tests: Build all tests with strict prototypes.
[wine/wine-gecko.git] / dlls / wined3d / arb_program_shader.c
blobf1218adc509a0d68c238dbe6122fb55187cda3e2
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
47 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
48 if(!This->baseShader.reg_maps.usesmova) return FALSE;
49 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
52 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
53 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
55 return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION) &&
56 !(GLINFO_LOCATION.quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
59 static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
61 if (!GL_SUPPORT(NV_VERTEX_PROGRAM) /* Need to init colors. */
62 || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
63 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
64 || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
66 return TRUE;
68 return FALSE;
71 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
73 unsigned int ret = 1;
74 /* We use one PARAM for the pos fixup, and in some cases one to load
75 * some immediate values into the shader
77 if(need_helper_const(gl_info)) ret++;
78 if(need_mova_const(shader, gl_info)) ret++;
79 return ret;
82 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
84 return stateblock->lowest_disabled_stage < 7;
87 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
88 * so upload them above that
90 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
91 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
93 /* ARB_program_shader private data */
95 struct control_frame
97 struct list entry;
98 enum
101 IFC,
102 LOOP,
104 } type;
105 BOOL muting;
106 BOOL outer_loop;
107 union
109 unsigned int loop_no;
110 unsigned int ifc_no;
112 struct wined3d_shader_loop_control loop_control;
113 BOOL had_else;
116 struct arb_ps_np2fixup_info
118 struct ps_np2fixup_info super;
119 /* For ARB we need a offset value:
120 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
121 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
122 * array we need an offset to the index inside the program local parameter array. */
123 UINT offset;
126 struct arb_ps_compile_args
128 struct ps_compile_args super;
129 WORD bools;
130 WORD clip; /* only a boolean, use a WORD for alignment */
131 unsigned char loop_ctrl[MAX_CONST_I][3];
134 struct stb_const_desc
136 unsigned char texunit;
137 UINT const_num;
140 struct arb_ps_compiled_shader
142 struct arb_ps_compile_args args;
143 struct arb_ps_np2fixup_info np2fixup_info;
144 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
145 struct stb_const_desc luminanceconst[MAX_TEXTURES];
146 UINT int_consts[MAX_CONST_I];
147 GLuint prgId;
148 UINT ycorrection;
149 unsigned char numbumpenvmatconsts;
150 char num_int_consts;
153 struct arb_vs_compile_args
155 struct vs_compile_args super;
156 union
158 struct
160 WORD bools;
161 char clip_control[2];
162 } boolclip;
163 DWORD boolclip_compare;
165 DWORD ps_signature;
166 union
168 unsigned char vertex_samplers[4];
169 DWORD vertex_samplers_compare;
171 unsigned char loop_ctrl[MAX_CONST_I][3];
174 struct arb_vs_compiled_shader
176 struct arb_vs_compile_args args;
177 GLuint prgId;
178 UINT int_consts[MAX_CONST_I];
179 char num_int_consts;
180 char need_color_unclamp;
181 UINT pos_fixup;
184 struct recorded_instruction
186 struct wined3d_shader_instruction ins;
187 struct list entry;
190 struct shader_arb_ctx_priv
192 char addr_reg[20];
193 enum
195 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
196 ARB,
197 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
198 NV2,
199 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
201 } target_version;
203 const struct arb_vs_compile_args *cur_vs_args;
204 const struct arb_ps_compile_args *cur_ps_args;
205 const struct arb_ps_compiled_shader *compiled_fprog;
206 const struct arb_vs_compiled_shader *compiled_vprog;
207 struct arb_ps_np2fixup_info *cur_np2fixup_info;
208 struct list control_frames;
209 struct list record;
210 BOOL recording;
211 BOOL muted;
212 unsigned int num_loops, loop_depth, num_ifcs;
213 int aL;
215 unsigned int vs_clipplanes;
216 BOOL footer_written;
217 BOOL in_main_func;
219 /* For 3.0 vertex shaders */
220 const char *vs_output[MAX_REG_OUTPUT];
221 /* For 2.x and earlier vertex shaders */
222 const char *texcrd_output[8], *color_output[2], *fog_output;
224 /* 3.0 pshader input for compatibility with fixed function */
225 const char *ps_input[MAX_REG_INPUT];
228 struct ps_signature
230 struct wined3d_shader_signature_element *sig;
231 DWORD idx;
232 struct wine_rb_entry entry;
235 struct arb_pshader_private {
236 struct arb_ps_compiled_shader *gl_shaders;
237 UINT num_gl_shaders, shader_array_size;
238 BOOL has_signature_idx;
239 DWORD input_signature_idx;
240 DWORD clipplane_emulation;
241 BOOL clamp_consts;
244 struct arb_vshader_private {
245 struct arb_vs_compiled_shader *gl_shaders;
246 UINT num_gl_shaders, shader_array_size;
249 struct shader_arb_priv
251 GLuint current_vprogram_id;
252 GLuint current_fprogram_id;
253 const struct arb_ps_compiled_shader *compiled_fprog;
254 const struct arb_vs_compiled_shader *compiled_vprog;
255 GLuint depth_blt_vprogram_id;
256 GLuint depth_blt_fprogram_id[tex_type_count];
257 BOOL use_arbfp_fixed_func;
258 struct wine_rb_tree fragment_shaders;
259 BOOL last_ps_const_clamped;
260 BOOL last_vs_color_unclamp;
262 struct wine_rb_tree signature_tree;
263 DWORD ps_sig_number;
266 /********************************************************
267 * ARB_[vertex/fragment]_program helper functions follow
268 ********************************************************/
270 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
271 * When constant_list == NULL, it will load all the constants.
273 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
274 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
276 /* GL locking is done by the caller */
277 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
278 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
280 local_constant* lconst;
281 DWORD i, j;
282 unsigned int ret;
284 if (TRACE_ON(d3d_constants))
286 for(i = 0; i < max_constants; i++) {
287 if(!dirty_consts[i]) continue;
288 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
289 constants[i * 4 + 0], constants[i * 4 + 1],
290 constants[i * 4 + 2], constants[i * 4 + 3]);
294 i = 0;
296 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
297 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
299 float lcl_const[4];
300 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
301 * shaders, the first 8 constants are marked dirty for reload
303 for(; i < min(8, max_constants); i++) {
304 if(!dirty_consts[i]) continue;
305 dirty_consts[i] = 0;
307 j = 4 * i;
308 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
309 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
310 else lcl_const[0] = constants[j + 0];
312 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
313 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
314 else lcl_const[1] = constants[j + 1];
316 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
317 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
318 else lcl_const[2] = constants[j + 2];
320 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
321 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
322 else lcl_const[3] = constants[j + 3];
324 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
327 /* If further constants are dirty, reload them without clamping.
329 * The alternative is not to touch them, but then we cannot reset the dirty constant count
330 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
331 * above would always re-check the first 8 constants since max_constant remains at the init
332 * value
336 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
337 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
338 * or just reloading *all* constants at once
340 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
342 for(; i < max_constants; i++) {
343 if(!dirty_consts[i]) continue;
345 /* Find the next block of dirty constants */
346 dirty_consts[i] = 0;
347 j = i;
348 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
349 dirty_consts[i] = 0;
352 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
354 } else {
355 for(; i < max_constants; i++) {
356 if(dirty_consts[i]) {
357 dirty_consts[i] = 0;
358 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
362 checkGLcall("glProgramEnvParameter4fvARB()");
364 /* Load immediate constants */
365 if(This->baseShader.load_local_constsF) {
366 if (TRACE_ON(d3d_shader)) {
367 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
368 GLfloat* values = (GLfloat*)lconst->value;
369 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
370 values[0], values[1], values[2], values[3]);
373 /* Immediate constants are clamped for 1.X shaders at loading times */
374 ret = 0;
375 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
376 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
377 ret = max(ret, lconst->idx + 1);
378 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
380 checkGLcall("glProgramEnvParameter4fvARB()");
381 return ret; /* The loaded immediate constants need reloading for the next shader */
382 } else {
383 return 0; /* No constants are dirty now */
388 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
390 static void shader_arb_load_np2fixup_constants(
391 IWineD3DDevice* device,
392 char usePixelShader,
393 char useVertexShader) {
395 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
396 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
397 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
398 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
400 if (!usePixelShader) {
401 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
402 return;
405 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
406 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
407 UINT i;
408 WORD active = fixup->super.active;
409 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
411 for (i = 0; active; active >>= 1, ++i) {
412 const unsigned char idx = fixup->super.idx[i];
413 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
414 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
416 if (!(active & 1)) continue;
418 if (!tex) {
419 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
420 continue;
423 if (idx % 2) {
424 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
425 } else {
426 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
430 for (i = 0; i < fixup->super.num_consts; ++i) {
431 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
432 fixup->offset + i, &np2fixup_constants[i * 4]));
437 /* GL locking is done by the caller. */
438 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
440 const struct wined3d_context *context = context_get_current();
441 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
442 const struct wined3d_gl_info *gl_info = context->gl_info;
443 unsigned char i;
444 struct shader_arb_priv *priv = deviceImpl->shader_priv;
445 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
447 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
449 int texunit = gl_shader->bumpenvmatconst[i].texunit;
451 /* The state manager takes care that this function is always called if the bump env matrix changes */
452 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
453 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
455 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
457 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
458 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
459 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
460 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
462 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
463 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
466 checkGLcall("Load bumpmap consts");
468 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
470 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
471 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
472 * ycorrection.z: 1.0
473 * ycorrection.w: 0.0
475 float val[4];
476 val[0] = context->render_offscreen ? 0.0f
477 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
478 val[1] = context->render_offscreen ? 1.0f : -1.0f;
479 val[2] = 1.0f;
480 val[3] = 0.0f;
481 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
482 checkGLcall("y correction loading");
485 if(gl_shader->num_int_consts == 0) return;
487 for(i = 0; i < MAX_CONST_I; i++)
489 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
491 float val[4];
492 val[0] = stateBlock->pixelShaderConstantI[4 * i];
493 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
494 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
495 val[3] = -1.0f;
497 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
500 checkGLcall("Load ps int consts");
503 /* GL locking is done by the caller. */
504 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
506 IWineD3DStateBlockImpl* stateBlock;
507 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
508 unsigned char i;
509 struct shader_arb_priv *priv = deviceImpl->shader_priv;
510 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
512 /* Upload the position fixup */
513 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
515 if(gl_shader->num_int_consts == 0) return;
517 stateBlock = deviceImpl->stateBlock;
519 for(i = 0; i < MAX_CONST_I; i++)
521 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
523 float val[4];
524 val[0] = stateBlock->vertexShaderConstantI[4 * i];
525 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
526 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
527 val[3] = -1.0f;
529 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
532 checkGLcall("Load vs int consts");
536 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
538 * We only support float constants in ARB at the moment, so don't
539 * worry about the Integers or Booleans
541 /* GL locking is done by the caller (state handler) */
542 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
544 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
545 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
546 const struct wined3d_gl_info *gl_info = context->gl_info;
548 if (useVertexShader) {
549 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
551 /* Load DirectX 9 float constants for vertex shader */
552 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
553 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
554 shader_arb_vs_local_constants(device);
557 if (usePixelShader) {
558 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
560 /* Load DirectX 9 float constants for pixel shader */
561 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
562 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
563 shader_arb_ps_local_constants(device);
567 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
569 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
570 struct wined3d_context *context = context_get_current();
572 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
573 * context. On a context switch the old context will be fully dirtified */
574 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
576 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
577 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
580 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
582 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
583 struct wined3d_context *context = context_get_current();
585 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
586 * context. On a context switch the old context will be fully dirtified */
587 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
589 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
590 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
593 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
595 DWORD *ret;
596 DWORD idx = 0;
597 const local_constant *lconst;
599 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
601 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
602 if(!ret) {
603 ERR("Out of memory\n");
604 return NULL;
607 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
608 ret[lconst->idx] = idx++;
610 return ret;
613 /* Generate the variable & register declarations for the ARB_vertex_program output target */
614 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
615 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
616 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
618 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
619 DWORD i, next_local = 0;
620 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
621 unsigned max_constantsF;
622 const local_constant *lconst;
623 DWORD map;
625 /* In pixel shaders, all private constants are program local, we don't need anything
626 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
627 * If we need a private constant the GL implementation will squeeze it in somewhere
629 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
630 * immediate values. The posFixup is loaded using program.env for now, so always
631 * subtract one from the number of constants. If the shader uses indirect addressing,
632 * account for the helper const too because we have to declare all availabke d3d constants
633 * and don't know which are actually used.
635 if(pshader) {
636 max_constantsF = GL_LIMITS(pshader_constantsF);
637 } else {
638 if(This->baseShader.reg_maps.usesrelconstF) {
639 DWORD highest_constf = 0, clip_limit;
640 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
641 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
643 for(i = 0; i < This->baseShader.limits.constant_float; i++)
645 DWORD idx = i >> 5;
646 DWORD shift = i & 0x1f;
647 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
650 clip_limit = GL_LIMITS(clipplanes);
651 if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
652 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
653 max_constantsF -= *num_clipplanes;
654 if(*num_clipplanes < clip_limit)
656 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
659 else
661 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
662 else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
663 max_constantsF = GL_LIMITS(vshader_constantsF);
667 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
669 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
672 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
674 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
677 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
679 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
681 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
685 /* Load local constants using the program-local space,
686 * this avoids reloading them each time the shader is used
688 if(lconst_map) {
689 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
690 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
691 lconst_map[lconst->idx]);
692 next_local = max(next_local, lconst_map[lconst->idx] + 1);
696 /* we use the array-based constants array if the local constants are marked for loading,
697 * because then we use indirect addressing, or when the local constant list is empty,
698 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
699 * local constants do not declare the loaded constants as an array because ARB compilers usually
700 * do not optimize unused constants away
702 if(This->baseShader.reg_maps.usesrelconstF) {
703 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
704 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
705 max_constantsF, max_constantsF - 1);
706 } else {
707 for(i = 0; i < max_constantsF; i++) {
708 DWORD idx, mask;
709 idx = i >> 5;
710 mask = 1 << (i & 0x1f);
711 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
712 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
717 return next_local;
720 static const char * const shift_tab[] = {
721 "dummy", /* 0 (none) */
722 "coefmul.x", /* 1 (x2) */
723 "coefmul.y", /* 2 (x4) */
724 "coefmul.z", /* 3 (x8) */
725 "coefmul.w", /* 4 (x16) */
726 "dummy", /* 5 (x32) */
727 "dummy", /* 6 (x64) */
728 "dummy", /* 7 (x128) */
729 "dummy", /* 8 (d256) */
730 "dummy", /* 9 (d128) */
731 "dummy", /* 10 (d64) */
732 "dummy", /* 11 (d32) */
733 "coefdiv.w", /* 12 (d16) */
734 "coefdiv.z", /* 13 (d8) */
735 "coefdiv.y", /* 14 (d4) */
736 "coefdiv.x" /* 15 (d2) */
739 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
740 const struct wined3d_shader_dst_param *dst, char *write_mask)
742 char *ptr = write_mask;
744 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
746 *ptr++ = '.';
747 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
748 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
749 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
750 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
753 *ptr = '\0';
756 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
758 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
759 * but addressed as "rgba". To fix this we need to swap the register's x
760 * and z components. */
761 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
762 char *ptr = swizzle_str;
764 /* swizzle bits fields: wwzzyyxx */
765 DWORD swizzle = param->swizzle;
766 DWORD swizzle_x = swizzle & 0x03;
767 DWORD swizzle_y = (swizzle >> 2) & 0x03;
768 DWORD swizzle_z = (swizzle >> 4) & 0x03;
769 DWORD swizzle_w = (swizzle >> 6) & 0x03;
771 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
772 * generate a swizzle string. Unless we need to our own swizzling. */
773 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
775 *ptr++ = '.';
776 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
777 *ptr++ = swizzle_chars[swizzle_x];
778 } else {
779 *ptr++ = swizzle_chars[swizzle_x];
780 *ptr++ = swizzle_chars[swizzle_y];
781 *ptr++ = swizzle_chars[swizzle_z];
782 *ptr++ = swizzle_chars[swizzle_w];
786 *ptr = '\0';
789 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
791 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
792 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
794 if(strcmp(priv->addr_reg, src) == 0) return;
796 strcpy(priv->addr_reg, src);
797 shader_addline(buffer, "ARL A0.x, %s;\n", src);
800 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
801 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
803 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
804 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
806 /* oPos, oFog and oPts in D3D */
807 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
808 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
809 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
810 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
812 *is_color = FALSE;
814 switch (reg->type)
816 case WINED3DSPR_TEMP:
817 sprintf(register_name, "R%u", reg->idx);
818 break;
820 case WINED3DSPR_INPUT:
821 if (pshader)
823 if(This->baseShader.reg_maps.shader_version.major < 3)
825 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
826 else strcpy(register_name, "fragment.color.secondary");
828 else
830 if(reg->rel_addr)
832 char rel_reg[50];
833 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
835 if(strcmp(rel_reg, "**aL_emul**") == 0)
837 DWORD idx = ctx->aL + reg->idx;
838 if(idx < MAX_REG_INPUT)
840 strcpy(register_name, ctx->ps_input[idx]);
842 else
844 ERR("Pixel shader input register out of bounds: %u\n", idx);
845 sprintf(register_name, "out_of_bounds_%u", idx);
848 else if(This->baseShader.reg_maps.input_registers & 0x0300)
850 /* There are two ways basically:
852 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
853 * That means trouble if the loop also contains a breakc or if the control values
854 * aren't local constants.
855 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
856 * source dynamically. The trouble is that we cannot simply read aL.y because it
857 * is an ADDRESS register. We could however push it, load .zw with a value and use
858 * ADAC to load the condition code register and pop it again afterwards
860 FIXME("Relative input register addressing with more than 8 registers\n");
862 /* This is better than nothing for now */
863 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
865 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
867 /* This is problematic because we'd have to consult the ctx->ps_input strings
868 * for where to find the varying. Some may be "0.0", others can be texcoords or
869 * colors. This needs either a pipeline replacement to make the vertex shader feed
870 * proper varyings, or loop unrolling
872 * For now use the texcoords and hope for the best
874 FIXME("Non-vertex shader varying input with indirect addressing\n");
875 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
877 else
879 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
880 * pulls GL_NV_fragment_program2 in
882 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
885 else
887 if(reg->idx < MAX_REG_INPUT)
889 strcpy(register_name, ctx->ps_input[reg->idx]);
891 else
893 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
894 sprintf(register_name, "out_of_bounds_%u", reg->idx);
899 else
901 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
902 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
904 break;
906 case WINED3DSPR_CONST:
907 if (!pshader && reg->rel_addr)
909 BOOL aL = FALSE;
910 char rel_reg[50];
911 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
912 if(This->baseShader.reg_maps.shader_version.major < 2) {
913 sprintf(rel_reg, "A0.x");
914 } else {
915 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
916 if(ctx->target_version == ARB) {
917 if(strcmp(rel_reg, "**aL_emul**") == 0) {
918 aL = TRUE;
919 } else {
920 shader_arb_request_a0(ins, rel_reg);
921 sprintf(rel_reg, "A0.x");
925 if(aL)
926 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
927 else if (reg->idx >= rel_offset)
928 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
929 else
930 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
932 else
934 if (This->baseShader.reg_maps.usesrelconstF)
935 sprintf(register_name, "C[%u]", reg->idx);
936 else
937 sprintf(register_name, "C%u", reg->idx);
939 break;
941 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
942 if (pshader) {
943 if(This->baseShader.reg_maps.shader_version.major == 1 &&
944 This->baseShader.reg_maps.shader_version.minor <= 3) {
945 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
946 * and as source to most instructions. For some instructions it is the texcoord
947 * input. Those instructions know about the special use
949 sprintf(register_name, "T%u", reg->idx);
950 } else {
951 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
952 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
955 else
957 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
959 sprintf(register_name, "A%u", reg->idx);
961 else
963 sprintf(register_name, "A%u_SHADOW", reg->idx);
966 break;
968 case WINED3DSPR_COLOROUT:
969 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
971 strcpy(register_name, "TMP_COLOR");
973 else
975 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
976 if(This->baseShader.reg_maps.highest_render_target > 0)
978 sprintf(register_name, "result.color[%u]", reg->idx);
980 else
982 strcpy(register_name, "result.color");
985 break;
987 case WINED3DSPR_RASTOUT:
988 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
989 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
990 break;
992 case WINED3DSPR_DEPTHOUT:
993 strcpy(register_name, "result.depth");
994 break;
996 case WINED3DSPR_ATTROUT:
997 /* case WINED3DSPR_OUTPUT: */
998 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
999 else strcpy(register_name, ctx->color_output[reg->idx]);
1000 break;
1002 case WINED3DSPR_TEXCRDOUT:
1003 if (pshader)
1005 sprintf(register_name, "oT[%u]", reg->idx);
1007 else
1009 if(This->baseShader.reg_maps.shader_version.major < 3)
1011 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1013 else
1015 strcpy(register_name, ctx->vs_output[reg->idx]);
1018 break;
1020 case WINED3DSPR_LOOP:
1021 if(ctx->target_version >= NV2)
1023 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1024 if(pshader) sprintf(register_name, "A0.x");
1025 else sprintf(register_name, "aL.y");
1027 else
1029 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1030 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1031 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1032 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1033 * indexing
1035 sprintf(register_name, "**aL_emul**");
1038 break;
1040 case WINED3DSPR_CONSTINT:
1041 sprintf(register_name, "I%u", reg->idx);
1042 break;
1044 case WINED3DSPR_MISCTYPE:
1045 if(reg->idx == 0)
1047 sprintf(register_name, "vpos");
1049 else if(reg->idx == 1)
1051 sprintf(register_name, "fragment.facing.x");
1053 else
1055 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1057 break;
1059 default:
1060 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1061 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1062 break;
1066 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1067 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1069 char register_name[255];
1070 char write_mask[6];
1071 BOOL is_color;
1073 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1074 strcpy(str, register_name);
1076 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1077 strcat(str, write_mask);
1080 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1082 switch(channel_source)
1084 case CHANNEL_SOURCE_ZERO: return "0";
1085 case CHANNEL_SOURCE_ONE: return "1";
1086 case CHANNEL_SOURCE_X: return "x";
1087 case CHANNEL_SOURCE_Y: return "y";
1088 case CHANNEL_SOURCE_Z: return "z";
1089 case CHANNEL_SOURCE_W: return "w";
1090 default:
1091 FIXME("Unhandled channel source %#x\n", channel_source);
1092 return "undefined";
1096 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1097 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1099 DWORD mask;
1101 if (is_yuv_fixup(fixup))
1103 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1104 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1105 return;
1108 mask = 0;
1109 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1110 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1111 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1112 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1113 mask &= dst_mask;
1115 if (mask)
1117 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1118 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1119 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1122 mask = 0;
1123 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1124 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1125 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1126 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1127 mask &= dst_mask;
1129 if (mask)
1131 char reg_mask[6];
1132 char *ptr = reg_mask;
1134 if (mask != WINED3DSP_WRITEMASK_ALL)
1136 *ptr++ = '.';
1137 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1138 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1139 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1140 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1142 *ptr = '\0';
1144 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1148 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1150 DWORD mod;
1151 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1152 if (!ins->dst_count) return "";
1154 mod = ins->dst[0].modifiers;
1156 /* Silently ignore PARTIALPRECISION if its not supported */
1157 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1159 if(mod & WINED3DSPDM_MSAMPCENTROID)
1161 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1162 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1165 switch(mod)
1167 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1168 return "H_SAT";
1170 case WINED3DSPDM_SATURATE:
1171 return "_SAT";
1173 case WINED3DSPDM_PARTIALPRECISION:
1174 return "H";
1176 case 0:
1177 return "";
1179 default:
1180 FIXME("Unknown modifiers 0x%08x\n", mod);
1181 return "";
1185 #define TEX_PROJ 0x1
1186 #define TEX_BIAS 0x2
1187 #define TEX_LOD 0x4
1188 #define TEX_DERIV 0x10
1190 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1191 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1193 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1194 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1195 const char *tex_type;
1196 BOOL np2_fixup = FALSE;
1197 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1198 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1199 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1200 const char *mod;
1201 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1203 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1204 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1206 switch(sampler_type) {
1207 case WINED3DSTT_1D:
1208 tex_type = "1D";
1209 break;
1211 case WINED3DSTT_2D:
1212 if(device->stateBlock->textures[sampler_idx] &&
1213 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1214 tex_type = "RECT";
1215 } else {
1216 tex_type = "2D";
1218 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1220 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1222 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1223 else np2_fixup = TRUE;
1226 break;
1228 case WINED3DSTT_VOLUME:
1229 tex_type = "3D";
1230 break;
1232 case WINED3DSTT_CUBE:
1233 tex_type = "CUBE";
1234 break;
1236 default:
1237 ERR("Unexpected texture type %d\n", sampler_type);
1238 tex_type = "";
1241 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1242 * so don't use shader_arb_get_modifier
1244 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1245 else mod = "";
1247 /* Fragment samplers always have indentity mapping */
1248 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1250 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1253 if (flags & TEX_DERIV)
1255 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1256 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1257 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1258 dsx, dsy,sampler_idx, tex_type);
1260 else if(flags & TEX_LOD)
1262 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1263 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1264 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1265 sampler_idx, tex_type);
1267 else if (flags & TEX_BIAS)
1269 /* Shouldn't be possible, but let's check for it */
1270 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1271 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1272 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1274 else if (flags & TEX_PROJ)
1276 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1278 else
1280 if (np2_fixup)
1282 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1283 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1284 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1286 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1288 else
1289 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1292 if (pshader)
1294 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1295 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1299 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1300 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1302 /* Generate a line that does the input modifier computation and return the input register to use */
1303 BOOL is_color = FALSE;
1304 char regstr[256];
1305 char swzstr[20];
1306 int insert_line;
1307 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1308 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1310 /* Assume a new line will be added */
1311 insert_line = 1;
1313 /* Get register name */
1314 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1315 shader_arb_get_swizzle(src, is_color, swzstr);
1317 switch (src->modifiers)
1319 case WINED3DSPSM_NONE:
1320 sprintf(outregstr, "%s%s", regstr, swzstr);
1321 insert_line = 0;
1322 break;
1323 case WINED3DSPSM_NEG:
1324 sprintf(outregstr, "-%s%s", regstr, swzstr);
1325 insert_line = 0;
1326 break;
1327 case WINED3DSPSM_BIAS:
1328 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1329 break;
1330 case WINED3DSPSM_BIASNEG:
1331 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1332 break;
1333 case WINED3DSPSM_SIGN:
1334 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1335 break;
1336 case WINED3DSPSM_SIGNNEG:
1337 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1338 break;
1339 case WINED3DSPSM_COMP:
1340 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1341 break;
1342 case WINED3DSPSM_X2:
1343 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1344 break;
1345 case WINED3DSPSM_X2NEG:
1346 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1347 break;
1348 case WINED3DSPSM_DZ:
1349 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1350 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1351 break;
1352 case WINED3DSPSM_DW:
1353 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1354 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1355 break;
1356 case WINED3DSPSM_ABS:
1357 if(ctx->target_version >= NV2) {
1358 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1359 insert_line = 0;
1360 } else {
1361 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1363 break;
1364 case WINED3DSPSM_ABSNEG:
1365 if(ctx->target_version >= NV2) {
1366 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1367 } else {
1368 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1369 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1371 insert_line = 0;
1372 break;
1373 default:
1374 sprintf(outregstr, "%s%s", regstr, swzstr);
1375 insert_line = 0;
1378 /* Return modified or original register, with swizzle */
1379 if (insert_line)
1380 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1383 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1385 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1386 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1387 char dst_name[50];
1388 char src_name[2][50];
1389 DWORD sampler_code = dst->reg.idx;
1391 shader_arb_get_dst_param(ins, dst, dst_name);
1393 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1395 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1396 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1397 * temps is done.
1399 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1400 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1401 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1402 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1403 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1405 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1406 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1409 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1411 *extra_char = ' ';
1412 switch(mod)
1414 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1415 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1416 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1417 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1418 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1419 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1420 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1421 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1422 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1423 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1424 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1425 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1426 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1428 FIXME("Unknown modifier %u\n", mod);
1429 return mod;
1432 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1434 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1435 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1436 char dst_name[50];
1437 char src_name[3][50];
1438 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1439 ins->ctx->reg_maps->shader_version.minor);
1440 BOOL is_color;
1442 shader_arb_get_dst_param(ins, dst, dst_name);
1443 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1445 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1446 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1448 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1449 } else {
1450 struct wined3d_shader_src_param src0_copy = ins->src[0];
1451 char extra_neg;
1453 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1454 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1456 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1457 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1458 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1459 /* No modifiers supported on CMP */
1460 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1462 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1463 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1465 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1466 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1471 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1473 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1474 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1475 char dst_name[50];
1476 char src_name[3][50];
1477 BOOL is_color;
1479 shader_arb_get_dst_param(ins, dst, dst_name);
1481 /* Generate input register names (with modifiers) */
1482 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1483 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1484 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1486 /* No modifiers are supported on CMP */
1487 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1488 src_name[0], src_name[2], src_name[1]);
1490 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1492 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1493 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1497 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1498 * dst = dot2(src0, src1) + src2 */
1499 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1501 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1502 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1503 char dst_name[50];
1504 char src_name[3][50];
1505 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1507 shader_arb_get_dst_param(ins, dst, dst_name);
1508 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1509 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1511 if(ctx->target_version >= NV3)
1513 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1514 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1515 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1516 dst_name, src_name[0], src_name[1], src_name[2]);
1518 else if(ctx->target_version >= NV2)
1520 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1521 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1522 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1523 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1525 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1527 * .xyxy and other swizzles that we could get with this are not valid in
1528 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1530 struct wined3d_shader_src_param tmp_param = ins->src[1];
1531 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1532 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1534 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1536 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1537 dst_name, src_name[2], src_name[0], src_name[1]);
1539 else
1541 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1542 /* 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]
1543 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1545 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1546 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1547 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1548 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1552 /* Map the opcode 1-to-1 to the GL code */
1553 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1555 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1556 const char *instruction;
1557 char arguments[256], dst_str[50];
1558 unsigned int i;
1559 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1561 switch (ins->handler_idx)
1563 case WINED3DSIH_ABS: instruction = "ABS"; break;
1564 case WINED3DSIH_ADD: instruction = "ADD"; break;
1565 case WINED3DSIH_CRS: instruction = "XPD"; break;
1566 case WINED3DSIH_DP3: instruction = "DP3"; break;
1567 case WINED3DSIH_DP4: instruction = "DP4"; break;
1568 case WINED3DSIH_DST: instruction = "DST"; break;
1569 case WINED3DSIH_FRC: instruction = "FRC"; break;
1570 case WINED3DSIH_LIT: instruction = "LIT"; break;
1571 case WINED3DSIH_LRP: instruction = "LRP"; break;
1572 case WINED3DSIH_MAD: instruction = "MAD"; break;
1573 case WINED3DSIH_MAX: instruction = "MAX"; break;
1574 case WINED3DSIH_MIN: instruction = "MIN"; break;
1575 case WINED3DSIH_MOV: instruction = "MOV"; break;
1576 case WINED3DSIH_MUL: instruction = "MUL"; break;
1577 case WINED3DSIH_SGE: instruction = "SGE"; break;
1578 case WINED3DSIH_SLT: instruction = "SLT"; break;
1579 case WINED3DSIH_SUB: instruction = "SUB"; break;
1580 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1581 case WINED3DSIH_DSX: instruction = "DDX"; break;
1582 default: instruction = "";
1583 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1584 break;
1587 /* Note that shader_arb_add_dst_param() adds spaces. */
1588 arguments[0] = '\0';
1589 shader_arb_get_dst_param(ins, dst, dst_str);
1590 for (i = 0; i < ins->src_count; ++i)
1592 char operand[100];
1593 strcat(arguments, ", ");
1594 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1595 strcat(arguments, operand);
1597 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1600 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1602 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1603 shader_addline(buffer, "NOP;\n");
1606 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1608 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1609 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1610 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1612 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1613 char src0_param[256];
1615 if(ins->handler_idx == WINED3DSIH_MOVA) {
1616 char write_mask[6];
1618 if(ctx->target_version >= NV2) {
1619 shader_hw_map2gl(ins);
1620 return;
1622 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1623 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1625 /* This implements the mova formula used in GLSL. The first two instructions
1626 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1627 * in this case:
1628 * mova A0.x, 0.0
1630 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1632 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1633 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1635 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1636 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1638 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1639 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1640 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1641 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1643 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1645 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1647 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1648 } else if (ins->ctx->reg_maps->shader_version.major == 1
1649 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1650 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1652 src0_param[0] = '\0';
1653 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1655 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1656 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1657 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1659 else
1661 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1662 * with more than one component. Thus replicate the first source argument over all
1663 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1664 struct wined3d_shader_src_param tmp_src = ins->src[0];
1665 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1666 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1667 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1670 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1672 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1673 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1675 shader_addline(buffer, "#mov handled in srgb write code\n");
1676 return;
1678 shader_hw_map2gl(ins);
1680 else
1682 shader_hw_map2gl(ins);
1686 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1688 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1689 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1690 char reg_dest[40];
1692 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1693 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1695 shader_arb_get_dst_param(ins, dst, reg_dest);
1697 if (ins->ctx->reg_maps->shader_version.major >= 2)
1699 const char *kilsrc = "TA";
1700 BOOL is_color;
1702 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1703 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1705 kilsrc = reg_dest;
1707 else
1709 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1710 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1711 * masked out components to 0(won't kill)
1713 char x = '0', y = '0', z = '0', w = '0';
1714 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1715 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1716 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1717 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1718 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1720 shader_addline(buffer, "KIL %s;\n", kilsrc);
1721 } else {
1722 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1723 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1725 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1726 * or pass in any temporary register(in shader phase 2)
1728 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1729 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1730 } else {
1731 shader_arb_get_dst_param(ins, dst, reg_dest);
1733 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1734 shader_addline(buffer, "KIL TA;\n");
1738 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1740 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1741 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1742 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1743 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1744 ins->ctx->reg_maps->shader_version.minor);
1745 struct wined3d_shader_src_param src;
1747 char reg_dest[40];
1748 char reg_coord[40];
1749 DWORD reg_sampler_code;
1750 DWORD myflags = 0;
1752 /* All versions have a destination register */
1753 shader_arb_get_dst_param(ins, dst, reg_dest);
1755 /* 1.0-1.4: Use destination register number as texture code.
1756 2.0+: Use provided sampler number as texure code. */
1757 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1758 reg_sampler_code = dst->reg.idx;
1759 else
1760 reg_sampler_code = ins->src[1].reg.idx;
1762 /* 1.0-1.3: Use the texcoord varying.
1763 1.4+: Use provided coordinate source register. */
1764 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1765 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1766 else {
1767 /* TEX is the only instruction that can handle DW and DZ natively */
1768 src = ins->src[0];
1769 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1770 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1771 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1774 /* projection flag:
1775 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1776 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1777 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1779 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1781 DWORD flags = 0;
1782 if(reg_sampler_code < MAX_TEXTURES) {
1783 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1785 if (flags & WINED3DTTFF_PROJECTED) {
1786 myflags |= TEX_PROJ;
1789 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1791 DWORD src_mod = ins->src[0].modifiers;
1792 if (src_mod == WINED3DSPSM_DZ) {
1793 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1794 * varying register, so we need a temp reg
1796 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1797 strcpy(reg_coord, "TA");
1798 myflags |= TEX_PROJ;
1799 } else if(src_mod == WINED3DSPSM_DW) {
1800 myflags |= TEX_PROJ;
1802 } else {
1803 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1804 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1806 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1809 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1811 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1812 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1813 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1814 ins->ctx->reg_maps->shader_version.minor);
1815 char dst_str[50];
1817 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1819 DWORD reg = dst->reg.idx;
1821 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1822 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1823 } else {
1824 char reg_src[40];
1826 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1827 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1828 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1832 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1834 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1835 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1836 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1837 DWORD flags;
1839 DWORD reg1 = ins->dst[0].reg.idx;
1840 char dst_str[50];
1841 char src_str[50];
1843 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1844 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1845 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1846 /* Move .x first in case src_str is "TA" */
1847 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1848 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1849 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1850 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1853 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1855 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1857 DWORD reg1 = ins->dst[0].reg.idx;
1858 char dst_str[50];
1859 char src_str[50];
1861 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1862 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1863 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1864 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1865 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1866 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1869 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1871 DWORD reg1 = ins->dst[0].reg.idx;
1872 char dst_str[50];
1873 char src_str[50];
1875 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1876 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1877 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1878 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1881 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1883 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1884 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1885 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1886 char reg_coord[40], dst_reg[50], src_reg[50];
1887 DWORD reg_dest_code;
1889 /* All versions have a destination register. The Tx where the texture coordinates come
1890 * from is the varying incarnation of the texture register
1892 reg_dest_code = dst->reg.idx;
1893 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1894 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1895 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1897 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1898 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1900 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1901 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1903 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1904 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1905 * extension.
1907 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1908 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1909 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1910 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1912 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1913 * so we can't let the GL handle this.
1915 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1916 & WINED3DTTFF_PROJECTED) {
1917 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1918 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1919 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1920 } else {
1921 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1924 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1926 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1928 /* No src swizzles are allowed, so this is ok */
1929 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1930 src_reg, reg_dest_code, reg_dest_code);
1931 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1935 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1937 DWORD reg = ins->dst[0].reg.idx;
1938 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1939 char src0_name[50], dst_name[50];
1940 BOOL is_color;
1941 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1943 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1944 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1945 * T<reg+1> register. Use this register to store the calculated vector
1947 tmp_reg.idx = reg + 1;
1948 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1949 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1952 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1954 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1955 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1956 DWORD flags;
1957 DWORD reg = ins->dst[0].reg.idx;
1958 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1959 char dst_str[50];
1960 char src0_name[50];
1961 char dst_reg[50];
1962 BOOL is_color;
1964 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1965 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1967 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1968 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1969 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1970 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1971 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1974 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1976 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1977 DWORD reg = ins->dst[0].reg.idx;
1978 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1979 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1980 char src0_name[50], dst_name[50];
1981 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1982 BOOL is_color;
1984 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1985 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1986 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1988 tmp_reg.idx = reg + 2 - current_state->current_row;
1989 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1991 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1992 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1993 dst_name, 'x' + current_state->current_row, reg, src0_name);
1994 current_state->texcoord_w[current_state->current_row++] = reg;
1997 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1999 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2000 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2001 DWORD flags;
2002 DWORD reg = ins->dst[0].reg.idx;
2003 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2004 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2005 char dst_str[50];
2006 char src0_name[50], dst_name[50];
2007 BOOL is_color;
2009 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2010 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2011 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2013 /* Sample the texture using the calculated coordinates */
2014 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2015 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2016 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2017 current_state->current_row = 0;
2020 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2022 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2023 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2024 DWORD flags;
2025 DWORD reg = ins->dst[0].reg.idx;
2026 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2027 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2028 char dst_str[50];
2029 char src0_name[50];
2030 char dst_reg[50];
2031 BOOL is_color;
2033 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2034 * components for temporary data storage
2036 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2037 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2038 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2040 /* Construct the eye-ray vector from w coordinates */
2041 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2042 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2043 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2045 /* Calculate reflection vector
2047 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2048 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2049 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2050 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2051 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2052 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2053 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2055 /* Sample the texture using the calculated coordinates */
2056 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2057 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2058 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2059 current_state->current_row = 0;
2062 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2064 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2065 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2066 DWORD flags;
2067 DWORD reg = ins->dst[0].reg.idx;
2068 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2069 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2070 char dst_str[50];
2071 char src0_name[50];
2072 char src1_name[50];
2073 char dst_reg[50];
2074 BOOL is_color;
2076 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2077 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2078 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2079 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2080 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2082 /* Calculate reflection vector.
2084 * dot(N, E)
2085 * dst_reg.xyz = 2 * --------- * N - E
2086 * dot(N, N)
2088 * Which normalizes the normal vector
2090 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2091 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2092 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2093 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2094 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2095 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2097 /* Sample the texture using the calculated coordinates */
2098 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2099 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2100 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2101 current_state->current_row = 0;
2104 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2106 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2107 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2108 char dst_name[50];
2110 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2111 * which is essentially an input, is the destination register because it is the first
2112 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2113 * here(writemasks/swizzles are not valid on texdepth)
2115 shader_arb_get_dst_param(ins, dst, dst_name);
2117 /* According to the msdn, the source register(must be r5) is unusable after
2118 * the texdepth instruction, so we're free to modify it
2120 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2122 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2123 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2124 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2126 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2127 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2128 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2129 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2132 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2133 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2134 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2135 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2137 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2138 DWORD sampler_idx = ins->dst[0].reg.idx;
2139 char src0[50];
2140 char dst_str[50];
2142 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2143 shader_addline(buffer, "MOV TB, 0.0;\n");
2144 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2146 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2147 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2150 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2151 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2152 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2154 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2155 char src0[50];
2156 char dst_str[50];
2157 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2159 /* Handle output register */
2160 shader_arb_get_dst_param(ins, dst, dst_str);
2161 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2162 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2165 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2166 * Perform the 3rd row of a 3x3 matrix multiply */
2167 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2169 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2170 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2171 char dst_str[50], dst_name[50];
2172 char src0[50];
2173 BOOL is_color;
2175 shader_arb_get_dst_param(ins, dst, dst_str);
2176 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2177 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2178 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2179 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2182 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2183 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2184 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2185 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2187 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2189 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2190 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2191 char src0[50], dst_name[50];
2192 BOOL is_color;
2194 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2195 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2196 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2198 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2199 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2200 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2202 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2203 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2204 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2205 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2208 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2209 Vertex/Pixel shaders to ARB_vertex_program codes */
2210 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2212 int i;
2213 int nComponents = 0;
2214 struct wined3d_shader_dst_param tmp_dst = {{0}};
2215 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2216 struct wined3d_shader_instruction tmp_ins;
2218 memset(&tmp_ins, 0, sizeof(tmp_ins));
2220 /* Set constants for the temporary argument */
2221 tmp_ins.ctx = ins->ctx;
2222 tmp_ins.dst_count = 1;
2223 tmp_ins.dst = &tmp_dst;
2224 tmp_ins.src_count = 2;
2225 tmp_ins.src = tmp_src;
2227 switch(ins->handler_idx)
2229 case WINED3DSIH_M4x4:
2230 nComponents = 4;
2231 tmp_ins.handler_idx = WINED3DSIH_DP4;
2232 break;
2233 case WINED3DSIH_M4x3:
2234 nComponents = 3;
2235 tmp_ins.handler_idx = WINED3DSIH_DP4;
2236 break;
2237 case WINED3DSIH_M3x4:
2238 nComponents = 4;
2239 tmp_ins.handler_idx = WINED3DSIH_DP3;
2240 break;
2241 case WINED3DSIH_M3x3:
2242 nComponents = 3;
2243 tmp_ins.handler_idx = WINED3DSIH_DP3;
2244 break;
2245 case WINED3DSIH_M3x2:
2246 nComponents = 2;
2247 tmp_ins.handler_idx = WINED3DSIH_DP3;
2248 break;
2249 default:
2250 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2251 break;
2254 tmp_dst = ins->dst[0];
2255 tmp_src[0] = ins->src[0];
2256 tmp_src[1] = ins->src[1];
2257 for (i = 0; i < nComponents; i++) {
2258 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2259 shader_hw_map2gl(&tmp_ins);
2260 ++tmp_src[1].reg.idx;
2264 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2266 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2267 const char *instruction;
2269 char dst[50];
2270 char src[50];
2272 switch(ins->handler_idx)
2274 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2275 case WINED3DSIH_RCP: instruction = "RCP"; break;
2276 case WINED3DSIH_EXP: instruction = "EX2"; break;
2277 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2278 default: instruction = "";
2279 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2280 break;
2283 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2284 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2285 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2287 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2288 * .w is used
2290 strcat(src, ".w");
2293 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2296 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2298 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2299 char dst_name[50];
2300 char src_name[50];
2301 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2302 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2304 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2305 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2307 if(pshader && priv->target_version >= NV3)
2309 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2311 else
2313 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2314 shader_addline(buffer, "RSQ TA, TA.x;\n");
2315 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2316 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2317 src_name);
2321 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2323 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2324 char dst_name[50];
2325 char src_name[3][50];
2327 /* ARB_fragment_program has a convenient LRP instruction */
2328 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2329 shader_hw_map2gl(ins);
2330 return;
2333 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2334 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2335 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2336 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2338 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2339 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2340 dst_name, src_name[0], src_name[2]);
2343 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2345 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2346 * must contain fixed constants. So we need a separate function to filter those constants and
2347 * can't use map2gl
2349 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2350 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2351 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2352 char dst_name[50];
2353 char src_name0[50], src_name1[50], src_name2[50];
2354 BOOL is_color;
2356 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2357 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2358 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2359 /* No modifiers are supported on SCS */
2360 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2362 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2364 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2365 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2367 } else if(priv->target_version >= NV2) {
2368 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2370 /* Sincos writemask must be .x, .y or .xy */
2371 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2372 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2373 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2374 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2375 } else {
2376 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2377 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2379 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2380 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2382 * The constants we get are:
2384 * +1 +1, -1 -1 +1 +1 -1 -1
2385 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2386 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2388 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2390 * (x/2)^2 = x^2 / 4
2391 * (x/2)^3 = x^3 / 8
2392 * (x/2)^4 = x^4 / 16
2393 * (x/2)^5 = x^5 / 32
2394 * etc
2396 * To get the final result:
2397 * sin(x) = 2 * sin(x/2) * cos(x/2)
2398 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2399 * (from sin(x+y) and cos(x+y) rules)
2401 * As per MSDN, dst.z is undefined after the operation, and so is
2402 * dst.x and dst.y if they're masked out by the writemask. Ie
2403 * sincos dst.y, src1, c0, c1
2404 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2405 * vsa.exe also stops with an error if the dest register is the same register as the source
2406 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2407 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2409 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2410 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2411 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2413 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2414 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2415 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2416 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2417 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2418 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2420 /* sin(x/2)
2422 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2423 * properly merge that with MULs in the code above?
2424 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2425 * we can merge the sine and cosine MAD rows to calculate them together.
2427 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2428 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2429 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2430 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2432 /* cos(x/2) */
2433 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2434 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2435 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2437 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2438 /* cos x */
2439 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2440 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2442 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2443 /* sin x */
2444 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2445 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2450 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2452 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2453 char dst_name[50];
2454 char src_name[50];
2455 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2457 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2458 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2460 /* SGN is only valid in vertex shaders */
2461 if(ctx->target_version >= NV2) {
2462 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2463 return;
2466 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2467 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2469 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2470 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2471 } else {
2472 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2473 * Then use TA, and calculate the final result
2475 * Not reading from TA? Store the first result in TA to avoid overwriting the
2476 * destination if src reg = dst reg
2478 if(strstr(src_name, "TA"))
2480 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2481 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2482 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2484 else
2486 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2487 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2488 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2493 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2495 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2496 char src[50];
2497 char dst[50];
2498 char dst_name[50];
2499 BOOL is_color;
2501 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2502 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2503 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2505 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2506 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2509 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2511 *need_abs = FALSE;
2513 switch(mod)
2515 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2516 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2517 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2518 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2519 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2520 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2521 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2522 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2523 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2524 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2525 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2526 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2527 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2529 FIXME("Unknown modifier %u\n", mod);
2530 return mod;
2533 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2535 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2536 char src0[50], src1[50], dst[50];
2537 struct wined3d_shader_src_param src0_copy = ins->src[0];
2538 BOOL need_abs = FALSE;
2539 const char *instr;
2540 BOOL arg2 = FALSE;
2542 switch(ins->handler_idx)
2544 case WINED3DSIH_LOG: instr = "LG2"; break;
2545 case WINED3DSIH_LOGP: instr = "LOG"; break;
2546 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2547 default:
2548 ERR("Unexpected instruction %d\n", ins->handler_idx);
2549 return;
2552 /* LOG, LOGP and POW operate on the absolute value of the input */
2553 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2555 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2556 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2557 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2559 if(need_abs)
2561 shader_addline(buffer, "ABS TA, %s;\n", src0);
2562 if(arg2)
2564 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2566 else
2568 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2571 else if(arg2)
2573 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2575 else
2577 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2581 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2583 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2584 char src_name[50];
2585 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2587 /* src0 is aL */
2588 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2590 if(vshader)
2592 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2593 struct list *e = list_head(&priv->control_frames);
2594 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2596 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2597 /* The constant loader makes sure to load -1 into iX.w */
2598 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2599 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2600 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2602 else
2604 shader_addline(buffer, "LOOP %s;\n", src_name);
2608 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2610 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2611 char src_name[50];
2612 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2614 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2616 /* The constant loader makes sure to load -1 into iX.w */
2617 if(vshader)
2619 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2620 struct list *e = list_head(&priv->control_frames);
2621 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2623 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2625 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2626 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2627 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2629 else
2631 shader_addline(buffer, "REP %s;\n", src_name);
2635 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2637 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2638 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2640 if(vshader)
2642 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2643 struct list *e = list_head(&priv->control_frames);
2644 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2646 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2647 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2648 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2650 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2652 else
2654 shader_addline(buffer, "ENDLOOP;\n");
2658 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2660 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2661 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2663 if(vshader)
2665 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2666 struct list *e = list_head(&priv->control_frames);
2667 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2669 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2670 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2671 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2673 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2675 else
2677 shader_addline(buffer, "ENDREP;\n");
2681 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2683 struct control_frame *control_frame;
2685 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2687 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2689 ERR("Could not find loop for break\n");
2690 return NULL;
2693 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2695 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2696 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2697 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2699 if(vshader)
2701 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2703 else
2705 shader_addline(buffer, "BRK;\n");
2709 static const char *get_compare(COMPARISON_TYPE flags)
2711 switch (flags)
2713 case COMPARISON_GT: return "GT";
2714 case COMPARISON_EQ: return "EQ";
2715 case COMPARISON_GE: return "GE";
2716 case COMPARISON_LT: return "LT";
2717 case COMPARISON_NE: return "NE";
2718 case COMPARISON_LE: return "LE";
2719 default:
2720 FIXME("Unrecognized comparison value: %u\n", flags);
2721 return "(\?\?)";
2725 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2727 switch (flags)
2729 case COMPARISON_GT: return COMPARISON_LE;
2730 case COMPARISON_EQ: return COMPARISON_NE;
2731 case COMPARISON_GE: return COMPARISON_LT;
2732 case COMPARISON_LT: return COMPARISON_GE;
2733 case COMPARISON_NE: return COMPARISON_EQ;
2734 case COMPARISON_LE: return COMPARISON_GT;
2735 default:
2736 FIXME("Unrecognized comparison value: %u\n", flags);
2737 return -1;
2741 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2743 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2744 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2745 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2746 char src_name0[50];
2747 char src_name1[50];
2748 const char *comp = get_compare(ins->flags);
2750 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2751 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2753 if(vshader)
2755 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2756 * away the subtraction result
2758 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2759 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2761 else
2763 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2764 shader_addline(buffer, "BRK (%s.x);\n", comp);
2768 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2770 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2771 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2772 struct list *e = list_head(&priv->control_frames);
2773 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2774 const char *comp;
2775 char src_name0[50];
2776 char src_name1[50];
2777 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2779 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2780 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2782 if(vshader)
2784 /* Invert the flag. We jump to the else label if the condition is NOT true */
2785 comp = get_compare(invert_compare(ins->flags));
2786 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2787 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->ifc_no, comp);
2789 else
2791 comp = get_compare(ins->flags);
2792 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2793 shader_addline(buffer, "IF %s.x;\n", comp);
2797 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2799 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2800 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2801 struct list *e = list_head(&priv->control_frames);
2802 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2803 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2805 if(vshader)
2807 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2808 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2809 control_frame->had_else = TRUE;
2811 else
2813 shader_addline(buffer, "ELSE;\n");
2817 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2819 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2820 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2821 struct list *e = list_head(&priv->control_frames);
2822 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2823 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2825 if(vshader)
2827 if(control_frame->had_else)
2829 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2831 else
2833 shader_addline(buffer, "#No else branch. else is endif\n");
2834 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2837 else
2839 shader_addline(buffer, "ENDIF;\n");
2843 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2845 DWORD sampler_idx = ins->src[1].reg.idx;
2846 char reg_dest[40];
2847 char reg_src[3][40];
2848 DWORD flags = TEX_DERIV;
2850 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2851 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2852 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2853 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2855 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2856 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2858 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2861 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2863 DWORD sampler_idx = ins->src[1].reg.idx;
2864 char reg_dest[40];
2865 char reg_coord[40];
2866 DWORD flags = TEX_LOD;
2868 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2869 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2871 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2872 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2874 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2877 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2879 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2880 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2882 priv->in_main_func = FALSE;
2883 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2884 * subroutine, don't generate a label that will make GL complain
2886 if(priv->target_version == ARB) return;
2888 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2891 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2892 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2894 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2895 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2896 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2897 unsigned int i;
2899 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2900 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2901 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2902 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2904 if(args->super.fog_src == VS_FOG_Z) {
2905 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2906 } else if (!reg_maps->fog) {
2907 /* posFixup.x is always 1.0, so we can savely use it */
2908 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2911 /* Write the final position.
2913 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2914 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2915 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2916 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2918 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2919 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2920 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2922 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2924 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
2926 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2929 else if(args->boolclip.clip_control[0])
2931 unsigned int cur_clip = 0;
2932 char component[4] = {'x', 'y', 'z', 'w'};
2934 for(i = 0; i < GL_LIMITS(clipplanes); i++)
2936 if(args->boolclip.clip_control[1] & (1 << i))
2938 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2939 component[cur_clip++], i);
2942 switch(cur_clip)
2944 case 0:
2945 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
2946 break;
2947 case 1:
2948 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
2949 break;
2950 case 2:
2951 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
2952 break;
2953 case 3:
2954 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
2955 break;
2957 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
2958 args->boolclip.clip_control[0] - 1);
2961 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2962 * and the glsl equivalent
2964 if(need_helper_const(gl_info)) {
2965 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2966 } else {
2967 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2968 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2971 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2973 priv_ctx->footer_written = TRUE;
2976 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
2978 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2979 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2980 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
2981 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2983 if(priv->target_version == ARB) return;
2985 if(vshader)
2987 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
2990 shader_addline(buffer, "RET;\n");
2993 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
2995 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2996 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
2999 /* GL locking is done by the caller */
3000 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3002 GLuint program_id = 0;
3003 GLint pos;
3005 const char *blt_vprogram =
3006 "!!ARBvp1.0\n"
3007 "PARAM c[1] = { { 1, 0.5 } };\n"
3008 "MOV result.position, vertex.position;\n"
3009 "MOV result.color, c[0].x;\n"
3010 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3011 "END\n";
3013 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3014 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3015 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3016 strlen(blt_vprogram), blt_vprogram));
3017 checkGLcall("glProgramStringARB()");
3019 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3020 if (pos != -1)
3022 FIXME("Vertex program error at position %d: %s\n", pos,
3023 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3025 else
3027 GLint native;
3029 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3030 checkGLcall("glGetProgramivARB()");
3031 if (!native) WARN("Program exceeds native resource limits.\n");
3034 return program_id;
3037 /* GL locking is done by the caller */
3038 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
3040 GLuint program_id = 0;
3041 GLint pos;
3043 static const char * const blt_fprograms[tex_type_count] =
3045 /* tex_1d */
3046 NULL,
3047 /* tex_2d */
3048 "!!ARBfp1.0\n"
3049 "TEMP R0;\n"
3050 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3051 "MOV result.depth.z, R0.x;\n"
3052 "END\n",
3053 /* tex_3d */
3054 NULL,
3055 /* tex_cube */
3056 "!!ARBfp1.0\n"
3057 "TEMP R0;\n"
3058 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3059 "MOV result.depth.z, R0.x;\n"
3060 "END\n",
3061 /* tex_rect */
3062 "!!ARBfp1.0\n"
3063 "TEMP R0;\n"
3064 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3065 "MOV result.depth.z, R0.x;\n"
3066 "END\n",
3069 if (!blt_fprograms[tex_type])
3071 FIXME("tex_type %#x not supported\n", tex_type);
3072 tex_type = tex_2d;
3075 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3076 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3077 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3078 strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
3079 checkGLcall("glProgramStringARB()");
3081 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3082 if (pos != -1)
3084 FIXME("Fragment program error at position %d: %s\n", pos,
3085 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3087 else
3089 GLint native;
3091 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3092 checkGLcall("glGetProgramivARB()");
3093 if (!native) WARN("Program exceeds native resource limits.\n");
3096 return program_id;
3099 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3100 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3102 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3104 if(condcode)
3106 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3107 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3108 /* Calculate the > 0.0031308 case */
3109 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3110 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3111 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3112 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3113 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3114 /* Calculate the < case */
3115 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3117 else
3119 /* Calculate the > 0.0031308 case */
3120 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3121 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3122 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3123 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3124 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3125 /* Calculate the < case */
3126 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3127 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3128 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3129 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3130 /* Store the components > 0.0031308 in the destination */
3131 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3132 /* Add the components that are < 0.0031308 */
3133 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3134 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3135 * result.color writes(.rgb first, then .a), or handle overwriting already written
3136 * components. The assembler uses a temporary register in this case, which is usually
3137 * not allocated from one of our registers that were used earlier.
3140 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3141 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3144 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3146 const local_constant *constant;
3148 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3150 if (constant->idx == idx)
3152 return constant->value;
3155 return NULL;
3158 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3159 struct shader_arb_ctx_priv *priv)
3161 const char *texcoords[8] =
3163 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3164 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3166 unsigned int i;
3167 const struct wined3d_shader_signature_element *sig = This->input_signature;
3168 const char *semantic_name;
3169 DWORD semantic_idx;
3171 switch(args->super.vp_mode)
3173 case pretransformed:
3174 case fixedfunction:
3175 /* The pixelshader has to collect the varyings on its own. In any case properly load
3176 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3177 * other attribs to 0.0.
3179 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3180 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3181 * load the texcoord attrib pointers to match the pixel shader signature
3183 for(i = 0; i < MAX_REG_INPUT; i++)
3185 semantic_name = sig[i].semantic_name;
3186 semantic_idx = sig[i].semantic_idx;
3187 if(semantic_name == NULL) continue;
3189 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3191 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3192 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3193 else priv->ps_input[i] = "0.0";
3195 else if(args->super.vp_mode == fixedfunction)
3197 priv->ps_input[i] = "0.0";
3199 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3201 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3202 else priv->ps_input[i] = "0.0";
3204 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3206 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3207 else priv->ps_input[i] = "0.0";
3209 else
3211 priv->ps_input[i] = "0.0";
3214 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3216 break;
3218 case vertexshader:
3219 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3220 * fragment.color
3222 for(i = 0; i < 8; i++)
3224 priv->ps_input[i] = texcoords[i];
3226 priv->ps_input[8] = "fragment.color.primary";
3227 priv->ps_input[9] = "fragment.color.secondary";
3228 break;
3232 /* GL locking is done by the caller */
3233 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3234 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3236 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3237 CONST DWORD *function = This->baseShader.function;
3238 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3239 const local_constant *lconst;
3240 GLuint retval;
3241 char fragcolor[16];
3242 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3243 struct shader_arb_ctx_priv priv_ctx;
3244 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
3245 BOOL want_nv_prog = FALSE;
3246 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3247 GLint errPos;
3248 DWORD map;
3250 char srgbtmp[4][4];
3251 unsigned int i, found = 0;
3253 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3255 if (!(map & 1)
3256 || (This->color0_mov && i == This->color0_reg)
3257 || (reg_maps->shader_version.major < 2 && i == 0))
3258 continue;
3260 sprintf(srgbtmp[found], "R%u", i);
3261 ++found;
3262 if (found == 4) break;
3265 switch(found) {
3266 case 4: dcl_tmp = FALSE; break;
3267 case 0:
3268 sprintf(srgbtmp[0], "TA");
3269 sprintf(srgbtmp[1], "TB");
3270 sprintf(srgbtmp[2], "TC");
3271 sprintf(srgbtmp[3], "TD");
3272 dcl_td = TRUE;
3273 break;
3274 case 1:
3275 sprintf(srgbtmp[1], "TA");
3276 sprintf(srgbtmp[2], "TB");
3277 sprintf(srgbtmp[3], "TC");
3278 break;
3279 case 2:
3280 sprintf(srgbtmp[2], "TA");
3281 sprintf(srgbtmp[3], "TB");
3282 break;
3283 case 3:
3284 sprintf(srgbtmp[3], "TA");
3285 break;
3288 /* Create the hw ARB shader */
3289 memset(&priv_ctx, 0, sizeof(priv_ctx));
3290 priv_ctx.cur_ps_args = args;
3291 priv_ctx.compiled_fprog = compiled;
3292 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3293 init_ps_input(This, args, &priv_ctx);
3294 list_init(&priv_ctx.control_frames);
3296 /* Avoid enabling NV_fragment_program* if we do not need it.
3298 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3299 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3300 * is faster than what we gain from using higher native instructions. There are some things though
3301 * that cannot be emulated. In that case enable the extensions.
3302 * If the extension is enabled, instruction handlers that support both ways will use it.
3304 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3305 * So enable the best we can get.
3307 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3308 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3310 want_nv_prog = TRUE;
3313 shader_addline(buffer, "!!ARBfp1.0\n");
3314 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
3315 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3316 priv_ctx.target_version = NV3;
3317 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
3318 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3319 priv_ctx.target_version = NV2;
3320 } else {
3321 if(want_nv_prog)
3323 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3324 * limits properly
3326 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3327 ERR("Try GLSL\n");
3329 priv_ctx.target_version = ARB;
3332 if(This->baseShader.reg_maps.highest_render_target > 0)
3334 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3337 if (reg_maps->shader_version.major < 3)
3339 switch(args->super.fog) {
3340 case FOG_OFF:
3341 break;
3342 case FOG_LINEAR:
3343 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3344 break;
3345 case FOG_EXP:
3346 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3347 break;
3348 case FOG_EXP2:
3349 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3350 break;
3354 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3355 * unused temps away(but occupies them for the whole shader if they're used once). Always
3356 * declaring them avoids tricky bookkeeping work
3358 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3359 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3360 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3361 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3362 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3363 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3364 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3366 if (reg_maps->shader_version.major < 2)
3368 strcpy(fragcolor, "R0");
3369 } else {
3370 if(args->super.srgb_correction) {
3371 if(This->color0_mov) {
3372 sprintf(fragcolor, "R%u", This->color0_reg);
3373 } else {
3374 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3375 strcpy(fragcolor, "TMP_COLOR");
3377 } else {
3378 strcpy(fragcolor, "result.color");
3382 if(args->super.srgb_correction) {
3383 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3384 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3385 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3386 srgb_sub_high, 0.0, 0.0, 0.0);
3389 /* Base Declarations */
3390 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3391 lconst_map, NULL, &priv_ctx);
3393 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3395 if (!(map & 1)) continue;
3397 cur = compiled->numbumpenvmatconsts;
3398 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3399 compiled->bumpenvmatconst[cur].texunit = i;
3400 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3401 compiled->luminanceconst[cur].texunit = i;
3403 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3404 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3405 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3406 * textures due to conditional NP2 restrictions)
3408 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3409 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3410 * their location is shader dependent anyway and they cannot be loaded globally.
3412 compiled->bumpenvmatconst[cur].const_num = next_local++;
3413 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3414 i, compiled->bumpenvmatconst[cur].const_num);
3415 compiled->numbumpenvmatconsts = cur + 1;
3417 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3419 compiled->luminanceconst[cur].const_num = next_local++;
3420 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3421 i, compiled->luminanceconst[cur].const_num);
3424 for(i = 0; i < MAX_CONST_I; i++)
3426 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3427 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3429 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3431 if(control_values)
3433 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3434 control_values[0], control_values[1], control_values[2]);
3436 else
3438 compiled->int_consts[i] = next_local;
3439 compiled->num_int_consts++;
3440 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3445 if(reg_maps->vpos || reg_maps->usesdsy)
3447 compiled->ycorrection = next_local;
3448 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3450 if(reg_maps->vpos)
3452 shader_addline(buffer, "TEMP vpos;\n");
3453 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3454 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3455 * ycorrection.z: 1.0
3456 * ycorrection.w: 0.0
3458 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3459 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3462 else
3464 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3467 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3468 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3469 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3470 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3471 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3472 * shader compilation errors and the subsequent errors when drawing with this shader. */
3473 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3475 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3476 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3477 const UINT max_lconsts = gl_info->ps_arb_max_local_constants;
3479 fixup->offset = next_local;
3480 fixup->super.active = 0;
3482 cur = 0;
3483 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3484 if (!(map & (1 << i))) continue;
3486 if (fixup->offset + (cur >> 1) < max_lconsts) {
3487 fixup->super.active |= (1 << i);
3488 fixup->super.idx[i] = cur++;
3489 } else {
3490 FIXME("No free constant found to load NP2 fixup data into shader. "
3491 "Sampling from this texture will probably look wrong.\n");
3492 break;
3496 fixup->super.num_consts = (cur + 1) >> 1;
3497 if (fixup->super.num_consts) {
3498 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3499 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3502 next_local += fixup->super.num_consts;
3505 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3507 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3510 /* Base Shader Body */
3511 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3513 if(args->super.srgb_correction) {
3514 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3515 priv_ctx.target_version >= NV2);
3516 } else if(reg_maps->shader_version.major < 2) {
3517 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3519 shader_addline(buffer, "END\n");
3521 /* TODO: change to resource.glObjectHandle or something like that */
3522 GL_EXTCALL(glGenProgramsARB(1, &retval));
3524 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3525 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3527 TRACE("Created hw pixel shader, prg=%d\n", retval);
3528 /* Create the program and check for errors */
3529 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3530 buffer->bsize, buffer->buffer));
3531 checkGLcall("glProgramStringARB()");
3533 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3534 if (errPos != -1)
3536 FIXME("HW PixelShader Error at position %d: %s\n",
3537 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3538 retval = 0;
3540 else
3542 GLint native;
3544 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3545 checkGLcall("glGetProgramivARB()");
3546 if (!native) WARN("Program exceeds native resource limits.\n");
3549 /* Load immediate constants */
3550 if(lconst_map) {
3551 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3552 const float *value = (const float *)lconst->value;
3553 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3554 checkGLcall("glProgramLocalParameter4fvARB");
3556 HeapFree(GetProcessHeap(), 0, lconst_map);
3559 return retval;
3562 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3564 unsigned int i;
3565 int ret;
3567 for(i = 0; i < MAX_REG_INPUT; i++)
3569 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3571 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3572 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3573 continue;
3576 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3577 if(ret != 0) return ret;
3578 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3579 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3580 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3581 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3582 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3584 return 0;
3587 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3589 struct wined3d_shader_signature_element *new;
3590 int i;
3591 char *name;
3593 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3594 for(i = 0; i < MAX_REG_INPUT; i++)
3596 if(sig[i].semantic_name == NULL)
3598 continue;
3601 new[i] = sig[i];
3602 /* Clone the semantic string */
3603 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3604 strcpy(name, sig[i].semantic_name);
3605 new[i].semantic_name = name;
3607 return new;
3610 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3612 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3613 struct ps_signature *found_sig;
3615 if(entry != NULL)
3617 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3618 TRACE("Found existing signature %u\n", found_sig->idx);
3619 return found_sig->idx;
3621 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3622 found_sig->sig = clone_sig(sig);
3623 found_sig->idx = priv->ps_sig_number++;
3624 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3625 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3627 ERR("Failed to insert program entry.\n");
3629 return found_sig->idx;
3632 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3633 struct arb_vs_compiled_shader *compiled)
3635 unsigned int i, j;
3636 static const char *texcoords[8] =
3638 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3639 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3641 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3642 const struct wined3d_shader_signature_element *sig;
3643 const char *semantic_name;
3644 DWORD semantic_idx, reg_idx;
3646 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3647 * and varying 9 to result.color.secondary
3649 const char *decl_idx_to_string[MAX_REG_INPUT] =
3651 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3652 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3653 "result.color.primary", "result.color.secondary"
3656 if(sig_num == ~0)
3658 TRACE("Pixel shader uses builtin varyings\n");
3659 /* Map builtins to builtins */
3660 for(i = 0; i < 8; i++)
3662 priv_ctx->texcrd_output[i] = texcoords[i];
3664 priv_ctx->color_output[0] = "result.color.primary";
3665 priv_ctx->color_output[1] = "result.color.secondary";
3666 priv_ctx->fog_output = "result.fogcoord";
3668 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3669 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3671 semantic_name = shader->output_signature[i].semantic_name;
3672 if(semantic_name == NULL) continue;
3674 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3676 TRACE("o%u is TMP_OUT\n", i);
3677 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3678 else priv_ctx->vs_output[i] = "TA";
3680 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3682 TRACE("o%u is result.pointsize\n", i);
3683 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3684 else priv_ctx->vs_output[i] = "TA";
3686 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3688 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3689 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3690 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3691 else priv_ctx->vs_output[i] = "TA";
3693 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3695 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3696 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3697 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3699 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3701 TRACE("o%u is result.fogcoord\n", i);
3702 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3703 else priv_ctx->vs_output[i] = "result.fogcoord";
3705 else
3707 priv_ctx->vs_output[i] = "TA";
3710 return;
3713 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3714 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3716 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3717 TRACE("Pixel shader uses declared varyings\n");
3719 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3720 for(i = 0; i < 8; i++)
3722 priv_ctx->texcrd_output[i] = "TA";
3724 priv_ctx->color_output[0] = "TA";
3725 priv_ctx->color_output[1] = "TA";
3726 priv_ctx->fog_output = "TA";
3728 for(i = 0; i < MAX_REG_INPUT; i++)
3730 semantic_name = sig[i].semantic_name;
3731 semantic_idx = sig[i].semantic_idx;
3732 reg_idx = sig[i].register_idx;
3733 if(semantic_name == NULL) continue;
3735 /* If a declared input register is not written by builtin arguments, don't write to it.
3736 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3738 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3739 * to TMP_OUT in any case
3741 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3743 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3745 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3747 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3749 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3751 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3753 else
3755 continue;
3758 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3759 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3761 compiled->need_color_unclamp = TRUE;
3765 /* Map declared to declared */
3766 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3768 /* Write unread output to TA to throw them away */
3769 priv_ctx->vs_output[i] = "TA";
3770 semantic_name = shader->output_signature[i].semantic_name;
3771 if(semantic_name == NULL)
3773 continue;
3776 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3777 shader->output_signature[i].semantic_idx == 0)
3779 priv_ctx->vs_output[i] = "TMP_OUT";
3780 continue;
3782 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3783 shader->output_signature[i].semantic_idx == 0)
3785 priv_ctx->vs_output[i] = "result.pointsize";
3786 continue;
3789 for(j = 0; j < MAX_REG_INPUT; j++)
3791 if(sig[j].semantic_name == NULL)
3793 continue;
3796 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3797 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3799 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3801 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3802 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3804 compiled->need_color_unclamp = TRUE;
3811 /* GL locking is done by the caller */
3812 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3813 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3815 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3816 CONST DWORD *function = This->baseShader.function;
3817 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3818 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3819 const local_constant *lconst;
3820 GLuint ret;
3821 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3822 struct shader_arb_ctx_priv priv_ctx;
3823 unsigned int i;
3824 GLint errPos;
3826 memset(&priv_ctx, 0, sizeof(priv_ctx));
3827 priv_ctx.cur_vs_args = args;
3828 list_init(&priv_ctx.control_frames);
3829 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3831 /* Create the hw ARB shader */
3832 shader_addline(buffer, "!!ARBvp1.0\n");
3834 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3835 * mesurable performance penalty, and we can always make use of it for clipplanes.
3837 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3838 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3839 priv_ctx.target_version = NV3;
3840 shader_addline(buffer, "ADDRESS aL;\n");
3841 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3842 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3843 priv_ctx.target_version = NV2;
3844 shader_addline(buffer, "ADDRESS aL;\n");
3845 } else {
3846 priv_ctx.target_version = ARB;
3849 shader_addline(buffer, "TEMP TMP_OUT;\n");
3850 if(need_helper_const(gl_info)) {
3851 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3853 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3854 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3855 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3858 shader_addline(buffer, "TEMP TA;\n");
3860 /* Base Declarations */
3861 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3862 lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3864 for(i = 0; i < MAX_CONST_I; i++)
3866 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3867 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3869 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3871 if(control_values)
3873 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3874 control_values[0], control_values[1], control_values[2]);
3876 else
3878 compiled->int_consts[i] = next_local;
3879 compiled->num_int_consts++;
3880 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3885 /* We need a constant to fixup the final position */
3886 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3887 compiled->pos_fixup = next_local++;
3889 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3890 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3891 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3892 * a replacement shader depend on the texcoord.w being set properly.
3894 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3895 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3896 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3897 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3898 * this can eat a number of instructions, so skip it unless this cap is set as well
3900 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3901 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3903 if ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
3905 int i;
3906 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3907 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3908 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3909 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3915 /* The shader starts with the main function */
3916 priv_ctx.in_main_func = TRUE;
3917 /* Base Shader Body */
3918 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3920 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
3922 shader_addline(buffer, "END\n");
3924 /* TODO: change to resource.glObjectHandle or something like that */
3925 GL_EXTCALL(glGenProgramsARB(1, &ret));
3927 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3928 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3930 TRACE("Created hw vertex shader, prg=%d\n", ret);
3931 /* Create the program and check for errors */
3932 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3933 buffer->bsize, buffer->buffer));
3934 checkGLcall("glProgramStringARB()");
3936 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3937 if (errPos != -1)
3939 FIXME("HW VertexShader Error at position %d: %s\n",
3940 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3941 ret = -1;
3943 else
3945 GLint native;
3947 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3948 checkGLcall("glGetProgramivARB()");
3949 if (!native) WARN("Program exceeds native resource limits.\n");
3951 /* Load immediate constants */
3952 if(lconst_map) {
3953 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3954 const float *value = (const float *)lconst->value;
3955 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3959 HeapFree(GetProcessHeap(), 0, lconst_map);
3961 return ret;
3964 /* GL locking is done by the caller */
3965 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3967 UINT i;
3968 DWORD new_size;
3969 struct arb_ps_compiled_shader *new_array;
3970 struct wined3d_shader_buffer buffer;
3971 struct arb_pshader_private *shader_data;
3972 GLuint ret;
3974 if (!shader->baseShader.backend_data)
3976 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3977 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3978 struct shader_arb_priv *priv = device->shader_priv;
3980 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3981 shader_data = shader->baseShader.backend_data;
3982 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
3984 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
3985 else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
3987 shader_data->has_signature_idx = TRUE;
3988 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
3990 if (!device->vs_clipping)
3991 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
3992 GL_LIMITS(texture_stages) - 1);
3993 else
3994 shader_data->clipplane_emulation = ~0U;
3996 shader_data = shader->baseShader.backend_data;
3998 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3999 * so a linear search is more performant than a hashmap or a binary search
4000 * (cache coherency etc)
4002 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4003 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4004 return &shader_data->gl_shaders[i];
4008 TRACE("No matching GL shader found, compiling a new shader\n");
4009 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4010 if (shader_data->num_gl_shaders)
4012 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4013 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4014 new_size * sizeof(*shader_data->gl_shaders));
4015 } else {
4016 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4017 new_size = 1;
4020 if(!new_array) {
4021 ERR("Out of memory\n");
4022 return 0;
4024 shader_data->gl_shaders = new_array;
4025 shader_data->shader_array_size = new_size;
4028 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4030 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4031 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4033 if (!shader_buffer_init(&buffer))
4035 ERR("Failed to initialize shader buffer.\n");
4036 return 0;
4039 ret = shader_arb_generate_pshader(shader, &buffer, args,
4040 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4041 shader_buffer_free(&buffer);
4042 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4044 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4047 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4048 const DWORD use_map, BOOL skip_int) {
4049 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4050 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4051 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
4052 if(stored->ps_signature != new->ps_signature) return FALSE;
4053 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
4054 if(skip_int) return TRUE;
4056 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4059 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4061 UINT i;
4062 DWORD new_size;
4063 struct arb_vs_compiled_shader *new_array;
4064 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4065 struct wined3d_shader_buffer buffer;
4066 struct arb_vshader_private *shader_data;
4067 GLuint ret;
4068 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4070 if (!shader->baseShader.backend_data)
4072 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4074 shader_data = shader->baseShader.backend_data;
4076 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4077 * so a linear search is more performant than a hashmap or a binary search
4078 * (cache coherency etc)
4080 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4081 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
4082 return &shader_data->gl_shaders[i];
4086 TRACE("No matching GL shader found, compiling a new shader\n");
4088 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4089 if (shader_data->num_gl_shaders)
4091 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4092 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4093 new_size * sizeof(*shader_data->gl_shaders));
4094 } else {
4095 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4096 new_size = 1;
4099 if(!new_array) {
4100 ERR("Out of memory\n");
4101 return 0;
4103 shader_data->gl_shaders = new_array;
4104 shader_data->shader_array_size = new_size;
4107 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4109 if (!shader_buffer_init(&buffer))
4111 ERR("Failed to initialize shader buffer.\n");
4112 return 0;
4115 ret = shader_arb_generate_vshader(shader, &buffer, args,
4116 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4117 shader_buffer_free(&buffer);
4118 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4120 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4123 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4124 struct arb_ps_compile_args *args)
4126 int i;
4127 WORD int_skip;
4128 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4129 find_ps_compile_args(shader, stateblock, &args->super);
4131 /* This forces all local boolean constants to 1 to make them stateblock independent */
4132 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4134 for(i = 0; i < MAX_CONST_B; i++)
4136 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4139 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4140 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4141 * duplicate the shader than have a no-op KIL instruction in every shader
4143 if((!((IWineD3DDeviceImpl *) shader->baseShader.device)->vs_clipping) && use_vs(stateblock) &&
4144 stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE])
4146 args->clip = 1;
4148 else
4150 args->clip = 0;
4153 /* Skip if unused or local, or supported natively */
4154 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4155 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
4157 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4158 return;
4161 for(i = 0; i < MAX_CONST_I; i++)
4163 if(int_skip & (1 << i))
4165 args->loop_ctrl[i][0] = 0;
4166 args->loop_ctrl[i][1] = 0;
4167 args->loop_ctrl[i][2] = 0;
4169 else
4171 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4172 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4173 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4178 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4179 struct arb_vs_compile_args *args)
4181 int i;
4182 WORD int_skip;
4183 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4184 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4185 find_vs_compile_args(shader, stateblock, &args->super);
4187 args->boolclip_compare = 0;
4188 if(use_ps(stateblock))
4190 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4191 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4192 args->ps_signature = shader_priv->input_signature_idx;
4194 args->boolclip.clip_control[0] = shader_priv->clipplane_emulation + 1;
4196 else
4198 args->ps_signature = ~0;
4199 if(!dev->vs_clipping)
4201 args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
4203 /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
4206 if(args->boolclip.clip_control[0])
4208 if(stateblock->renderState[WINED3DRS_CLIPPING])
4210 args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4212 /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
4215 /* This forces all local boolean constants to 1 to make them stateblock independent */
4216 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4217 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4218 for(i = 0; i < MAX_CONST_B; i++)
4220 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
4223 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4224 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4225 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4226 args->vertex_samplers[3] = 0;
4228 /* Skip if unused or local */
4229 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4230 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
4232 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4233 return;
4236 for(i = 0; i < MAX_CONST_I; i++)
4238 if(int_skip & (1 << i))
4240 args->loop_ctrl[i][0] = 0;
4241 args->loop_ctrl[i][1] = 0;
4242 args->loop_ctrl[i][2] = 0;
4244 else
4246 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4247 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4248 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4253 /* GL locking is done by the caller */
4254 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4256 IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4257 struct shader_arb_priv *priv = This->shader_priv;
4258 const struct wined3d_gl_info *gl_info = context->gl_info;
4259 int i;
4261 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4262 if (usePS) {
4263 struct arb_ps_compile_args compile_args;
4264 struct arb_ps_compiled_shader *compiled;
4265 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4267 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4268 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4269 compiled = find_arb_pshader(ps, &compile_args);
4270 priv->current_fprogram_id = compiled->prgId;
4271 priv->compiled_fprog = compiled;
4273 /* Bind the fragment program */
4274 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4275 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4277 if(!priv->use_arbfp_fixed_func) {
4278 /* Enable OpenGL fragment programs */
4279 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4280 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4282 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4284 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4285 * a 1.x and newer shader, reload the first 8 constants
4287 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4289 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4290 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4291 for(i = 0; i < 8; i++)
4293 context->pshader_const_dirty[i] = 1;
4295 /* Also takes care of loading local constants */
4296 shader_arb_load_constants(context, TRUE, FALSE);
4298 else
4300 shader_arb_ps_local_constants(This);
4303 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4304 if (compiled->np2fixup_info.super.active)
4305 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4306 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
4307 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4308 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4309 * replacement shader
4311 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4312 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4313 priv->current_fprogram_id = 0;
4316 if (useVS) {
4317 struct arb_vs_compile_args compile_args;
4318 struct arb_vs_compiled_shader *compiled;
4319 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4321 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4322 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4323 compiled = find_arb_vshader(vs, &compile_args);
4324 priv->current_vprogram_id = compiled->prgId;
4325 priv->compiled_vprog = compiled;
4327 /* Bind the vertex program */
4328 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4329 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4331 /* Enable OpenGL vertex programs */
4332 glEnable(GL_VERTEX_PROGRAM_ARB);
4333 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4334 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4335 shader_arb_vs_local_constants(This);
4337 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4338 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4340 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4341 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4342 checkGLcall("glClampColorARB");
4343 } else {
4344 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4347 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4348 priv->current_vprogram_id = 0;
4349 glDisable(GL_VERTEX_PROGRAM_ARB);
4350 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4354 /* GL locking is done by the caller */
4355 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4356 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4357 struct shader_arb_priv *priv = This->shader_priv;
4358 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
4359 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4361 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4362 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4363 glEnable(GL_VERTEX_PROGRAM_ARB);
4365 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4366 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4367 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4370 /* GL locking is done by the caller */
4371 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4372 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4373 struct shader_arb_priv *priv = This->shader_priv;
4374 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4376 if (priv->current_vprogram_id) {
4377 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4378 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4380 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4381 } else {
4382 glDisable(GL_VERTEX_PROGRAM_ARB);
4383 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4386 if (priv->current_fprogram_id) {
4387 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4388 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4390 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4391 } else if(!priv->use_arbfp_fixed_func) {
4392 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4393 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4397 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4398 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4399 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4400 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4402 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4404 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
4405 struct arb_pshader_private *shader_data = This->baseShader.backend_data;
4406 UINT i;
4408 if(!shader_data) return; /* This can happen if a shader was never compiled */
4409 ENTER_GL();
4411 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4413 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4414 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4415 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4417 LEAVE_GL();
4418 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4419 HeapFree(GetProcessHeap(), 0, shader_data);
4420 This->baseShader.backend_data = NULL;
4421 } else {
4422 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4423 struct arb_vshader_private *shader_data = This->baseShader.backend_data;
4424 UINT i;
4426 if(!shader_data) return; /* This can happen if a shader was never compiled */
4427 ENTER_GL();
4429 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4431 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4432 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4433 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4435 LEAVE_GL();
4436 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4437 HeapFree(GetProcessHeap(), 0, shader_data);
4438 This->baseShader.backend_data = NULL;
4442 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4444 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4445 return compare_sig(key, e->sig);
4448 static const struct wine_rb_functions sig_tree_functions =
4450 wined3d_rb_alloc,
4451 wined3d_rb_realloc,
4452 wined3d_rb_free,
4453 sig_tree_compare
4456 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4457 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4458 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4459 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4461 ERR("RB tree init failed\n");
4462 HeapFree(GetProcessHeap(), 0, priv);
4463 return E_OUTOFMEMORY;
4465 This->shader_priv = priv;
4466 return WINED3D_OK;
4469 static void release_signature(struct wine_rb_entry *entry, void *context)
4471 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4472 int i;
4473 for(i = 0; i < MAX_REG_INPUT; i++)
4475 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4477 HeapFree(GetProcessHeap(), 0, sig->sig);
4478 HeapFree(GetProcessHeap(), 0, sig);
4481 /* Context activation is done by the caller. */
4482 static void shader_arb_free(IWineD3DDevice *iface) {
4483 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4484 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4485 struct shader_arb_priv *priv = This->shader_priv;
4486 int i;
4488 ENTER_GL();
4489 if(priv->depth_blt_vprogram_id) {
4490 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4492 for (i = 0; i < tex_type_count; ++i) {
4493 if (priv->depth_blt_fprogram_id[i]) {
4494 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4497 LEAVE_GL();
4499 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4500 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4503 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4504 return TRUE;
4507 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
4508 struct shader_caps *pCaps)
4510 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4511 * then overwrite the shader specific ones
4513 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4515 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4516 if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
4518 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4519 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4521 else if(GL_LIMITS(vshader_constantsF) >= 256)
4523 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4524 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4525 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4527 else
4529 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4530 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4532 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4535 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4536 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
4538 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4539 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4541 else if(GL_LIMITS(pshader_constantsF) >= 32)
4543 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4544 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4545 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4547 else
4549 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4550 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4552 pCaps->PixelShader1xMaxValue = 8.0f;
4553 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4556 pCaps->VSClipping = use_nv_clip(gl_info);
4559 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4561 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4563 TRACE("Checking support for color_fixup:\n");
4564 dump_color_fixup_desc(fixup);
4567 /* We support everything except YUV conversions. */
4568 if (!is_yuv_fixup(fixup))
4570 TRACE("[OK]\n");
4571 return TRUE;
4574 TRACE("[FAILED]\n");
4575 return FALSE;
4578 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4579 DWORD shift;
4580 char write_mask[20], regstr[50];
4581 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4582 BOOL is_color = FALSE;
4583 const struct wined3d_shader_dst_param *dst;
4585 if (!ins->dst_count) return;
4587 dst = &ins->dst[0];
4588 shift = dst->shift;
4589 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4591 shader_arb_get_write_mask(ins, dst, write_mask);
4592 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4594 /* Generate a line that does the output modifier computation
4595 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4596 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4598 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4599 regstr, write_mask, regstr, shift_tab[shift]);
4602 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4604 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4605 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4606 /* WINED3DSIH_BEM */ pshader_hw_bem,
4607 /* WINED3DSIH_BREAK */ shader_hw_break,
4608 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4609 /* WINED3DSIH_BREAKP */ NULL,
4610 /* WINED3DSIH_CALL */ shader_hw_call,
4611 /* WINED3DSIH_CALLNZ */ NULL,
4612 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4613 /* WINED3DSIH_CND */ pshader_hw_cnd,
4614 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4615 /* WINED3DSIH_DCL */ NULL,
4616 /* WINED3DSIH_DEF */ NULL,
4617 /* WINED3DSIH_DEFB */ NULL,
4618 /* WINED3DSIH_DEFI */ NULL,
4619 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4620 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4621 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4622 /* WINED3DSIH_DST */ shader_hw_map2gl,
4623 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4624 /* WINED3DSIH_DSY */ shader_hw_dsy,
4625 /* WINED3DSIH_ELSE */ shader_hw_else,
4626 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4627 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4628 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4629 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4630 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4631 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4632 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4633 /* WINED3DSIH_IFC */ shader_hw_ifc,
4634 /* WINED3DSIH_LABEL */ shader_hw_label,
4635 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4636 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4637 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4638 /* WINED3DSIH_LOOP */ shader_hw_loop,
4639 /* WINED3DSIH_LRP */ shader_hw_lrp,
4640 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4641 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4642 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4643 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4644 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4645 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4646 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4647 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4648 /* WINED3DSIH_MOV */ shader_hw_mov,
4649 /* WINED3DSIH_MOVA */ shader_hw_mov,
4650 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4651 /* WINED3DSIH_NOP */ shader_hw_nop,
4652 /* WINED3DSIH_NRM */ shader_hw_nrm,
4653 /* WINED3DSIH_PHASE */ NULL,
4654 /* WINED3DSIH_POW */ shader_hw_log_pow,
4655 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4656 /* WINED3DSIH_REP */ shader_hw_rep,
4657 /* WINED3DSIH_RET */ shader_hw_ret,
4658 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4659 /* WINED3DSIH_SETP */ NULL,
4660 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4661 /* WINED3DSIH_SGN */ shader_hw_sgn,
4662 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4663 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4664 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4665 /* WINED3DSIH_TEX */ pshader_hw_tex,
4666 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4667 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4668 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4669 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4670 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4671 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4672 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4673 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4674 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4675 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4676 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4677 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4678 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4679 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4680 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4681 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4682 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4683 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4684 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4685 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4686 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4689 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4691 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4692 WORD bools = 0;
4693 WORD flag = (1 << idx);
4694 const local_constant *constant;
4695 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4697 if(This->baseShader.reg_maps.local_bool_consts & flag)
4699 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4700 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4702 if (constant->idx == idx)
4704 return constant->value[0];
4707 ERR("Local constant not found\n");
4708 return FALSE;
4710 else
4712 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4713 else bools = priv->cur_ps_args->bools;
4714 return bools & flag;
4718 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4719 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
4721 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4723 /* Integer constants can either be a local constant, or they can be stored in the shader
4724 * type specific compile args. */
4725 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4727 const local_constant *constant;
4729 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4731 if (constant->idx == idx)
4733 loop_control->count = constant->value[0];
4734 loop_control->start = constant->value[1];
4735 /* Step is signed. */
4736 loop_control->step = (int)constant->value[2];
4737 return;
4740 /* If this happens the flag was set incorrectly */
4741 ERR("Local constant not found\n");
4742 loop_control->count = 0;
4743 loop_control->start = 0;
4744 loop_control->step = 0;
4745 return;
4748 switch (This->baseShader.reg_maps.shader_version.type)
4750 case WINED3D_SHADER_TYPE_VERTEX:
4751 /* Count and aL start value are unsigned */
4752 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4753 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4754 /* Step is signed. */
4755 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4756 break;
4758 case WINED3D_SHADER_TYPE_PIXEL:
4759 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4760 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4761 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4762 break;
4764 default:
4765 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4766 break;
4770 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4772 unsigned int i;
4773 struct wined3d_shader_dst_param *dst_param = NULL;
4774 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4775 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4776 if(!rec)
4778 ERR("Out of memory\n");
4779 return;
4782 rec->ins = *ins;
4783 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4784 if(!dst_param) goto free;
4785 *dst_param = *ins->dst;
4786 if(ins->dst->reg.rel_addr)
4788 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4789 if(!rel_addr) goto free;
4790 *rel_addr = *ins->dst->reg.rel_addr;
4791 dst_param->reg.rel_addr = rel_addr;
4793 rec->ins.dst = dst_param;
4795 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4796 if(!src_param) goto free;
4797 for(i = 0; i < ins->src_count; i++)
4799 src_param[i] = ins->src[i];
4800 if(ins->src[i].reg.rel_addr)
4802 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4803 if(!rel_addr) goto free;
4804 *rel_addr = *ins->src[i].reg.rel_addr;
4805 src_param[i].reg.rel_addr = rel_addr;
4808 rec->ins.src = src_param;
4809 list_add_tail(list, &rec->entry);
4810 return;
4812 free:
4813 ERR("Out of memory\n");
4814 if(dst_param)
4816 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4817 HeapFree(GetProcessHeap(), 0, dst_param);
4819 if(src_param)
4821 for(i = 0; i < ins->src_count; i++)
4823 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4825 HeapFree(GetProcessHeap(), 0, src_param);
4827 HeapFree(GetProcessHeap(), 0, rec);
4830 static void free_recorded_instruction(struct list *list)
4832 struct recorded_instruction *rec_ins, *entry2;
4833 unsigned int i;
4835 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4837 list_remove(&rec_ins->entry);
4838 if(rec_ins->ins.dst)
4840 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4841 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4843 if(rec_ins->ins.src)
4845 for(i = 0; i < rec_ins->ins.src_count; i++)
4847 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4849 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4851 HeapFree(GetProcessHeap(), 0, rec_ins);
4855 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4856 SHADER_HANDLER hw_fct;
4857 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4858 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4859 struct control_frame *control_frame;
4860 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4861 BOOL bool_const;
4863 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4865 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4866 list_add_head(&priv->control_frames, &control_frame->entry);
4868 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4869 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4871 if(priv->target_version >= NV2)
4873 control_frame->loop_no = priv->num_loops++;
4874 priv->loop_depth++;
4876 else
4878 /* Don't bother recording when we're in a not used if branch */
4879 if(priv->muted)
4881 return;
4884 if(!priv->recording)
4886 list_init(&priv->record);
4887 priv->recording = TRUE;
4888 control_frame->outer_loop = TRUE;
4889 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
4890 return; /* Instruction is handled */
4892 /* Record this loop in the outer loop's recording */
4895 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4897 if(priv->target_version >= NV2)
4899 /* Nothing to do. The control frame is popped after the HW instr handler */
4901 else
4903 struct list *e = list_head(&priv->control_frames);
4904 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4905 list_remove(&control_frame->entry);
4907 if(control_frame->outer_loop)
4909 int iteration, aL = 0;
4910 struct list copy;
4912 /* Turn off recording before playback */
4913 priv->recording = FALSE;
4915 /* Move the recorded instructions to a separate list and get them out of the private data
4916 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4917 * be recorded again, thus priv->record might be overwritten
4919 list_init(&copy);
4920 list_move_tail(&copy, &priv->record);
4921 list_init(&priv->record);
4923 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4925 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4926 control_frame->loop_control.count, control_frame->loop_control.start,
4927 control_frame->loop_control.step);
4928 aL = control_frame->loop_control.start;
4930 else
4932 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
4935 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
4937 struct recorded_instruction *rec_ins;
4938 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4940 priv->aL = aL;
4941 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4943 else
4945 shader_addline(buffer, "#Iteration %d\n", iteration);
4948 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
4950 shader_arb_handle_instruction(&rec_ins->ins);
4953 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4955 aL += control_frame->loop_control.step;
4958 shader_addline(buffer, "#end loop/rep\n");
4960 free_recorded_instruction(&copy);
4961 HeapFree(GetProcessHeap(), 0, control_frame);
4962 return; /* Instruction is handled */
4964 else
4966 /* This is a nested loop. Proceed to the normal recording function */
4967 HeapFree(GetProcessHeap(), 0, control_frame);
4972 if(priv->recording)
4974 record_instruction(&priv->record, ins);
4975 return;
4978 /* boolean if */
4979 if(ins->handler_idx == WINED3DSIH_IF)
4981 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4982 list_add_head(&priv->control_frames, &control_frame->entry);
4983 control_frame->type = IF;
4985 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
4986 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
4987 if(!priv->muted && bool_const == FALSE)
4989 shader_addline(buffer, "#if(FALSE){\n");
4990 priv->muted = TRUE;
4991 control_frame->muting = TRUE;
4993 else shader_addline(buffer, "#if(TRUE) {\n");
4995 return; /* Instruction is handled */
4997 else if(ins->handler_idx == WINED3DSIH_IFC)
4999 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5000 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5001 control_frame->type = IFC;
5002 control_frame->ifc_no = priv->num_ifcs++;
5003 list_add_head(&priv->control_frames, &control_frame->entry);
5005 else if(ins->handler_idx == WINED3DSIH_ELSE)
5007 struct list *e = list_head(&priv->control_frames);
5008 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5010 if(control_frame->type == IF)
5012 shader_addline(buffer, "#} else {\n");
5013 if(!priv->muted && !control_frame->muting)
5015 priv->muted = TRUE;
5016 control_frame->muting = TRUE;
5018 else if(control_frame->muting) priv->muted = FALSE;
5019 return; /* Instruction is handled. */
5021 /* In case of an ifc, generate a HW shader instruction */
5023 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5025 struct list *e = list_head(&priv->control_frames);
5026 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5028 if(control_frame->type == IF)
5030 shader_addline(buffer, "#} endif\n");
5031 if(control_frame->muting) priv->muted = FALSE;
5032 list_remove(&control_frame->entry);
5033 HeapFree(GetProcessHeap(), 0, control_frame);
5034 return; /* Instruction is handled */
5038 if(priv->muted) return;
5040 /* Select handler */
5041 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5043 /* Unhandled opcode */
5044 if (!hw_fct)
5046 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5047 return;
5049 hw_fct(ins);
5051 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5053 struct list *e = list_head(&priv->control_frames);
5054 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5055 list_remove(&control_frame->entry);
5056 HeapFree(GetProcessHeap(), 0, control_frame);
5057 priv->loop_depth--;
5059 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5061 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5062 struct list *e = list_head(&priv->control_frames);
5063 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5064 list_remove(&control_frame->entry);
5065 HeapFree(GetProcessHeap(), 0, control_frame);
5069 shader_arb_add_instruction_modifiers(ins);
5072 const shader_backend_t arb_program_shader_backend = {
5073 shader_arb_handle_instruction,
5074 shader_arb_select,
5075 shader_arb_select_depth_blt,
5076 shader_arb_deselect_depth_blt,
5077 shader_arb_update_float_vertex_constants,
5078 shader_arb_update_float_pixel_constants,
5079 shader_arb_load_constants,
5080 shader_arb_load_np2fixup_constants,
5081 shader_arb_destroy,
5082 shader_arb_alloc,
5083 shader_arb_free,
5084 shader_arb_dirty_const,
5085 shader_arb_get_caps,
5086 shader_arb_color_fixup_supported,
5089 /* ARB_fragment_program fixed function pipeline replacement definitions */
5090 #define ARB_FFP_CONST_TFACTOR 0
5091 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5092 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5093 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5094 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5096 struct arbfp_ffp_desc
5098 struct ffp_frag_desc parent;
5099 GLuint shader;
5100 unsigned int num_textures_used;
5103 /* Context activation is done by the caller. */
5104 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5105 ENTER_GL();
5106 if(enable) {
5107 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5108 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5109 } else {
5110 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5111 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5113 LEAVE_GL();
5116 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5117 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5118 struct shader_arb_priv *priv;
5119 /* Share private data between the shader backend and the pipeline replacement, if both
5120 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5121 * if no pixel shader is bound or not
5123 if(This->shader_backend == &arb_program_shader_backend) {
5124 This->fragment_priv = This->shader_priv;
5125 } else {
5126 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5127 if(!This->fragment_priv) return E_OUTOFMEMORY;
5129 priv = This->fragment_priv;
5130 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5132 ERR("Failed to initialize rbtree.\n");
5133 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5134 return E_OUTOFMEMORY;
5136 priv->use_arbfp_fixed_func = TRUE;
5137 return WINED3D_OK;
5140 /* Context activation is done by the caller. */
5141 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5143 const struct wined3d_gl_info *gl_info = context;
5144 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5146 ENTER_GL();
5147 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5148 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5149 HeapFree(GetProcessHeap(), 0, entry_arb);
5150 LEAVE_GL();
5153 /* Context activation is done by the caller. */
5154 static void arbfp_free(IWineD3DDevice *iface) {
5155 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5156 struct shader_arb_priv *priv = This->fragment_priv;
5158 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5159 priv->use_arbfp_fixed_func = FALSE;
5161 if(This->shader_backend != &arb_program_shader_backend) {
5162 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5166 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5168 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5169 WINED3DTEXOPCAPS_SELECTARG1 |
5170 WINED3DTEXOPCAPS_SELECTARG2 |
5171 WINED3DTEXOPCAPS_MODULATE4X |
5172 WINED3DTEXOPCAPS_MODULATE2X |
5173 WINED3DTEXOPCAPS_MODULATE |
5174 WINED3DTEXOPCAPS_ADDSIGNED2X |
5175 WINED3DTEXOPCAPS_ADDSIGNED |
5176 WINED3DTEXOPCAPS_ADD |
5177 WINED3DTEXOPCAPS_SUBTRACT |
5178 WINED3DTEXOPCAPS_ADDSMOOTH |
5179 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5180 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5181 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5182 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5183 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5184 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5185 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5186 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5187 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5188 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5189 WINED3DTEXOPCAPS_MULTIPLYADD |
5190 WINED3DTEXOPCAPS_LERP |
5191 WINED3DTEXOPCAPS_BUMPENVMAP |
5192 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5194 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5196 caps->MaxTextureBlendStages = 8;
5197 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
5199 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
5201 #undef GLINFO_LOCATION
5203 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5204 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5206 float col[4];
5207 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5209 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5210 * application provided constants
5212 if(device->shader_backend == &arb_program_shader_backend) {
5213 if (use_ps(stateblock)) return;
5215 device = stateblock->wineD3DDevice;
5216 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5217 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5220 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5221 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5222 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5226 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5228 float col[4];
5229 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5231 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5232 * application provided constants
5234 if(device->shader_backend == &arb_program_shader_backend) {
5235 if (use_ps(stateblock)) return;
5237 device = stateblock->wineD3DDevice;
5238 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5239 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5242 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5243 /* The specular color has no alpha */
5244 col[0] = 1.0f; col[1] = 1.0f;
5245 col[2] = 1.0f; col[3] = 0.0f;
5246 } else {
5247 col[0] = 0.0f; col[1] = 0.0f;
5248 col[2] = 0.0f; col[3] = 0.0f;
5250 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5251 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5254 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5256 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5257 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5258 float mat[2][2];
5260 if (use_ps(stateblock))
5262 if (stage != 0
5263 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5265 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5266 * anyway
5268 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5269 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5273 if(device->shader_backend == &arb_program_shader_backend) {
5274 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5275 return;
5277 } else if(device->shader_backend == &arb_program_shader_backend) {
5278 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5279 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5282 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5283 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5284 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5285 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5287 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5288 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5291 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5293 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5294 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5295 float param[4];
5297 if (use_ps(stateblock))
5299 if (stage != 0
5300 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
5302 /* The pixel shader has to know the luminance offset. Do a constants update if it
5303 * isn't scheduled anyway
5305 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5306 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5310 if(device->shader_backend == &arb_program_shader_backend) {
5311 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5312 return;
5314 } else if(device->shader_backend == &arb_program_shader_backend) {
5315 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5316 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5319 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5320 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5321 param[2] = 0.0f;
5322 param[3] = 0.0f;
5324 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5325 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5328 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5330 const char *ret;
5332 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5334 switch(arg & WINED3DTA_SELECTMASK) {
5335 case WINED3DTA_DIFFUSE:
5336 ret = "fragment.color.primary"; break;
5338 case WINED3DTA_CURRENT:
5339 if(stage == 0) ret = "fragment.color.primary";
5340 else ret = "ret";
5341 break;
5343 case WINED3DTA_TEXTURE:
5344 switch(stage) {
5345 case 0: ret = "tex0"; break;
5346 case 1: ret = "tex1"; break;
5347 case 2: ret = "tex2"; break;
5348 case 3: ret = "tex3"; break;
5349 case 4: ret = "tex4"; break;
5350 case 5: ret = "tex5"; break;
5351 case 6: ret = "tex6"; break;
5352 case 7: ret = "tex7"; break;
5353 default: ret = "unknown texture";
5355 break;
5357 case WINED3DTA_TFACTOR:
5358 ret = "tfactor"; break;
5360 case WINED3DTA_SPECULAR:
5361 ret = "fragment.color.secondary"; break;
5363 case WINED3DTA_TEMP:
5364 ret = "tempreg"; break;
5366 case WINED3DTA_CONSTANT:
5367 FIXME("Implement perstage constants\n");
5368 switch(stage) {
5369 case 0: ret = "const0"; break;
5370 case 1: ret = "const1"; break;
5371 case 2: ret = "const2"; break;
5372 case 3: ret = "const3"; break;
5373 case 4: ret = "const4"; break;
5374 case 5: ret = "const5"; break;
5375 case 6: ret = "const6"; break;
5376 case 7: ret = "const7"; break;
5377 default: ret = "unknown constant";
5379 break;
5381 default:
5382 return "unknown";
5385 if(arg & WINED3DTA_COMPLEMENT) {
5386 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5387 if(argnum == 0) ret = "arg0";
5388 if(argnum == 1) ret = "arg1";
5389 if(argnum == 2) ret = "arg2";
5391 if(arg & WINED3DTA_ALPHAREPLICATE) {
5392 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5393 if(argnum == 0) ret = "arg0";
5394 if(argnum == 1) ret = "arg1";
5395 if(argnum == 2) ret = "arg2";
5397 return ret;
5400 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5401 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5403 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5404 unsigned int mul = 1;
5405 BOOL mul_final_dest = FALSE;
5407 if(color && alpha) dstmask = "";
5408 else if(color) dstmask = ".xyz";
5409 else dstmask = ".w";
5411 if(dst == tempreg) dstreg = "tempreg";
5412 else dstreg = "ret";
5414 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5415 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5416 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5418 switch(op) {
5419 case WINED3DTOP_DISABLE:
5420 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5421 break;
5423 case WINED3DTOP_SELECTARG2:
5424 arg1 = arg2;
5425 case WINED3DTOP_SELECTARG1:
5426 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5427 break;
5429 case WINED3DTOP_MODULATE4X:
5430 mul = 2;
5431 case WINED3DTOP_MODULATE2X:
5432 mul *= 2;
5433 if(strcmp(dstreg, "result.color") == 0) {
5434 dstreg = "ret";
5435 mul_final_dest = TRUE;
5437 case WINED3DTOP_MODULATE:
5438 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5439 break;
5441 case WINED3DTOP_ADDSIGNED2X:
5442 mul = 2;
5443 if(strcmp(dstreg, "result.color") == 0) {
5444 dstreg = "ret";
5445 mul_final_dest = TRUE;
5447 case WINED3DTOP_ADDSIGNED:
5448 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5449 arg2 = "arg2";
5450 case WINED3DTOP_ADD:
5451 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5452 break;
5454 case WINED3DTOP_SUBTRACT:
5455 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5456 break;
5458 case WINED3DTOP_ADDSMOOTH:
5459 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5460 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5461 break;
5463 case WINED3DTOP_BLENDCURRENTALPHA:
5464 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5465 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5466 break;
5467 case WINED3DTOP_BLENDFACTORALPHA:
5468 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5469 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5470 break;
5471 case WINED3DTOP_BLENDTEXTUREALPHA:
5472 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5473 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5474 break;
5475 case WINED3DTOP_BLENDDIFFUSEALPHA:
5476 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5477 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5478 break;
5480 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5481 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5482 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5483 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5484 break;
5486 /* D3DTOP_PREMODULATE ???? */
5488 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5489 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5490 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5491 break;
5492 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5493 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5494 break;
5495 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5496 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5497 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5498 break;
5499 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5500 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5501 break;
5503 case WINED3DTOP_DOTPRODUCT3:
5504 mul = 4;
5505 if(strcmp(dstreg, "result.color") == 0) {
5506 dstreg = "ret";
5507 mul_final_dest = TRUE;
5509 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5510 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5511 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5512 break;
5514 case WINED3DTOP_MULTIPLYADD:
5515 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5516 break;
5518 case WINED3DTOP_LERP:
5519 /* The msdn is not quite right here */
5520 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5521 break;
5523 case WINED3DTOP_BUMPENVMAP:
5524 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5525 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5526 break;
5528 default:
5529 FIXME("Unhandled texture op %08x\n", op);
5532 if(mul == 2) {
5533 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5534 } else if(mul == 4) {
5535 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5539 /* The stateblock is passed for GLINFO_LOCATION */
5540 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5542 unsigned int stage;
5543 struct wined3d_shader_buffer buffer;
5544 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5545 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5546 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5547 const char *textype;
5548 const char *instr, *sat;
5549 char colorcor_dst[8];
5550 GLuint ret;
5551 DWORD arg0, arg1, arg2;
5552 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5553 BOOL op_equal;
5554 const char *final_combiner_src = "ret";
5555 GLint pos;
5557 /* Find out which textures are read */
5558 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5559 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5560 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5561 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5562 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5563 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5564 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5565 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5567 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5568 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5569 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5570 bump_used[stage] = TRUE;
5571 tex_read[stage] = TRUE;
5573 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5574 bump_used[stage] = TRUE;
5575 tex_read[stage] = TRUE;
5576 luminance_used[stage] = TRUE;
5577 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5578 tfactor_used = TRUE;
5581 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5582 tfactor_used = TRUE;
5585 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5586 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5587 tempreg_used = TRUE;
5590 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5591 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5592 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5593 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5594 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5595 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5596 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5598 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5599 tempreg_used = TRUE;
5601 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5602 tfactor_used = TRUE;
5606 /* Shader header */
5607 if (!shader_buffer_init(&buffer))
5609 ERR("Failed to initialize shader buffer.\n");
5610 return 0;
5613 shader_addline(&buffer, "!!ARBfp1.0\n");
5615 switch(settings->fog) {
5616 case FOG_OFF: break;
5617 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5618 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5619 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5620 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5623 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5624 shader_addline(&buffer, "TEMP TMP;\n");
5625 shader_addline(&buffer, "TEMP ret;\n");
5626 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5627 shader_addline(&buffer, "TEMP arg0;\n");
5628 shader_addline(&buffer, "TEMP arg1;\n");
5629 shader_addline(&buffer, "TEMP arg2;\n");
5630 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5631 if(!tex_read[stage]) continue;
5632 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5633 if(!bump_used[stage]) continue;
5634 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5635 if(!luminance_used[stage]) continue;
5636 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5638 if(tfactor_used) {
5639 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5641 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5643 if(settings->sRGB_write) {
5644 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5645 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5646 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5647 srgb_sub_high, 0.0, 0.0, 0.0);
5650 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5652 /* Generate texture sampling instructions) */
5653 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5654 if(!tex_read[stage]) continue;
5656 switch(settings->op[stage].tex_type) {
5657 case tex_1d: textype = "1D"; break;
5658 case tex_2d: textype = "2D"; break;
5659 case tex_3d: textype = "3D"; break;
5660 case tex_cube: textype = "CUBE"; break;
5661 case tex_rect: textype = "RECT"; break;
5662 default: textype = "unexpected_textype"; break;
5665 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5666 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5667 sat = "";
5668 } else {
5669 sat = "_SAT";
5672 if(settings->op[stage].projected == proj_none) {
5673 instr = "TEX";
5674 } else if(settings->op[stage].projected == proj_count4 ||
5675 settings->op[stage].projected == proj_count3) {
5676 instr = "TXP";
5677 } else {
5678 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5679 instr = "TXP";
5682 if(stage > 0 &&
5683 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5684 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5685 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5686 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5687 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5688 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5690 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5691 * so multiply the displacement with the dividing parameter before passing it to TXP
5693 if (settings->op[stage].projected != proj_none) {
5694 if(settings->op[stage].projected == proj_count4) {
5695 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5696 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5697 } else {
5698 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5699 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5701 } else {
5702 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5705 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5706 instr, sat, stage, stage, textype);
5707 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5708 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5709 stage - 1, stage - 1, stage - 1);
5710 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5712 } else if(settings->op[stage].projected == proj_count3) {
5713 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5714 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5715 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5716 instr, sat, stage, stage, textype);
5717 } else {
5718 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5719 instr, sat, stage, stage, stage, textype);
5722 sprintf(colorcor_dst, "tex%u", stage);
5723 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5724 settings->op[stage].color_fixup);
5727 /* Generate the main shader */
5728 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5729 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5730 if(stage == 0) {
5731 final_combiner_src = "fragment.color.primary";
5733 break;
5736 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5737 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5738 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5739 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5740 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5741 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5742 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5743 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5744 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5745 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5746 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5747 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5748 } else {
5749 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5750 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5751 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5752 settings->op[stage].carg2 == settings->op[stage].aarg2;
5755 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5756 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5757 settings->op[stage].cop, settings->op[stage].carg0,
5758 settings->op[stage].carg1, settings->op[stage].carg2);
5759 if(stage == 0) {
5760 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5762 } else if(op_equal) {
5763 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5764 settings->op[stage].cop, settings->op[stage].carg0,
5765 settings->op[stage].carg1, settings->op[stage].carg2);
5766 } else {
5767 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5768 settings->op[stage].cop, settings->op[stage].carg0,
5769 settings->op[stage].carg1, settings->op[stage].carg2);
5770 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5771 settings->op[stage].aop, settings->op[stage].aarg0,
5772 settings->op[stage].aarg1, settings->op[stage].aarg2);
5776 if(settings->sRGB_write) {
5777 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5778 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5779 } else {
5780 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5783 /* Footer */
5784 shader_addline(&buffer, "END\n");
5786 /* Generate the shader */
5787 GL_EXTCALL(glGenProgramsARB(1, &ret));
5788 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5789 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
5790 strlen(buffer.buffer), buffer.buffer));
5791 checkGLcall("glProgramStringARB()");
5793 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5794 if (pos != -1)
5796 FIXME("Fragment program error at position %d: %s\n", pos,
5797 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5799 else
5801 GLint native;
5803 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
5804 checkGLcall("glGetProgramivARB()");
5805 if (!native) WARN("Program exceeds native resource limits.\n");
5808 shader_buffer_free(&buffer);
5809 return ret;
5812 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5814 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5815 struct shader_arb_priv *priv = device->fragment_priv;
5816 BOOL use_pshader = use_ps(stateblock);
5817 BOOL use_vshader = use_vs(stateblock);
5818 struct ffp_frag_settings settings;
5819 const struct arbfp_ffp_desc *desc;
5820 unsigned int i;
5822 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5824 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5825 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5826 /* Reload fixed function constants since they collide with the pixel shader constants */
5827 for(i = 0; i < MAX_TEXTURES; i++) {
5828 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5830 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5831 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5832 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5833 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5835 return;
5838 if(!use_pshader) {
5839 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5840 gen_ffp_frag_op(stateblock, &settings, FALSE);
5841 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5842 if(!desc) {
5843 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5844 if (!new_desc)
5846 ERR("Out of memory\n");
5847 return;
5849 new_desc->num_textures_used = 0;
5850 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5851 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5852 new_desc->num_textures_used = i;
5855 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5856 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5857 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5858 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5859 desc = new_desc;
5862 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5863 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5864 * deactivate it.
5866 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5867 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5868 priv->current_fprogram_id = desc->shader;
5870 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5871 /* Reload fixed function constants since they collide with the pixel shader constants */
5872 for(i = 0; i < MAX_TEXTURES; i++) {
5873 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5875 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5876 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5878 context->last_was_pshader = FALSE;
5879 } else {
5880 context->last_was_pshader = TRUE;
5883 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5884 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5885 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5886 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5887 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5889 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5890 * shader handler
5892 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5893 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5895 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5896 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5899 if(use_pshader) {
5900 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5904 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5905 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5906 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5907 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5908 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5910 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5912 enum fogsource new_source;
5914 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5916 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5917 fragment_prog_arbfp(state, stateblock, context);
5920 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5922 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5923 if(use_vs(stateblock)) {
5924 new_source = FOGSOURCE_VS;
5925 } else {
5926 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5927 new_source = FOGSOURCE_COORD;
5928 } else {
5929 new_source = FOGSOURCE_FFP;
5932 } else {
5933 new_source = FOGSOURCE_FFP;
5935 if(new_source != context->fog_source) {
5936 context->fog_source = new_source;
5937 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5941 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5943 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5944 fragment_prog_arbfp(state, stateblock, context);
5948 #undef GLINFO_LOCATION
5950 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5951 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5952 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5953 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5954 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5955 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5956 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5957 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5958 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5959 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5960 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5961 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5962 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5963 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5964 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5965 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5966 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5967 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5968 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5969 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5970 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5971 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5972 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5973 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5974 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5975 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5976 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5977 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5978 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5979 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5980 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5981 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5982 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5983 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5984 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5985 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5986 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5987 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5988 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5989 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5990 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5991 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5992 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5993 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5994 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5995 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5996 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5997 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5998 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5999 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6000 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6001 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6002 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6003 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6004 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6005 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6006 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6007 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6008 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6009 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6010 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6011 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6012 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6013 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6014 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6015 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6016 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6017 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6018 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6019 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6020 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6021 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6022 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6023 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6024 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6025 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6026 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6027 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6028 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6029 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6030 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6031 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6032 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6033 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6034 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6035 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6036 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6037 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6038 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6039 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6040 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6041 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6042 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6043 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6044 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6045 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6046 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6047 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6048 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6049 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6050 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6051 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6052 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6053 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6054 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6055 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6056 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6057 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6058 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6059 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6060 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6061 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6062 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6063 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6064 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6065 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6066 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6067 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6068 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6069 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6070 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6071 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6072 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6073 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6074 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6075 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6076 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6077 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6078 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6079 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6080 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6081 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6082 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6083 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6084 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6085 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6086 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6087 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6088 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6089 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6090 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6091 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6092 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6093 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6094 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6095 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6096 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6097 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6098 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6101 const struct fragment_pipeline arbfp_fragment_pipeline = {
6102 arbfp_enable,
6103 arbfp_get_caps,
6104 arbfp_alloc,
6105 arbfp_free,
6106 shader_arb_color_fixup_supported,
6107 arbfp_fragmentstate_template,
6108 TRUE /* We can disable projected textures */
6111 #define GLINFO_LOCATION device->adapter->gl_info
6113 struct arbfp_blit_priv {
6114 GLenum yuy2_rect_shader, yuy2_2d_shader;
6115 GLenum uyvy_rect_shader, uyvy_2d_shader;
6116 GLenum yv12_rect_shader, yv12_2d_shader;
6119 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6120 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6121 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6122 if(!device->blit_priv) {
6123 ERR("Out of memory\n");
6124 return E_OUTOFMEMORY;
6126 return WINED3D_OK;
6129 /* Context activation is done by the caller. */
6130 static void arbfp_blit_free(IWineD3DDevice *iface) {
6131 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6132 struct arbfp_blit_priv *priv = device->blit_priv;
6134 ENTER_GL();
6135 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6136 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6137 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6138 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6139 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6140 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6141 checkGLcall("Delete yuv programs");
6142 LEAVE_GL();
6145 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
6146 GLenum textype, char *luminance)
6148 char chroma;
6149 const char *tex, *texinstr;
6151 if (yuv_fixup == YUV_FIXUP_UYVY) {
6152 chroma = 'x';
6153 *luminance = 'w';
6154 } else {
6155 chroma = 'w';
6156 *luminance = 'x';
6158 switch(textype) {
6159 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6160 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6161 default:
6162 /* This is more tricky than just replacing the texture type - we have to navigate
6163 * properly in the texture to find the correct chroma values
6165 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6166 return FALSE;
6169 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6170 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6171 * filtering when we sample the texture.
6173 * These are the rules for reading the chroma:
6175 * Even pixel: Cr
6176 * Even pixel: U
6177 * Odd pixel: V
6179 * So we have to get the sampling x position in non-normalized coordinates in integers
6181 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6182 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6183 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6184 } else {
6185 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6187 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6188 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6189 * 0.5, so add 0.5.
6191 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6192 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6194 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6195 * even and odd pixels respectively
6197 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6198 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6200 /* Sample Pixel 1 */
6201 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6203 /* Put the value into either of the chroma values */
6204 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6205 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6206 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6207 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6209 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6210 * the pixel right to the current one. Otherwise, sample the left pixel.
6211 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6213 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6214 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6215 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6217 /* Put the value into the other chroma */
6218 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6219 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6220 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6221 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6223 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6224 * the current one and lerp the two U and V values
6227 /* This gives the correctly filtered luminance value */
6228 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6230 return TRUE;
6233 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6235 const char *tex;
6237 switch(textype) {
6238 case GL_TEXTURE_2D: tex = "2D"; break;
6239 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6240 default:
6241 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6242 return FALSE;
6245 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6246 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6247 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6248 * pitch of the luminance plane, the packing into the gl texture is a bit
6249 * unfortunate. If the whole texture is interpreted as luminance data it looks
6250 * approximately like this:
6252 * +----------------------------------+----
6253 * | |
6254 * | |
6255 * | |
6256 * | |
6257 * | | 2
6258 * | LUMINANCE | -
6259 * | | 3
6260 * | |
6261 * | |
6262 * | |
6263 * | |
6264 * +----------------+-----------------+----
6265 * | | |
6266 * | U even rows | U odd rows |
6267 * | | | 1
6268 * +----------------+------------------ -
6269 * | | | 3
6270 * | V even rows | V odd rows |
6271 * | | |
6272 * +----------------+-----------------+----
6273 * | | |
6274 * | 0.5 | 0.5 |
6276 * So it appears as if there are 4 chroma images, but in fact the odd rows
6277 * in the chroma images are in the same row as the even ones. So its is
6278 * kinda tricky to read
6280 * When reading from rectangle textures, keep in mind that the input y coordinates
6281 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6283 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6284 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6286 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6287 /* the chroma planes have only half the width */
6288 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6290 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6291 * the coordinate. Also read the right side of the image when reading odd lines
6293 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6294 * bleeding
6296 if(textype == GL_TEXTURE_2D) {
6298 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6300 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6302 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6303 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6305 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6306 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6307 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6308 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6309 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6311 /* clamp, keep the half pixel origin in mind */
6312 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6313 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6314 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6315 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6316 } else {
6317 /* Read from [size - size+size/4] */
6318 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6319 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6321 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6322 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6323 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6324 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6325 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6326 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6328 /* Make sure to read exactly from the pixel center */
6329 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6330 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6332 /* Clamp */
6333 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6334 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6335 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6336 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6337 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6339 /* Read the texture, put the result into the output register */
6340 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6341 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6343 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6344 * No need to clamp because we're just reusing the already clamped value from above
6346 if(textype == GL_TEXTURE_2D) {
6347 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6348 } else {
6349 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6351 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6352 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6354 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6355 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6356 * values due to filtering
6358 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6359 if(textype == GL_TEXTURE_2D) {
6360 /* Multiply the y coordinate by 2/3 and clamp it */
6361 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6362 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6363 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6364 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6365 } else {
6366 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6367 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6368 * is bigger
6370 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6371 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6372 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6374 *luminance = 'a';
6376 return TRUE;
6379 /* Context activation is done by the caller. */
6380 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
6382 GLenum shader;
6383 struct wined3d_shader_buffer buffer;
6384 char luminance_component;
6385 struct arbfp_blit_priv *priv = device->blit_priv;
6386 GLint pos;
6388 /* Shader header */
6389 if (!shader_buffer_init(&buffer))
6391 ERR("Failed to initialize shader buffer.\n");
6392 return 0;
6395 ENTER_GL();
6396 GL_EXTCALL(glGenProgramsARB(1, &shader));
6397 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6398 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6399 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6400 LEAVE_GL();
6401 if(!shader) {
6402 shader_buffer_free(&buffer);
6403 return 0;
6406 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6407 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6408 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6409 * each single pixel it contains, and one U and one V value shared between both
6410 * pixels.
6412 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6413 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6414 * take the format into account when generating the read swizzles
6416 * Reading the Y value is straightforward - just sample the texture. The hardware
6417 * takes care of filtering in the horizontal and vertical direction.
6419 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6420 * because that would mix the U and V values of one pixel or two adjacent pixels.
6421 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6422 * regardless of the filtering setting. Vertical filtering works automatically
6423 * though - the U and V values of two rows are mixed nicely.
6425 * Appart of avoiding filtering issues, the code has to know which value it just
6426 * read, and where it can find the other one. To determine this, it checks if
6427 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6429 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6430 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6432 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6433 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6434 * in an unfiltered situation. Finding the luminance on the other hand requires
6435 * finding out if it is an odd or even pixel. The real drawback of this approach
6436 * is filtering. This would have to be emulated completely in the shader, reading
6437 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6438 * vertically. Beyond that it would require adjustments to the texture handling
6439 * code to deal with the width scaling
6441 shader_addline(&buffer, "!!ARBfp1.0\n");
6442 shader_addline(&buffer, "TEMP luminance;\n");
6443 shader_addline(&buffer, "TEMP temp;\n");
6444 shader_addline(&buffer, "TEMP chroma;\n");
6445 shader_addline(&buffer, "TEMP texcrd;\n");
6446 shader_addline(&buffer, "TEMP texcrd2;\n");
6447 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6448 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6449 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6451 switch (yuv_fixup)
6453 case YUV_FIXUP_UYVY:
6454 case YUV_FIXUP_YUY2:
6455 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6457 shader_buffer_free(&buffer);
6458 return 0;
6460 break;
6462 case YUV_FIXUP_YV12:
6463 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6465 shader_buffer_free(&buffer);
6466 return 0;
6468 break;
6470 default:
6471 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6472 shader_buffer_free(&buffer);
6473 return 0;
6476 /* Calculate the final result. Formula is taken from
6477 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6478 * ranges from -0.5 to 0.5
6480 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6482 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6483 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6484 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6485 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6486 shader_addline(&buffer, "END\n");
6488 ENTER_GL();
6489 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6490 strlen(buffer.buffer), buffer.buffer));
6491 checkGLcall("glProgramStringARB()");
6493 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6494 if (pos != -1)
6496 FIXME("Fragment program error at position %d: %s\n", pos,
6497 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6499 else
6501 GLint native;
6503 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6504 checkGLcall("glGetProgramivARB()");
6505 if (!native) WARN("Program exceeds native resource limits.\n");
6508 shader_buffer_free(&buffer);
6509 LEAVE_GL();
6511 switch (yuv_fixup)
6513 case YUV_FIXUP_YUY2:
6514 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6515 else priv->yuy2_2d_shader = shader;
6516 break;
6518 case YUV_FIXUP_UYVY:
6519 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6520 else priv->uyvy_2d_shader = shader;
6521 break;
6523 case YUV_FIXUP_YV12:
6524 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6525 else priv->yv12_2d_shader = shader;
6526 break;
6529 return shader;
6532 /* Context activation is done by the caller. */
6533 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6534 GLenum textype, UINT width, UINT height)
6536 GLenum shader;
6537 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6538 float size[4] = {width, height, 1, 1};
6539 struct arbfp_blit_priv *priv = device->blit_priv;
6540 enum yuv_fixup yuv_fixup;
6542 if (!is_yuv_fixup(format_desc->color_fixup))
6544 TRACE("Fixup:\n");
6545 dump_color_fixup_desc(format_desc->color_fixup);
6546 /* Don't bother setting up a shader for unconverted formats */
6547 ENTER_GL();
6548 glEnable(textype);
6549 checkGLcall("glEnable(textype)");
6550 LEAVE_GL();
6551 return WINED3D_OK;
6554 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6556 switch(yuv_fixup)
6558 case YUV_FIXUP_YUY2:
6559 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6560 break;
6562 case YUV_FIXUP_UYVY:
6563 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6564 break;
6566 case YUV_FIXUP_YV12:
6567 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6568 break;
6570 default:
6571 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6572 ENTER_GL();
6573 glEnable(textype);
6574 checkGLcall("glEnable(textype)");
6575 LEAVE_GL();
6576 return E_NOTIMPL;
6579 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6581 ENTER_GL();
6582 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6583 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6584 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6585 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6586 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6587 checkGLcall("glProgramLocalParameter4fvARB");
6588 LEAVE_GL();
6590 return WINED3D_OK;
6593 /* Context activation is done by the caller. */
6594 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6595 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6597 ENTER_GL();
6598 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6599 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6600 glDisable(GL_TEXTURE_2D);
6601 checkGLcall("glDisable(GL_TEXTURE_2D)");
6602 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6603 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6604 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6606 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6607 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6608 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6610 LEAVE_GL();
6613 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6615 enum yuv_fixup yuv_fixup;
6617 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6619 TRACE("Checking support for fixup:\n");
6620 dump_color_fixup_desc(fixup);
6623 if (is_identity_fixup(fixup))
6625 TRACE("[OK]\n");
6626 return TRUE;
6629 /* We only support YUV conversions. */
6630 if (!is_yuv_fixup(fixup))
6632 TRACE("[FAILED]\n");
6633 return FALSE;
6636 yuv_fixup = get_yuv_fixup(fixup);
6637 switch(yuv_fixup)
6639 case YUV_FIXUP_YUY2:
6640 case YUV_FIXUP_UYVY:
6641 case YUV_FIXUP_YV12:
6642 TRACE("[OK]\n");
6643 return TRUE;
6645 default:
6646 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6647 TRACE("[FAILED]\n");
6648 return FALSE;
6652 const struct blit_shader arbfp_blit = {
6653 arbfp_blit_alloc,
6654 arbfp_blit_free,
6655 arbfp_blit_set,
6656 arbfp_blit_unset,
6657 arbfp_blit_color_fixup_supported,
6660 #undef GLINFO_LOCATION