == WINED3DSIH_IFC)
5472 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5473 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5474 control_frame->type = IFC;
5475 control_frame->no.ifc = priv->num_ifcs++;
5476 list_add_head(&priv->control_frames, &control_frame->entry);
5478 else if(ins->handler_idx == WINED3DSIH_ELSE)
5480 struct list *e = list_head(&priv->control_frames);
5481 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5483 if(control_frame->type == IF)
5485 shader_addline(buffer, "#} else {\n");
5486 if(!priv->muted && !control_frame->muting)
5488 priv->muted = TRUE;
5489 control_frame->muting = TRUE;
5491 else if(control_frame->muting) priv->muted = FALSE;
5492 return; /* Instruction is handled. */
5494 /* In case of an ifc, generate a HW shader instruction */
5496 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5498 struct list *e = list_head(&priv->control_frames);
5499 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5501 if(control_frame->type == IF)
5503 shader_addline(buffer, "#} endif\n");
5504 if(control_frame->muting) priv->muted = FALSE;
5505 list_remove(&control_frame->entry);
5506 HeapFree(GetProcessHeap(), 0, control_frame);
5507 return; /* Instruction is handled */
5511 if(priv->muted) return;
5513 /* Select handler */
5514 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5516 /* Unhandled opcode */
5517 if (!hw_fct)
5519 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5520 return;
5522 hw_fct(ins);
5524 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5526 struct list *e = list_head(&priv->control_frames);
5527 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5528 list_remove(&control_frame->entry);
5529 HeapFree(GetProcessHeap(), 0, control_frame);
5530 priv->loop_depth--;
5532 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5534 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5535 struct list *e = list_head(&priv->control_frames);
5536 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5537 list_remove(&control_frame->entry);
5538 HeapFree(GetProcessHeap(), 0, control_frame);
5542 shader_arb_add_instruction_modifiers(ins);
5545 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5547 shader_arb_handle_instruction,
5548 shader_arb_select,
5549 shader_arb_select_depth_blt,
5550 shader_arb_deselect_depth_blt,
5551 shader_arb_update_float_vertex_constants,
5552 shader_arb_update_float_pixel_constants,
5553 shader_arb_load_constants,
5554 shader_arb_load_np2fixup_constants,
5555 shader_arb_destroy,
5556 shader_arb_alloc,
5557 shader_arb_free,
5558 shader_arb_context_destroyed,
5559 shader_arb_get_caps,
5560 shader_arb_color_fixup_supported,
5563 /* ARB_fragment_program fixed function pipeline replacement definitions */
5564 #define ARB_FFP_CONST_TFACTOR 0
5565 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5566 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5567 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5568 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5570 struct arbfp_ffp_desc
5572 struct ffp_frag_desc parent;
5573 GLuint shader;
5574 unsigned int num_textures_used;
5577 /* Context activation and GL locking are done by the caller. */
5578 static void arbfp_enable(BOOL enable)
5580 if(enable) {
5581 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5582 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5583 } else {
5584 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5585 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5589 static HRESULT arbfp_alloc(struct wined3d_device *device)
5591 struct shader_arb_priv *priv;
5592 /* Share private data between the shader backend and the pipeline replacement, if both
5593 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5594 * if no pixel shader is bound or not
5596 if (device->shader_backend == &arb_program_shader_backend)
5598 device->fragment_priv = device->shader_priv;
5600 else
5602 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5603 if (!device->fragment_priv) return E_OUTOFMEMORY;
5605 priv = device->fragment_priv;
5606 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5608 ERR("Failed to initialize rbtree.\n");
5609 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5610 return E_OUTOFMEMORY;
5612 priv->use_arbfp_fixed_func = TRUE;
5613 return WINED3D_OK;
5616 /* Context activation is done by the caller. */
5617 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5619 const struct wined3d_gl_info *gl_info = context;
5620 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5622 ENTER_GL();
5623 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5624 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5625 HeapFree(GetProcessHeap(), 0, entry_arb);
5626 LEAVE_GL();
5629 /* Context activation is done by the caller. */
5630 static void arbfp_free(struct wined3d_device *device)
5632 struct shader_arb_priv *priv = device->fragment_priv;
5634 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5635 priv->use_arbfp_fixed_func = FALSE;
5637 if (device->shader_backend != &arb_program_shader_backend)
5639 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5643 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5645 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5646 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5647 WINED3DTEXOPCAPS_SELECTARG1 |
5648 WINED3DTEXOPCAPS_SELECTARG2 |
5649 WINED3DTEXOPCAPS_MODULATE4X |
5650 WINED3DTEXOPCAPS_MODULATE2X |
5651 WINED3DTEXOPCAPS_MODULATE |
5652 WINED3DTEXOPCAPS_ADDSIGNED2X |
5653 WINED3DTEXOPCAPS_ADDSIGNED |
5654 WINED3DTEXOPCAPS_ADD |
5655 WINED3DTEXOPCAPS_SUBTRACT |
5656 WINED3DTEXOPCAPS_ADDSMOOTH |
5657 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5658 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5659 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5660 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5661 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5662 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5663 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5664 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5665 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5666 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5667 WINED3DTEXOPCAPS_MULTIPLYADD |
5668 WINED3DTEXOPCAPS_LERP |
5669 WINED3DTEXOPCAPS_BUMPENVMAP |
5670 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5672 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5674 caps->MaxTextureBlendStages = 8;
5675 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5678 static void state_texfactor_arbfp(struct wined3d_context *context,
5679 const struct wined3d_state *state, DWORD state_id)
5681 struct wined3d_device *device = context->swapchain->device;
5682 const struct wined3d_gl_info *gl_info = context->gl_info;
5683 float col[4];
5685 /* Don't load the parameter if we're using an arbfp pixel shader,
5686 * otherwise we'll overwrite application provided constants. */
5687 if (device->shader_backend == &arb_program_shader_backend)
5689 struct shader_arb_priv *priv;
5691 if (use_ps(state)) return;
5693 priv = device->shader_priv;
5694 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5695 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5698 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5699 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5700 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5703 static void state_arb_specularenable(struct wined3d_context *context,
5704 const struct wined3d_state *state, DWORD state_id)
5706 struct wined3d_device *device = context->swapchain->device;
5707 const struct wined3d_gl_info *gl_info = context->gl_info;
5708 float col[4];
5710 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5711 * application provided constants
5713 if (device->shader_backend == &arb_program_shader_backend)
5715 struct shader_arb_priv *priv;
5717 if (use_ps(state)) return;
5719 priv = device->shader_priv;
5720 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5721 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5724 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5726 /* The specular color has no alpha */
5727 col[0] = 1.0f; col[1] = 1.0f;
5728 col[2] = 1.0f; col[3] = 0.0f;
5729 } else {
5730 col[0] = 0.0f; col[1] = 0.0f;
5731 col[2] = 0.0f; col[3] = 0.0f;
5733 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5734 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5737 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5739 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5740 struct wined3d_device *device = context->swapchain->device;
5741 const struct wined3d_gl_info *gl_info = context->gl_info;
5742 float mat[2][2];
5744 if (use_ps(state))
5746 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5748 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5749 * anyway
5751 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5752 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5755 if(device->shader_backend == &arb_program_shader_backend) {
5756 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5757 return;
5760 else if (device->shader_backend == &arb_program_shader_backend)
5762 struct shader_arb_priv *priv = device->shader_priv;
5763 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5764 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5767 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5768 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5769 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5770 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5772 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5773 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5776 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5777 const struct wined3d_state *state, DWORD state_id)
5779 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5780 struct wined3d_device *device = context->swapchain->device;
5781 const struct wined3d_gl_info *gl_info = context->gl_info;
5782 float param[4];
5784 if (use_ps(state))
5786 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5788 /* The pixel shader has to know the luminance offset. Do a constants update if it
5789 * isn't scheduled anyway
5791 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5792 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5795 if(device->shader_backend == &arb_program_shader_backend) {
5796 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5797 return;
5800 else if (device->shader_backend == &arb_program_shader_backend)
5802 struct shader_arb_priv *priv = device->shader_priv;
5803 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5804 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5807 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5808 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5809 param[2] = 0.0f;
5810 param[3] = 0.0f;
5812 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5813 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5816 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5818 const char *ret;
5820 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5822 switch(arg & WINED3DTA_SELECTMASK) {
5823 case WINED3DTA_DIFFUSE:
5824 ret = "fragment.color.primary"; break;
5826 case WINED3DTA_CURRENT:
5827 if (!stage) ret = "fragment.color.primary";
5828 else ret = "ret";
5829 break;
5831 case WINED3DTA_TEXTURE:
5832 switch(stage) {
5833 case 0: ret = "tex0"; break;
5834 case 1: ret = "tex1"; break;
5835 case 2: ret = "tex2"; break;
5836 case 3: ret = "tex3"; break;
5837 case 4: ret = "tex4"; break;
5838 case 5: ret = "tex5"; break;
5839 case 6: ret = "tex6"; break;
5840 case 7: ret = "tex7"; break;
5841 default: ret = "unknown texture";
5843 break;
5845 case WINED3DTA_TFACTOR:
5846 ret = "tfactor"; break;
5848 case WINED3DTA_SPECULAR:
5849 ret = "fragment.color.secondary"; break;
5851 case WINED3DTA_TEMP:
5852 ret = "tempreg"; break;
5854 case WINED3DTA_CONSTANT:
5855 FIXME("Implement perstage constants\n");
5856 switch(stage) {
5857 case 0: ret = "const0"; break;
5858 case 1: ret = "const1"; break;
5859 case 2: ret = "const2"; break;
5860 case 3: ret = "const3"; break;
5861 case 4: ret = "const4"; break;
5862 case 5: ret = "const5"; break;
5863 case 6: ret = "const6"; break;
5864 case 7: ret = "const7"; break;
5865 default: ret = "unknown constant";
5867 break;
5869 default:
5870 return "unknown";
5873 if(arg & WINED3DTA_COMPLEMENT) {
5874 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5875 if(argnum == 0) ret = "arg0";
5876 if(argnum == 1) ret = "arg1";
5877 if(argnum == 2) ret = "arg2";
5879 if(arg & WINED3DTA_ALPHAREPLICATE) {
5880 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5881 if(argnum == 0) ret = "arg0";
5882 if(argnum == 1) ret = "arg1";
5883 if(argnum == 2) ret = "arg2";
5885 return ret;
5888 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5889 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5891 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5892 unsigned int mul = 1;
5893 BOOL mul_final_dest = FALSE;
5895 if(color && alpha) dstmask = "";
5896 else if(color) dstmask = ".xyz";
5897 else dstmask = ".w";
5899 if(dst == tempreg) dstreg = "tempreg";
5900 else dstreg = "ret";
5902 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5903 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5904 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5906 switch (op)
5908 case WINED3D_TOP_DISABLE:
5909 if (!stage)
5910 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5911 break;
5913 case WINED3D_TOP_SELECT_ARG2:
5914 arg1 = arg2;
5915 /* FALLTHROUGH */
5916 case WINED3D_TOP_SELECT_ARG1:
5917 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5918 break;
5920 case WINED3D_TOP_MODULATE_4X:
5921 mul = 2;
5922 /* FALLTHROUGH */
5923 case WINED3D_TOP_MODULATE_2X:
5924 mul *= 2;
5925 if (!strcmp(dstreg, "result.color"))
5927 dstreg = "ret";
5928 mul_final_dest = TRUE;
5930 /* FALLTHROUGH */
5931 case WINED3D_TOP_MODULATE:
5932 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5933 break;
5935 case WINED3D_TOP_ADD_SIGNED_2X:
5936 mul = 2;
5937 if (!strcmp(dstreg, "result.color"))
5939 dstreg = "ret";
5940 mul_final_dest = TRUE;
5942 /* FALLTHROUGH */
5943 case WINED3D_TOP_ADD_SIGNED:
5944 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5945 arg2 = "arg2";
5946 /* FALLTHROUGH */
5947 case WINED3D_TOP_ADD:
5948 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5949 break;
5951 case WINED3D_TOP_SUBTRACT:
5952 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5953 break;
5955 case WINED3D_TOP_ADD_SMOOTH:
5956 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5957 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5958 break;
5960 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
5961 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5962 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5963 break;
5964 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5965 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5966 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5967 break;
5968 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5969 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5970 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5971 break;
5972 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
5973 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5974 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5975 break;
5977 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5978 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5979 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5980 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5981 break;
5983 /* D3DTOP_PREMODULATE ???? */
5985 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
5986 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5987 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5988 break;
5989 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
5990 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5991 break;
5992 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
5993 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5994 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5995 break;
5996 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
5997 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5998 break;
6000 case WINED3D_TOP_DOTPRODUCT3:
6001 mul = 4;
6002 if (!strcmp(dstreg, "result.color"))
6004 dstreg = "ret";
6005 mul_final_dest = TRUE;
6007 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6008 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6009 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6010 break;
6012 case WINED3D_TOP_MULTIPLY_ADD:
6013 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6014 break;
6016 case WINED3D_TOP_LERP:
6017 /* The msdn is not quite right here */
6018 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6019 break;
6021 case WINED3D_TOP_BUMPENVMAP:
6022 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6023 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6024 break;
6026 default:
6027 FIXME("Unhandled texture op %08x\n", op);
6030 if(mul == 2) {
6031 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6032 } else if(mul == 4) {
6033 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6037 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6039 unsigned int stage;
6040 struct wined3d_shader_buffer buffer;
6041 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6042 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6043 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6044 UINT lowest_disabled_stage;
6045 const char *textype;
6046 const char *instr, *sat;
6047 char colorcor_dst[8];
6048 GLuint ret;
6049 DWORD arg0, arg1, arg2;
6050 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6051 BOOL op_equal;
6052 const char *final_combiner_src = "ret";
6053 GLint pos;
6055 /* Find out which textures are read */
6056 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6058 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6059 break;
6060 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6061 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6062 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6063 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6064 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6065 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6067 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6068 tex_read[stage] = TRUE;
6069 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6070 tex_read[stage] = TRUE;
6071 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6073 bump_used[stage] = TRUE;
6074 tex_read[stage] = TRUE;
6076 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6078 bump_used[stage] = TRUE;
6079 tex_read[stage] = TRUE;
6080 luminance_used[stage] = TRUE;
6082 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6084 tfactor_used = TRUE;
6087 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6088 tfactor_used = TRUE;
6091 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6092 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6093 tempreg_used = TRUE;
6096 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6097 continue;
6098 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6099 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6100 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6101 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6102 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6103 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6105 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6106 tempreg_used = TRUE;
6108 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6109 tfactor_used = TRUE;
6112 lowest_disabled_stage = stage;
6114 /* Shader header */
6115 if (!shader_buffer_init(&buffer))
6117 ERR("Failed to initialize shader buffer.\n");
6118 return 0;
6121 shader_addline(&buffer, "!!ARBfp1.0\n");
6123 switch(settings->fog) {
6124 case FOG_OFF: break;
6125 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6126 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6127 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6128 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6131 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6132 shader_addline(&buffer, "TEMP TMP;\n");
6133 shader_addline(&buffer, "TEMP ret;\n");
6134 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6135 shader_addline(&buffer, "TEMP arg0;\n");
6136 shader_addline(&buffer, "TEMP arg1;\n");
6137 shader_addline(&buffer, "TEMP arg2;\n");
6138 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6139 if(!tex_read[stage]) continue;
6140 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6141 if(!bump_used[stage]) continue;
6142 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6143 if(!luminance_used[stage]) continue;
6144 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6146 if(tfactor_used) {
6147 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6149 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6151 if(settings->sRGB_write) {
6152 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6153 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6154 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6155 srgb_sub_high, 0.0, 0.0, 0.0);
6158 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6159 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6161 /* Generate texture sampling instructions) */
6162 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6164 if (!tex_read[stage])
6165 continue;
6167 switch(settings->op[stage].tex_type) {
6168 case tex_1d: textype = "1D"; break;
6169 case tex_2d: textype = "2D"; break;
6170 case tex_3d: textype = "3D"; break;
6171 case tex_cube: textype = "CUBE"; break;
6172 case tex_rect: textype = "RECT"; break;
6173 default: textype = "unexpected_textype"; break;
6176 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6177 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6178 sat = "";
6179 else
6180 sat = "_SAT";
6182 if(settings->op[stage].projected == proj_none) {
6183 instr = "TEX";
6184 } else if(settings->op[stage].projected == proj_count4 ||
6185 settings->op[stage].projected == proj_count3) {
6186 instr = "TXP";
6187 } else {
6188 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6189 instr = "TXP";
6192 if (stage > 0
6193 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6194 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6196 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6197 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6198 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6199 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6201 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6202 * so multiply the displacement with the dividing parameter before passing it to TXP
6204 if (settings->op[stage].projected != proj_none) {
6205 if(settings->op[stage].projected == proj_count4) {
6206 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6207 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6208 } else {
6209 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6210 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6212 } else {
6213 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6216 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6217 instr, sat, stage, stage, textype);
6218 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6220 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6221 stage - 1, stage - 1, stage - 1);
6222 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6224 } else if(settings->op[stage].projected == proj_count3) {
6225 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6226 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6227 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6228 instr, sat, stage, stage, textype);
6229 } else {
6230 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6231 instr, sat, stage, stage, stage, textype);
6234 sprintf(colorcor_dst, "tex%u", stage);
6235 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6236 settings->op[stage].color_fixup);
6239 /* Generate the main shader */
6240 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6242 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6244 if (!stage)
6245 final_combiner_src = "fragment.color.primary";
6246 break;
6249 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6250 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6251 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6252 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6253 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6254 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6255 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6256 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6257 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6258 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6259 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6260 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6261 else
6262 op_equal = settings->op[stage].aop == settings->op[stage].cop
6263 && settings->op[stage].carg0 == settings->op[stage].aarg0
6264 && settings->op[stage].carg1 == settings->op[stage].aarg1
6265 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6267 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6269 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6270 settings->op[stage].cop, settings->op[stage].carg0,
6271 settings->op[stage].carg1, settings->op[stage].carg2);
6272 if (!stage)
6273 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6275 else if (op_equal)
6277 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6278 settings->op[stage].cop, settings->op[stage].carg0,
6279 settings->op[stage].carg1, settings->op[stage].carg2);
6280 } else {
6281 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6282 settings->op[stage].cop, settings->op[stage].carg0,
6283 settings->op[stage].carg1, settings->op[stage].carg2);
6284 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6285 settings->op[stage].aop, settings->op[stage].aarg0,
6286 settings->op[stage].aarg1, settings->op[stage].aarg2);
6290 if(settings->sRGB_write) {
6291 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6292 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6293 shader_addline(&buffer, "MOV result.color, ret;\n");
6294 } else {
6295 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6298 /* Footer */
6299 shader_addline(&buffer, "END\n");
6301 /* Generate the shader */
6302 GL_EXTCALL(glGenProgramsARB(1, &ret));
6303 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6304 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6305 strlen(buffer.buffer), buffer.buffer));
6306 checkGLcall("glProgramStringARB()");
6308 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6309 if (pos != -1)
6311 FIXME("Fragment program error at position %d: %s\n\n", pos,
6312 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6313 shader_arb_dump_program_source(buffer.buffer);
6315 else
6317 GLint native;
6319 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6320 checkGLcall("glGetProgramivARB()");
6321 if (!native) WARN("Program exceeds native resource limits.\n");
6324 shader_buffer_free(&buffer);
6325 return ret;
6328 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6330 const struct wined3d_device *device = context->swapchain->device;
6331 const struct wined3d_gl_info *gl_info = context->gl_info;
6332 struct shader_arb_priv *priv = device->fragment_priv;
6333 BOOL use_vshader = use_vs(state);
6334 BOOL use_pshader = use_ps(state);
6335 struct ffp_frag_settings settings;
6336 const struct arbfp_ffp_desc *desc;
6337 unsigned int i;
6339 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6341 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6343 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6345 /* Reload fixed function constants since they collide with the
6346 * pixel shader constants. */
6347 for (i = 0; i < MAX_TEXTURES; ++i)
6349 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6351 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6352 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6354 else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6356 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6358 return;
6361 if (!use_pshader)
6363 /* Find or create a shader implementing the fixed function pipeline
6364 * settings, then activate it. */
6365 gen_ffp_frag_op(device, state, &settings, FALSE);
6366 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6367 if(!desc) {
6368 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6369 if (!new_desc)
6371 ERR("Out of memory\n");
6372 return;
6374 new_desc->num_textures_used = 0;
6375 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6377 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
6378 break;
6379 new_desc->num_textures_used = i;
6382 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6383 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6384 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6385 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6386 desc = new_desc;
6389 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6390 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6391 * deactivate it.
6393 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6394 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6395 priv->current_fprogram_id = desc->shader;
6397 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6399 /* Reload fixed function constants since they collide with the
6400 * pixel shader constants. */
6401 for (i = 0; i < MAX_TEXTURES; ++i)
6403 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6405 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6406 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6408 context->last_was_pshader = FALSE;
6409 } else {
6410 context->last_was_pshader = TRUE;
6413 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6414 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6415 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6416 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6417 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6419 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6420 * shader handler
6422 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6424 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6426 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6427 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
6429 if (use_pshader)
6430 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
6433 /* We can't link the fog states to the fragment state directly since the
6434 * vertex pipeline links them to FOGENABLE. A different linking in different
6435 * pipeline parts can't be expressed in the combined state table, so we need
6436 * to handle that with a forwarding function. The other invisible side effect
6437 * is that changing the fog start and fog end (which links to FOGENABLE in
6438 * vertex) results in the fragment_prog_arbfp function being called because
6439 * FOGENABLE is dirty, which calls this function here. */
6440 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6442 enum fogsource new_source;
6444 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6446 if (!isStateDirty(context, STATE_PIXELSHADER))
6447 fragment_prog_arbfp(context, state, state_id);
6449 if (!state->render_states[WINED3D_RS_FOGENABLE])
6450 return;
6452 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6454 if (use_vs(state))
6456 new_source = FOGSOURCE_VS;
6458 else
6460 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6461 new_source = FOGSOURCE_COORD;
6462 else
6463 new_source = FOGSOURCE_FFP;
6466 else
6468 new_source = FOGSOURCE_FFP;
6471 if (new_source != context->fog_source)
6473 context->fog_source = new_source;
6474 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6478 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6480 if (!isStateDirty(context, STATE_PIXELSHADER))
6481 fragment_prog_arbfp(context, state, state_id);
6484 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6486 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6487 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6488 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6489 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6490 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6491 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6492 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6493 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6494 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6495 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6496 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6497 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6498 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6499 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6500 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6501 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6502 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6503 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6504 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6505 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6506 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6507 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6508 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6509 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6510 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6511 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6512 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6513 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6514 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6515 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6516 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6517 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6518 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6519 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6520 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6521 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6522 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6523 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6524 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6525 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6526 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6527 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6528 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6529 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6530 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6531 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6532 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6533 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6534 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6535 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6536 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6537 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6538 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6539 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6540 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6608 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6609 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6612 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6615 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6624 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6625 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6628 const struct fragment_pipeline arbfp_fragment_pipeline = {
6629 arbfp_enable,
6630 arbfp_get_caps,
6631 arbfp_alloc,
6632 arbfp_free,
6633 shader_arb_color_fixup_supported,
6634 arbfp_fragmentstate_template,
6635 TRUE /* We can disable projected textures */
6638 struct arbfp_blit_priv {
6639 GLenum yuy2_rect_shader, yuy2_2d_shader;
6640 GLenum uyvy_rect_shader, uyvy_2d_shader;
6641 GLenum yv12_rect_shader, yv12_2d_shader;
6642 GLenum p8_rect_shader, p8_2d_shader;
6643 GLuint palette_texture;
6646 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6648 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6649 if(!device->blit_priv) {
6650 ERR("Out of memory\n");
6651 return E_OUTOFMEMORY;
6653 return WINED3D_OK;
6656 /* Context activation is done by the caller. */
6657 static void arbfp_blit_free(struct wined3d_device *device)
6659 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6660 struct arbfp_blit_priv *priv = device->blit_priv;
6662 ENTER_GL();
6663 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6664 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6665 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6666 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6667 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6668 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6669 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6670 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6671 checkGLcall("Delete yuv and p8 programs");
6673 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6674 LEAVE_GL();
6676 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6677 device->blit_priv = NULL;
6680 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6681 GLenum textype, char *luminance)
6683 char chroma;
6684 const char *tex, *texinstr;
6686 if (fixup == COMPLEX_FIXUP_UYVY) {
6687 chroma = 'x';
6688 *luminance = 'w';
6689 } else {
6690 chroma = 'w';
6691 *luminance = 'x';
6693 switch(textype) {
6694 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6695 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6696 default:
6697 /* This is more tricky than just replacing the texture type - we have to navigate
6698 * properly in the texture to find the correct chroma values
6700 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6701 return FALSE;
6704 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6705 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6706 * filtering when we sample the texture.
6708 * These are the rules for reading the chroma:
6710 * Even pixel: Cr
6711 * Even pixel: U
6712 * Odd pixel: V
6714 * So we have to get the sampling x position in non-normalized coordinates in integers
6716 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6717 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6718 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6719 } else {
6720 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6722 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6723 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6724 * 0.5, so add 0.5.
6726 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6727 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6729 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6730 * even and odd pixels respectively
6732 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6733 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6735 /* Sample Pixel 1 */
6736 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6738 /* Put the value into either of the chroma values */
6739 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6740 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6741 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6742 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6744 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6745 * the pixel right to the current one. Otherwise, sample the left pixel.
6746 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6748 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6749 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6750 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6752 /* Put the value into the other chroma */
6753 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6754 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6755 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6756 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6758 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6759 * the current one and lerp the two U and V values
6762 /* This gives the correctly filtered luminance value */
6763 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6765 return TRUE;
6768 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6770 const char *tex;
6772 switch(textype) {
6773 case GL_TEXTURE_2D: tex = "2D"; break;
6774 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6775 default:
6776 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6777 return FALSE;
6780 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6781 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6782 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6783 * pitch of the luminance plane, the packing into the gl texture is a bit
6784 * unfortunate. If the whole texture is interpreted as luminance data it looks
6785 * approximately like this:
6787 * +----------------------------------+----
6788 * | |
6789 * | |
6790 * | |
6791 * | |
6792 * | | 2
6793 * | LUMINANCE | -
6794 * | | 3
6795 * | |
6796 * | |
6797 * | |
6798 * | |
6799 * +----------------+-----------------+----
6800 * | | |
6801 * | U even rows | U odd rows |
6802 * | | | 1
6803 * +----------------+------------------ -
6804 * | | | 3
6805 * | V even rows | V odd rows |
6806 * | | |
6807 * +----------------+-----------------+----
6808 * | | |
6809 * | 0.5 | 0.5 |
6811 * So it appears as if there are 4 chroma images, but in fact the odd rows
6812 * in the chroma images are in the same row as the even ones. So its is
6813 * kinda tricky to read
6815 * When reading from rectangle textures, keep in mind that the input y coordinates
6816 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6818 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6819 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6821 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6822 /* the chroma planes have only half the width */
6823 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6825 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6826 * the coordinate. Also read the right side of the image when reading odd lines
6828 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6829 * bleeding
6831 if(textype == GL_TEXTURE_2D) {
6833 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6835 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6837 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6838 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6840 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6841 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6842 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6843 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6844 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6846 /* clamp, keep the half pixel origin in mind */
6847 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6848 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6849 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6850 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6851 } else {
6852 /* Read from [size - size+size/4] */
6853 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6854 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6856 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6857 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6858 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6859 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6860 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6861 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6863 /* Make sure to read exactly from the pixel center */
6864 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6865 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6867 /* Clamp */
6868 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6869 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6870 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6871 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6872 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6874 /* Read the texture, put the result into the output register */
6875 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6876 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6878 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6879 * No need to clamp because we're just reusing the already clamped value from above
6881 if(textype == GL_TEXTURE_2D) {
6882 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6883 } else {
6884 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6886 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6887 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6889 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6890 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6891 * values due to filtering
6893 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6894 if(textype == GL_TEXTURE_2D) {
6895 /* Multiply the y coordinate by 2/3 and clamp it */
6896 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6897 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6898 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6899 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6900 } else {
6901 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6902 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6903 * is bigger
6905 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6906 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6907 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6909 *luminance = 'a';
6911 return TRUE;
6914 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6915 const struct wined3d_gl_info *gl_info, GLenum textype)
6917 GLenum shader;
6918 struct wined3d_shader_buffer buffer;
6919 GLint pos;
6921 /* Shader header */
6922 if (!shader_buffer_init(&buffer))
6924 ERR("Failed to initialize shader buffer.\n");
6925 return 0;
6928 ENTER_GL();
6929 GL_EXTCALL(glGenProgramsARB(1, &shader));
6930 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6931 LEAVE_GL();
6932 if(!shader) {
6933 shader_buffer_free(&buffer);
6934 return 0;
6937 shader_addline(&buffer, "!!ARBfp1.0\n");
6938 shader_addline(&buffer, "TEMP index;\n");
6940 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6941 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6943 /* The alpha-component contains the palette index */
6944 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6945 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6946 else
6947 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6949 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6950 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6952 /* Use the alpha-component as an index in the palette to get the final color */
6953 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6954 shader_addline(&buffer, "END\n");
6956 ENTER_GL();
6957 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6958 strlen(buffer.buffer), buffer.buffer));
6959 checkGLcall("glProgramStringARB()");
6961 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6962 if (pos != -1)
6964 FIXME("Fragment program error at position %d: %s\n\n", pos,
6965 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6966 shader_arb_dump_program_source(buffer.buffer);
6969 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6970 priv->p8_rect_shader = shader;
6971 else
6972 priv->p8_2d_shader = shader;
6974 shader_buffer_free(&buffer);
6975 LEAVE_GL();
6977 return shader;
6980 /* Context activation is done by the caller. */
6981 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
6983 BYTE table[256][4];
6984 struct wined3d_device *device = surface->resource.device;
6985 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6986 struct arbfp_blit_priv *priv = device->blit_priv;
6987 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6989 d3dfmt_p8_init_palette(surface, table, colorkey);
6991 ENTER_GL();
6993 if (gl_info->supported[APPLE_CLIENT_STORAGE])
6995 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6996 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6999 if (!priv->palette_texture)
7000 glGenTextures(1, &priv->palette_texture);
7002 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7003 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7005 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7007 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7008 /* Make sure we have discrete color levels. */
7009 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7010 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7011 /* Upload the palette */
7012 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7013 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7015 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7017 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7018 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7021 /* Switch back to unit 0 in which the 2D texture will be stored. */
7022 context_active_texture(context, gl_info, 0);
7023 LEAVE_GL();
7026 /* Context activation is done by the caller. */
7027 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7028 enum complex_fixup yuv_fixup, GLenum textype)
7030 GLenum shader;
7031 struct wined3d_shader_buffer buffer;
7032 char luminance_component;
7033 GLint pos;
7035 /* Shader header */
7036 if (!shader_buffer_init(&buffer))
7038 ERR("Failed to initialize shader buffer.\n");
7039 return 0;
7042 ENTER_GL();
7043 GL_EXTCALL(glGenProgramsARB(1, &shader));
7044 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7045 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7046 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7047 LEAVE_GL();
7048 if(!shader) {
7049 shader_buffer_free(&buffer);
7050 return 0;
7053 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7054 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7055 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7056 * each single pixel it contains, and one U and one V value shared between both
7057 * pixels.
7059 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7060 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7061 * take the format into account when generating the read swizzles
7063 * Reading the Y value is straightforward - just sample the texture. The hardware
7064 * takes care of filtering in the horizontal and vertical direction.
7066 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7067 * because that would mix the U and V values of one pixel or two adjacent pixels.
7068 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7069 * regardless of the filtering setting. Vertical filtering works automatically
7070 * though - the U and V values of two rows are mixed nicely.
7072 * Appart of avoiding filtering issues, the code has to know which value it just
7073 * read, and where it can find the other one. To determine this, it checks if
7074 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7076 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7077 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7079 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7080 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7081 * in an unfiltered situation. Finding the luminance on the other hand requires
7082 * finding out if it is an odd or even pixel. The real drawback of this approach
7083 * is filtering. This would have to be emulated completely in the shader, reading
7084 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7085 * vertically. Beyond that it would require adjustments to the texture handling
7086 * code to deal with the width scaling
7088 shader_addline(&buffer, "!!ARBfp1.0\n");
7089 shader_addline(&buffer, "TEMP luminance;\n");
7090 shader_addline(&buffer, "TEMP temp;\n");
7091 shader_addline(&buffer, "TEMP chroma;\n");
7092 shader_addline(&buffer, "TEMP texcrd;\n");
7093 shader_addline(&buffer, "TEMP texcrd2;\n");
7094 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7095 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7096 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7098 switch (yuv_fixup)
7100 case COMPLEX_FIXUP_UYVY:
7101 case COMPLEX_FIXUP_YUY2:
7102 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7104 shader_buffer_free(&buffer);
7105 return 0;
7107 break;
7109 case COMPLEX_FIXUP_YV12:
7110 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7112 shader_buffer_free(&buffer);
7113 return 0;
7115 break;
7117 default:
7118 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7119 shader_buffer_free(&buffer);
7120 return 0;
7123 /* Calculate the final result. Formula is taken from
7124 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7125 * ranges from -0.5 to 0.5
7127 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7129 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7130 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7131 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7132 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7133 shader_addline(&buffer, "END\n");
7135 ENTER_GL();
7136 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7137 strlen(buffer.buffer), buffer.buffer));
7138 checkGLcall("glProgramStringARB()");
7140 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7141 if (pos != -1)
7143 FIXME("Fragment program error at position %d: %s\n\n", pos,
7144 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7145 shader_arb_dump_program_source(buffer.buffer);
7147 else
7149 GLint native;
7151 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7152 checkGLcall("glGetProgramivARB()");
7153 if (!native) WARN("Program exceeds native resource limits.\n");
7156 shader_buffer_free(&buffer);
7157 LEAVE_GL();
7159 switch (yuv_fixup)
7161 case COMPLEX_FIXUP_YUY2:
7162 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7163 else priv->yuy2_2d_shader = shader;
7164 break;
7166 case COMPLEX_FIXUP_UYVY:
7167 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7168 else priv->uyvy_2d_shader = shader;
7169 break;
7171 case COMPLEX_FIXUP_YV12:
7172 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7173 else priv->yv12_2d_shader = shader;
7174 break;
7175 default:
7176 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7179 return shader;
7182 /* Context activation is done by the caller. */
7183 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7185 GLenum shader;
7186 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7187 struct arbfp_blit_priv *priv = blit_priv;
7188 enum complex_fixup fixup;
7189 GLenum textype = surface->texture_target;
7190 const struct wined3d_gl_info *gl_info = context->gl_info;
7192 if (surface->flags & SFLAG_CONVERTED)
7194 ENTER_GL();
7195 glEnable(textype);
7196 checkGLcall("glEnable(textype)");
7197 LEAVE_GL();
7198 return WINED3D_OK;
7201 if (!is_complex_fixup(surface->resource.format->color_fixup))
7203 TRACE("Fixup:\n");
7204 dump_color_fixup_desc(surface->resource.format->color_fixup);
7205 /* Don't bother setting up a shader for unconverted formats */
7206 ENTER_GL();
7207 glEnable(textype);
7208 checkGLcall("glEnable(textype)");
7209 LEAVE_GL();
7210 return WINED3D_OK;
7213 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7215 switch(fixup)
7217 case COMPLEX_FIXUP_YUY2:
7218 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7219 break;
7221 case COMPLEX_FIXUP_UYVY:
7222 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7223 break;
7225 case COMPLEX_FIXUP_YV12:
7226 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7227 break;
7229 case COMPLEX_FIXUP_P8:
7230 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7231 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7233 upload_palette(surface, context);
7234 break;
7236 default:
7237 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7238 ENTER_GL();
7239 glEnable(textype);
7240 checkGLcall("glEnable(textype)");
7241 LEAVE_GL();
7242 return E_NOTIMPL;
7245 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7247 ENTER_GL();
7248 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7249 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7250 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7251 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7252 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7253 checkGLcall("glProgramLocalParameter4fvARB");
7254 LEAVE_GL();
7256 return WINED3D_OK;
7259 /* Context activation is done by the caller. */
7260 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7262 ENTER_GL();
7263 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7264 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7265 glDisable(GL_TEXTURE_2D);
7266 checkGLcall("glDisable(GL_TEXTURE_2D)");
7267 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7269 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7270 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7272 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7274 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7275 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7277 LEAVE_GL();
7280 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7281 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7282 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7284 enum complex_fixup src_fixup;
7286 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7287 return FALSE;
7289 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7291 TRACE("Unsupported blit_op=%d\n", blit_op);
7292 return FALSE;
7295 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7296 return FALSE;
7298 src_fixup = get_complex_fixup(src_format->color_fixup);
7299 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7301 TRACE("Checking support for fixup:\n");
7302 dump_color_fixup_desc(src_format->color_fixup);
7305 if (!is_identity_fixup(dst_format->color_fixup))
7307 TRACE("Destination fixups are not supported\n");
7308 return FALSE;
7311 if (is_identity_fixup(src_format->color_fixup))
7313 TRACE("[OK]\n");
7314 return TRUE;
7317 /* We only support YUV conversions. */
7318 if (!is_complex_fixup(src_format->color_fixup))
7320 TRACE("[FAILED]\n");
7321 return FALSE;
7324 switch(src_fixup)
7326 case COMPLEX_FIXUP_YUY2:
7327 case COMPLEX_FIXUP_UYVY:
7328 case COMPLEX_FIXUP_YV12:
7329 case COMPLEX_FIXUP_P8:
7330 TRACE("[OK]\n");
7331 return TRUE;
7333 default:
7334 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7335 TRACE("[FAILED]\n");
7336 return FALSE;
7340 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7341 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7342 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7344 struct wined3d_context *context;
7345 RECT src_rect = *src_rect_in;
7346 RECT dst_rect = *dst_rect_in;
7348 /* Now load the surface */
7349 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7350 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7352 /* Without FBO blits transferring from the drawable to the texture is
7353 * expensive, because we have to flip the data in sysmem. Since we can
7354 * flip in the blitter, we don't actually need that flip anyway. So we
7355 * use the surface's texture as scratch texture, and flip the source
7356 * rectangle instead. */
7357 surface_load_fb_texture(src_surface, FALSE);
7359 src_rect.top = src_surface->resource.height - src_rect.top;
7360 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7362 else
7363 surface_internal_preload(src_surface, SRGB_RGB);
7365 /* Activate the destination context, set it up for blitting */
7366 context = context_acquire(device, dst_surface);
7367 context_apply_blit_state(context, device);
7369 if (!surface_is_offscreen(dst_surface))
7370 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7372 arbfp_blit_set(device->blit_priv, context, src_surface);
7374 ENTER_GL();
7376 /* Draw a textured quad */
7377 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7379 LEAVE_GL();
7381 /* Leave the opengl state valid for blitting */
7382 arbfp_blit_unset(context->gl_info);
7384 if (wined3d_settings.strict_draw_ordering
7385 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7386 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7387 wglFlush(); /* Flush to ensure ordering across contexts. */
7389 context_release(context);
7391 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7392 return WINED3D_OK;
7395 /* Do not call while under the GL lock. */
7396 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7397 const RECT *dst_rect, const struct wined3d_color *color)
7399 FIXME("Color filling not implemented by arbfp_blit\n");
7400 return WINED3DERR_INVALIDCALL;
7403 /* Do not call while under the GL lock. */
7404 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7405 struct wined3d_surface *surface, const RECT *rect, float depth)
7407 FIXME("Depth filling not implemented by arbfp_blit.\n");
7408 return WINED3DERR_INVALIDCALL;
7411 const struct blit_shader arbfp_blit = {
7412 arbfp_blit_alloc,
7413 arbfp_blit_free,
7414 arbfp_blit_set,
7415 arbfp_blit_unset,
7416 arbfp_blit_supported,
7417 arbfp_blit_color_fill,
7418 arbfp_blit_depth_fill,