wined3d: Make the "address" shader_reg_maps member a bitmap.
[wine/wine-gecko.git] / dlls / wined3d / arb_program_shader.c
blob22835b1f165456587d4848ff108994d3a7c9ebcf
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);
58 static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
60 if (!GL_SUPPORT(NV_VERTEX_PROGRAM) /* Need to init colors. */
61 || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
62 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
63 || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
65 return TRUE;
67 return FALSE;
70 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
72 unsigned int ret = 1;
73 /* We use one PARAM for the pos fixup, and in some cases one to load
74 * some immediate values into the shader
76 if(need_helper_const(gl_info)) ret++;
77 if(need_mova_const(shader, gl_info)) ret++;
78 return ret;
81 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
83 return stateblock->lowest_disabled_stage < 7;
86 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
87 * so upload them above that
89 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
90 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
92 /* ARB_program_shader private data */
94 struct control_frame
96 struct list entry;
97 enum
99 IF,
100 IFC,
101 LOOP,
103 } type;
104 BOOL muting;
105 BOOL outer_loop;
106 union
108 unsigned int loop_no;
109 unsigned int ifc_no;
111 struct wined3d_shader_loop_control loop_control;
112 BOOL had_else;
115 struct arb_ps_np2fixup_info
117 struct ps_np2fixup_info super;
118 /* For ARB we need a offset value:
119 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
120 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
121 * array we need an offset to the index inside the program local parameter array. */
122 UINT offset;
125 struct arb_ps_compile_args
127 struct ps_compile_args super;
128 DWORD bools; /* WORD is enough, use DWORD for alignment */
129 unsigned char loop_ctrl[MAX_CONST_I][3];
132 struct stb_const_desc
134 unsigned char texunit;
135 UINT const_num;
138 struct arb_ps_compiled_shader
140 struct arb_ps_compile_args args;
141 struct arb_ps_np2fixup_info np2fixup_info;
142 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
143 struct stb_const_desc luminanceconst[MAX_TEXTURES];
144 UINT int_consts[MAX_CONST_I];
145 GLuint prgId;
146 UINT ycorrection;
147 unsigned char numbumpenvmatconsts;
148 char num_int_consts;
151 struct arb_vs_compile_args
153 struct vs_compile_args super;
154 union
156 struct
158 WORD bools;
159 char clip_control[2];
160 } boolclip;
161 DWORD boolclip_compare;
163 DWORD ps_signature;
164 union
166 unsigned char vertex_samplers[4];
167 DWORD vertex_samplers_compare;
169 unsigned char loop_ctrl[MAX_CONST_I][3];
172 struct arb_vs_compiled_shader
174 struct arb_vs_compile_args args;
175 GLuint prgId;
176 UINT int_consts[MAX_CONST_I];
177 char num_int_consts;
178 char need_color_unclamp;
179 UINT pos_fixup;
182 struct recorded_instruction
184 struct wined3d_shader_instruction ins;
185 struct list entry;
188 struct shader_arb_ctx_priv
190 char addr_reg[20];
191 enum
193 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
194 ARB,
195 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
196 NV2,
197 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
199 } target_version;
201 const struct arb_vs_compile_args *cur_vs_args;
202 const struct arb_ps_compile_args *cur_ps_args;
203 const struct arb_ps_compiled_shader *compiled_fprog;
204 const struct arb_vs_compiled_shader *compiled_vprog;
205 struct arb_ps_np2fixup_info *cur_np2fixup_info;
206 struct list control_frames;
207 struct list record;
208 BOOL recording;
209 BOOL muted;
210 unsigned int num_loops, loop_depth, num_ifcs;
211 int aL;
213 unsigned int vs_clipplanes;
214 BOOL footer_written;
215 BOOL in_main_func;
217 /* For 3.0 vertex shaders */
218 const char *vs_output[MAX_REG_OUTPUT];
219 /* For 2.x and earlier vertex shaders */
220 const char *texcrd_output[8], *color_output[2], *fog_output;
222 /* 3.0 pshader input for compatibility with fixed function */
223 const char *ps_input[MAX_REG_INPUT];
226 struct ps_signature
228 struct wined3d_shader_signature_element *sig;
229 DWORD idx;
230 struct wine_rb_entry entry;
233 struct arb_pshader_private {
234 struct arb_ps_compiled_shader *gl_shaders;
235 UINT num_gl_shaders, shader_array_size;
236 BOOL has_signature_idx;
237 DWORD input_signature_idx;
238 DWORD clipplane_emulation;
239 BOOL clamp_consts;
242 struct arb_vshader_private {
243 struct arb_vs_compiled_shader *gl_shaders;
244 UINT num_gl_shaders, shader_array_size;
247 struct shader_arb_priv
249 GLuint current_vprogram_id;
250 GLuint current_fprogram_id;
251 const struct arb_ps_compiled_shader *compiled_fprog;
252 const struct arb_vs_compiled_shader *compiled_vprog;
253 GLuint depth_blt_vprogram_id;
254 GLuint depth_blt_fprogram_id[tex_type_count];
255 BOOL use_arbfp_fixed_func;
256 struct wine_rb_tree fragment_shaders;
257 BOOL last_ps_const_clamped;
258 BOOL last_vs_color_unclamp;
260 struct wine_rb_tree signature_tree;
261 DWORD ps_sig_number;
264 /********************************************************
265 * ARB_[vertex/fragment]_program helper functions follow
266 ********************************************************/
268 /**
269 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
270 * When constant_list == NULL, it will load all the constants.
272 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
273 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
275 /* GL locking is done by the caller */
276 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
277 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
279 local_constant* lconst;
280 DWORD i = 0, j;
281 unsigned int ret;
283 if (TRACE_ON(d3d_shader)) {
284 for(i = 0; i < max_constants; i++) {
285 if(!dirty_consts[i]) continue;
286 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
287 constants[i * 4 + 0], constants[i * 4 + 1],
288 constants[i * 4 + 2], constants[i * 4 + 3]);
291 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
292 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
294 float lcl_const[4];
295 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
296 * shaders, the first 8 constants are marked dirty for reload
298 for(; i < min(8, max_constants); i++) {
299 if(!dirty_consts[i]) continue;
300 dirty_consts[i] = 0;
302 j = 4 * i;
303 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
304 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
305 else lcl_const[0] = constants[j + 0];
307 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
308 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
309 else lcl_const[1] = constants[j + 1];
311 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
312 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
313 else lcl_const[2] = constants[j + 2];
315 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
316 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
317 else lcl_const[3] = constants[j + 3];
319 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
322 /* If further constants are dirty, reload them without clamping.
324 * The alternative is not to touch them, but then we cannot reset the dirty constant count
325 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
326 * above would always re-check the first 8 constants since max_constant remains at the init
327 * value
331 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
332 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
333 * or just reloading *all* constants at once
335 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
337 for(; i < max_constants; i++) {
338 if(!dirty_consts[i]) continue;
340 /* Find the next block of dirty constants */
341 dirty_consts[i] = 0;
342 j = i;
343 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
344 dirty_consts[i] = 0;
347 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
349 } else {
350 for(; i < max_constants; i++) {
351 if(dirty_consts[i]) {
352 dirty_consts[i] = 0;
353 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
357 checkGLcall("glProgramEnvParameter4fvARB()");
359 /* Load immediate constants */
360 if(This->baseShader.load_local_constsF) {
361 if (TRACE_ON(d3d_shader)) {
362 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
363 GLfloat* values = (GLfloat*)lconst->value;
364 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
365 values[0], values[1], values[2], values[3]);
368 /* Immediate constants are clamped for 1.X shaders at loading times */
369 ret = 0;
370 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
371 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
372 ret = max(ret, lconst->idx + 1);
373 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
375 checkGLcall("glProgramEnvParameter4fvARB()");
376 return ret; /* The loaded immediate constants need reloading for the next shader */
377 } else {
378 return 0; /* No constants are dirty now */
383 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
385 static void shader_arb_load_np2fixup_constants(
386 IWineD3DDevice* device,
387 char usePixelShader,
388 char useVertexShader) {
390 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
391 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
392 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
393 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
395 if (!usePixelShader) {
396 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
397 return;
400 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
401 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
402 UINT i;
403 WORD active = fixup->super.active;
404 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
406 for (i = 0; active; active >>= 1, ++i) {
407 const unsigned char idx = fixup->super.idx[i];
408 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
409 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
411 if (!(active & 1)) continue;
413 if (!tex) {
414 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
415 continue;
418 if (idx % 2) {
419 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
420 } else {
421 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
425 for (i = 0; i < fixup->super.num_consts; ++i) {
426 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
427 fixup->offset + i, &np2fixup_constants[i * 4]));
432 /* GL locking is done by the caller. */
433 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
435 const struct wined3d_context *context = context_get_current();
436 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
437 const struct wined3d_gl_info *gl_info = context->gl_info;
438 unsigned char i;
439 struct shader_arb_priv *priv = deviceImpl->shader_priv;
440 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
442 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
444 int texunit = gl_shader->bumpenvmatconst[i].texunit;
446 /* The state manager takes care that this function is always called if the bump env matrix changes */
447 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
448 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
450 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
452 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
453 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
454 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
455 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
457 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
458 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
461 checkGLcall("Load bumpmap consts");
463 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
465 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
466 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
467 * ycorrection.z: 1.0
468 * ycorrection.w: 0.0
470 float val[4];
471 val[0] = context->render_offscreen ? 0.0f
472 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
473 val[1] = context->render_offscreen ? 1.0f : -1.0f;
474 val[2] = 1.0f;
475 val[3] = 0.0f;
476 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
477 checkGLcall("y correction loading");
480 if(gl_shader->num_int_consts == 0) return;
482 for(i = 0; i < MAX_CONST_I; i++)
484 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
486 float val[4];
487 val[0] = stateBlock->pixelShaderConstantI[4 * i];
488 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
489 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
490 val[3] = -1.0f;
492 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
495 checkGLcall("Load ps int consts");
498 /* GL locking is done by the caller. */
499 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
501 IWineD3DStateBlockImpl* stateBlock;
502 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
503 unsigned char i;
504 struct shader_arb_priv *priv = deviceImpl->shader_priv;
505 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
507 /* Upload the position fixup */
508 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
510 if(gl_shader->num_int_consts == 0) return;
512 stateBlock = deviceImpl->stateBlock;
514 for(i = 0; i < MAX_CONST_I; i++)
516 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
518 float val[4];
519 val[0] = stateBlock->vertexShaderConstantI[4 * i];
520 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
521 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
522 val[3] = -1.0f;
524 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
527 checkGLcall("Load vs int consts");
531 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
533 * We only support float constants in ARB at the moment, so don't
534 * worry about the Integers or Booleans
536 /* GL locking is done by the caller (state handler) */
537 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
539 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
540 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
541 const struct wined3d_gl_info *gl_info = context->gl_info;
543 if (useVertexShader) {
544 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
546 /* Load DirectX 9 float constants for vertex shader */
547 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
548 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
549 shader_arb_vs_local_constants(device);
552 if (usePixelShader) {
553 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
555 /* Load DirectX 9 float constants for pixel shader */
556 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
557 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
558 shader_arb_ps_local_constants(device);
562 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
564 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
565 struct wined3d_context *context = context_get_current();
567 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
568 * context. On a context switch the old context will be fully dirtified */
569 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
571 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
572 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
575 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
577 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
578 struct wined3d_context *context = context_get_current();
580 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
581 * context. On a context switch the old context will be fully dirtified */
582 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
584 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
585 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
588 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
590 DWORD *ret;
591 DWORD idx = 0;
592 const local_constant *lconst;
594 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
596 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
597 if(!ret) {
598 ERR("Out of memory\n");
599 return NULL;
602 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
603 ret[lconst->idx] = idx++;
605 return ret;
608 /* Generate the variable & register declarations for the ARB_vertex_program output target */
609 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
610 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
611 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
613 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
614 DWORD i, next_local = 0;
615 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
616 unsigned max_constantsF;
617 const local_constant *lconst;
618 DWORD map;
620 /* In pixel shaders, all private constants are program local, we don't need anything
621 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
622 * If we need a private constant the GL implementation will squeeze it in somewhere
624 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
625 * immediate values. The posFixup is loaded using program.env for now, so always
626 * subtract one from the number of constants. If the shader uses indirect addressing,
627 * account for the helper const too because we have to declare all availabke d3d constants
628 * and don't know which are actually used.
630 if(pshader) {
631 max_constantsF = GL_LIMITS(pshader_constantsF);
632 } else {
633 if(This->baseShader.reg_maps.usesrelconstF) {
634 DWORD highest_constf = 0, clip_limit;
635 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
636 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
638 for(i = 0; i < This->baseShader.limits.constant_float; i++)
640 DWORD idx = i >> 5;
641 DWORD shift = i & 0x1f;
642 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
645 clip_limit = GL_LIMITS(clipplanes);
646 if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
647 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
648 max_constantsF -= *num_clipplanes;
649 if(*num_clipplanes < clip_limit)
651 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
654 else
656 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
657 else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
658 max_constantsF = GL_LIMITS(vshader_constantsF);
662 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
664 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
667 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
669 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
672 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
674 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
676 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
680 /* Load local constants using the program-local space,
681 * this avoids reloading them each time the shader is used
683 if(lconst_map) {
684 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
685 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
686 lconst_map[lconst->idx]);
687 next_local = max(next_local, lconst_map[lconst->idx] + 1);
691 /* we use the array-based constants array if the local constants are marked for loading,
692 * because then we use indirect addressing, or when the local constant list is empty,
693 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
694 * local constants do not declare the loaded constants as an array because ARB compilers usually
695 * do not optimize unused constants away
697 if(This->baseShader.reg_maps.usesrelconstF) {
698 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
699 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
700 max_constantsF, max_constantsF - 1);
701 } else {
702 for(i = 0; i < max_constantsF; i++) {
703 DWORD idx, mask;
704 idx = i >> 5;
705 mask = 1 << (i & 0x1f);
706 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
707 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
712 return next_local;
715 static const char * const shift_tab[] = {
716 "dummy", /* 0 (none) */
717 "coefmul.x", /* 1 (x2) */
718 "coefmul.y", /* 2 (x4) */
719 "coefmul.z", /* 3 (x8) */
720 "coefmul.w", /* 4 (x16) */
721 "dummy", /* 5 (x32) */
722 "dummy", /* 6 (x64) */
723 "dummy", /* 7 (x128) */
724 "dummy", /* 8 (d256) */
725 "dummy", /* 9 (d128) */
726 "dummy", /* 10 (d64) */
727 "dummy", /* 11 (d32) */
728 "coefdiv.w", /* 12 (d16) */
729 "coefdiv.z", /* 13 (d8) */
730 "coefdiv.y", /* 14 (d4) */
731 "coefdiv.x" /* 15 (d2) */
734 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
735 const struct wined3d_shader_dst_param *dst, char *write_mask)
737 char *ptr = write_mask;
739 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
741 *ptr++ = '.';
742 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
743 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
744 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
745 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
748 *ptr = '\0';
751 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
753 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
754 * but addressed as "rgba". To fix this we need to swap the register's x
755 * and z components. */
756 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
757 char *ptr = swizzle_str;
759 /* swizzle bits fields: wwzzyyxx */
760 DWORD swizzle = param->swizzle;
761 DWORD swizzle_x = swizzle & 0x03;
762 DWORD swizzle_y = (swizzle >> 2) & 0x03;
763 DWORD swizzle_z = (swizzle >> 4) & 0x03;
764 DWORD swizzle_w = (swizzle >> 6) & 0x03;
766 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
767 * generate a swizzle string. Unless we need to our own swizzling. */
768 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
770 *ptr++ = '.';
771 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
772 *ptr++ = swizzle_chars[swizzle_x];
773 } else {
774 *ptr++ = swizzle_chars[swizzle_x];
775 *ptr++ = swizzle_chars[swizzle_y];
776 *ptr++ = swizzle_chars[swizzle_z];
777 *ptr++ = swizzle_chars[swizzle_w];
781 *ptr = '\0';
784 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
786 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
787 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
789 if(strcmp(priv->addr_reg, src) == 0) return;
791 strcpy(priv->addr_reg, src);
792 shader_addline(buffer, "ARL A0.x, %s;\n", src);
795 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
796 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
798 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
799 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
801 /* oPos, oFog and oPts in D3D */
802 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
803 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
804 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
805 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
807 *is_color = FALSE;
809 switch (reg->type)
811 case WINED3DSPR_TEMP:
812 sprintf(register_name, "R%u", reg->idx);
813 break;
815 case WINED3DSPR_INPUT:
816 if (pshader)
818 if(This->baseShader.reg_maps.shader_version.major < 3)
820 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
821 else strcpy(register_name, "fragment.color.secondary");
823 else
825 if(reg->rel_addr)
827 char rel_reg[50];
828 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
830 if(strcmp(rel_reg, "**aL_emul**") == 0)
832 DWORD idx = ctx->aL + reg->idx;
833 if(idx < MAX_REG_INPUT)
835 strcpy(register_name, ctx->ps_input[idx]);
837 else
839 ERR("Pixel shader input register out of bounds: %u\n", idx);
840 sprintf(register_name, "out_of_bounds_%u", idx);
843 else if(This->baseShader.reg_maps.input_registers & 0x0300)
845 /* There are two ways basically:
847 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
848 * That means trouble if the loop also contains a breakc or if the control values
849 * aren't local constants.
850 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
851 * source dynamically. The trouble is that we cannot simply read aL.y because it
852 * is an ADDRESS register. We could however push it, load .zw with a value and use
853 * ADAC to load the condition code register and pop it again afterwards
855 FIXME("Relative input register addressing with more than 8 registers\n");
857 /* This is better than nothing for now */
858 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
860 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
862 /* This is problematic because we'd have to consult the ctx->ps_input strings
863 * for where to find the varying. Some may be "0.0", others can be texcoords or
864 * colors. This needs either a pipeline replacement to make the vertex shader feed
865 * proper varyings, or loop unrolling
867 * For now use the texcoords and hope for the best
869 FIXME("Non-vertex shader varying input with indirect addressing\n");
870 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
872 else
874 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
875 * pulls GL_NV_fragment_program2 in
877 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
880 else
882 if(reg->idx < MAX_REG_INPUT)
884 strcpy(register_name, ctx->ps_input[reg->idx]);
886 else
888 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
889 sprintf(register_name, "out_of_bounds_%u", reg->idx);
894 else
896 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
897 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
899 break;
901 case WINED3DSPR_CONST:
902 if (!pshader && reg->rel_addr)
904 BOOL aL = FALSE;
905 char rel_reg[50];
906 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
907 if(This->baseShader.reg_maps.shader_version.major < 2) {
908 sprintf(rel_reg, "A0.x");
909 } else {
910 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
911 if(ctx->target_version == ARB) {
912 if(strcmp(rel_reg, "**aL_emul**") == 0) {
913 aL = TRUE;
914 } else {
915 shader_arb_request_a0(ins, rel_reg);
916 sprintf(rel_reg, "A0.x");
920 if(aL)
921 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
922 else if (reg->idx >= rel_offset)
923 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
924 else
925 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
927 else
929 if (This->baseShader.reg_maps.usesrelconstF)
930 sprintf(register_name, "C[%u]", reg->idx);
931 else
932 sprintf(register_name, "C%u", reg->idx);
934 break;
936 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
937 if (pshader) {
938 if(This->baseShader.reg_maps.shader_version.major == 1 &&
939 This->baseShader.reg_maps.shader_version.minor <= 3) {
940 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
941 * and as source to most instructions. For some instructions it is the texcoord
942 * input. Those instructions know about the special use
944 sprintf(register_name, "T%u", reg->idx);
945 } else {
946 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
947 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
950 else
952 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
954 sprintf(register_name, "A%u", reg->idx);
956 else
958 sprintf(register_name, "A%u_SHADOW", reg->idx);
961 break;
963 case WINED3DSPR_COLOROUT:
964 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
966 strcpy(register_name, "TMP_COLOR");
968 else
970 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
971 if(This->baseShader.reg_maps.highest_render_target > 0)
973 sprintf(register_name, "result.color[%u]", reg->idx);
975 else
977 strcpy(register_name, "result.color");
980 break;
982 case WINED3DSPR_RASTOUT:
983 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
984 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
985 break;
987 case WINED3DSPR_DEPTHOUT:
988 strcpy(register_name, "result.depth");
989 break;
991 case WINED3DSPR_ATTROUT:
992 /* case WINED3DSPR_OUTPUT: */
993 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
994 else strcpy(register_name, ctx->color_output[reg->idx]);
995 break;
997 case WINED3DSPR_TEXCRDOUT:
998 if (pshader)
1000 sprintf(register_name, "oT[%u]", reg->idx);
1002 else
1004 if(This->baseShader.reg_maps.shader_version.major < 3)
1006 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1008 else
1010 strcpy(register_name, ctx->vs_output[reg->idx]);
1013 break;
1015 case WINED3DSPR_LOOP:
1016 if(ctx->target_version >= NV2)
1018 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1019 if(pshader) sprintf(register_name, "A0.x");
1020 else sprintf(register_name, "aL.y");
1022 else
1024 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1025 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1026 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1027 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1028 * indexing
1030 sprintf(register_name, "**aL_emul**");
1033 break;
1035 case WINED3DSPR_CONSTINT:
1036 sprintf(register_name, "I%u", reg->idx);
1037 break;
1039 case WINED3DSPR_MISCTYPE:
1040 if(reg->idx == 0)
1042 sprintf(register_name, "vpos");
1044 else if(reg->idx == 1)
1046 sprintf(register_name, "fragment.facing.x");
1048 else
1050 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1052 break;
1054 default:
1055 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1056 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1057 break;
1061 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1062 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1064 char register_name[255];
1065 char write_mask[6];
1066 BOOL is_color;
1068 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1069 strcpy(str, register_name);
1071 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1072 strcat(str, write_mask);
1075 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1077 switch(channel_source)
1079 case CHANNEL_SOURCE_ZERO: return "0";
1080 case CHANNEL_SOURCE_ONE: return "1";
1081 case CHANNEL_SOURCE_X: return "x";
1082 case CHANNEL_SOURCE_Y: return "y";
1083 case CHANNEL_SOURCE_Z: return "z";
1084 case CHANNEL_SOURCE_W: return "w";
1085 default:
1086 FIXME("Unhandled channel source %#x\n", channel_source);
1087 return "undefined";
1091 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1092 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1094 DWORD mask;
1096 if (is_yuv_fixup(fixup))
1098 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1099 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1100 return;
1103 mask = 0;
1104 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1105 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1106 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1107 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1108 mask &= dst_mask;
1110 if (mask)
1112 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1113 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1114 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1117 mask = 0;
1118 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1119 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1120 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1121 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1122 mask &= dst_mask;
1124 if (mask)
1126 char reg_mask[6];
1127 char *ptr = reg_mask;
1129 if (mask != WINED3DSP_WRITEMASK_ALL)
1131 *ptr++ = '.';
1132 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1133 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1134 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1135 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1137 *ptr = '\0';
1139 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1143 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1145 DWORD mod;
1146 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1147 if (!ins->dst_count) return "";
1149 mod = ins->dst[0].modifiers;
1151 /* Silently ignore PARTIALPRECISION if its not supported */
1152 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1154 if(mod & WINED3DSPDM_MSAMPCENTROID)
1156 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1157 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1160 switch(mod)
1162 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1163 return "H_SAT";
1165 case WINED3DSPDM_SATURATE:
1166 return "_SAT";
1168 case WINED3DSPDM_PARTIALPRECISION:
1169 return "H";
1171 case 0:
1172 return "";
1174 default:
1175 FIXME("Unknown modifiers 0x%08x\n", mod);
1176 return "";
1180 #define TEX_PROJ 0x1
1181 #define TEX_BIAS 0x2
1182 #define TEX_LOD 0x4
1183 #define TEX_DERIV 0x10
1185 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1186 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1188 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1189 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1190 const char *tex_type;
1191 BOOL np2_fixup = FALSE;
1192 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1193 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1194 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1195 const char *mod;
1196 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1198 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1199 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1201 switch(sampler_type) {
1202 case WINED3DSTT_1D:
1203 tex_type = "1D";
1204 break;
1206 case WINED3DSTT_2D:
1207 if(device->stateBlock->textures[sampler_idx] &&
1208 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1209 tex_type = "RECT";
1210 } else {
1211 tex_type = "2D";
1213 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1215 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1217 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1218 else np2_fixup = TRUE;
1221 break;
1223 case WINED3DSTT_VOLUME:
1224 tex_type = "3D";
1225 break;
1227 case WINED3DSTT_CUBE:
1228 tex_type = "CUBE";
1229 break;
1231 default:
1232 ERR("Unexpected texture type %d\n", sampler_type);
1233 tex_type = "";
1236 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1237 * so don't use shader_arb_get_modifier
1239 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1240 else mod = "";
1242 /* Fragment samplers always have indentity mapping */
1243 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1245 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1248 if (flags & TEX_DERIV)
1250 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1251 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1252 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1253 dsx, dsy,sampler_idx, tex_type);
1255 else if(flags & TEX_LOD)
1257 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1258 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1259 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1260 sampler_idx, tex_type);
1262 else if (flags & TEX_BIAS)
1264 /* Shouldn't be possible, but let's check for it */
1265 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1266 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1267 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1269 else if (flags & TEX_PROJ)
1271 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1273 else
1275 if (np2_fixup)
1277 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1278 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1279 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1281 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1283 else
1284 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1287 if (pshader)
1289 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1290 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1294 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1295 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1297 /* Generate a line that does the input modifier computation and return the input register to use */
1298 BOOL is_color = FALSE;
1299 char regstr[256];
1300 char swzstr[20];
1301 int insert_line;
1302 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1303 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1305 /* Assume a new line will be added */
1306 insert_line = 1;
1308 /* Get register name */
1309 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1310 shader_arb_get_swizzle(src, is_color, swzstr);
1312 switch (src->modifiers)
1314 case WINED3DSPSM_NONE:
1315 sprintf(outregstr, "%s%s", regstr, swzstr);
1316 insert_line = 0;
1317 break;
1318 case WINED3DSPSM_NEG:
1319 sprintf(outregstr, "-%s%s", regstr, swzstr);
1320 insert_line = 0;
1321 break;
1322 case WINED3DSPSM_BIAS:
1323 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1324 break;
1325 case WINED3DSPSM_BIASNEG:
1326 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1327 break;
1328 case WINED3DSPSM_SIGN:
1329 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1330 break;
1331 case WINED3DSPSM_SIGNNEG:
1332 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1333 break;
1334 case WINED3DSPSM_COMP:
1335 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1336 break;
1337 case WINED3DSPSM_X2:
1338 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1339 break;
1340 case WINED3DSPSM_X2NEG:
1341 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1342 break;
1343 case WINED3DSPSM_DZ:
1344 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1345 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1346 break;
1347 case WINED3DSPSM_DW:
1348 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1349 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1350 break;
1351 case WINED3DSPSM_ABS:
1352 if(ctx->target_version >= NV2) {
1353 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1354 insert_line = 0;
1355 } else {
1356 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1358 break;
1359 case WINED3DSPSM_ABSNEG:
1360 if(ctx->target_version >= NV2) {
1361 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1362 } else {
1363 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1364 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1366 insert_line = 0;
1367 break;
1368 default:
1369 sprintf(outregstr, "%s%s", regstr, swzstr);
1370 insert_line = 0;
1373 /* Return modified or original register, with swizzle */
1374 if (insert_line)
1375 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1378 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1380 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1381 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1382 char dst_name[50];
1383 char src_name[2][50];
1384 DWORD sampler_code = dst->reg.idx;
1386 shader_arb_get_dst_param(ins, dst, dst_name);
1388 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1390 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1391 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1392 * temps is done.
1394 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1395 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1396 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1397 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1398 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1400 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1401 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1404 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1406 *extra_char = ' ';
1407 switch(mod)
1409 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1410 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1411 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1412 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1413 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1414 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1415 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1416 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1417 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1418 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1419 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1420 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1421 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1423 FIXME("Unknown modifier %u\n", mod);
1424 return mod;
1427 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1429 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1430 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1431 char dst_name[50];
1432 char src_name[3][50];
1433 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1434 ins->ctx->reg_maps->shader_version.minor);
1435 BOOL is_color;
1437 shader_arb_get_dst_param(ins, dst, dst_name);
1438 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1440 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1441 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1443 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1444 } else {
1445 struct wined3d_shader_src_param src0_copy = ins->src[0];
1446 char extra_neg;
1448 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1449 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1451 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1452 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1453 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1454 /* No modifiers supported on CMP */
1455 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1457 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1458 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1460 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1461 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1466 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1468 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1469 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1470 char dst_name[50];
1471 char src_name[3][50];
1472 BOOL is_color;
1474 shader_arb_get_dst_param(ins, dst, dst_name);
1476 /* Generate input register names (with modifiers) */
1477 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1478 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1479 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1481 /* No modifiers are supported on CMP */
1482 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1483 src_name[0], src_name[2], src_name[1]);
1485 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1487 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1488 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1492 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1493 * dst = dot2(src0, src1) + src2 */
1494 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1496 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1497 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1498 char dst_name[50];
1499 char src_name[3][50];
1500 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1502 shader_arb_get_dst_param(ins, dst, dst_name);
1503 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1504 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1506 if(ctx->target_version >= NV3)
1508 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1509 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1510 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1511 dst_name, src_name[0], src_name[1], src_name[2]);
1513 else if(ctx->target_version >= NV2)
1515 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1516 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1517 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1518 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1520 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1522 * .xyxy and other swizzles that we could get with this are not valid in
1523 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1525 struct wined3d_shader_src_param tmp_param = ins->src[1];
1526 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1527 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1529 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1531 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1532 dst_name, src_name[2], src_name[0], src_name[1]);
1534 else
1536 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1537 /* 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]
1538 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1540 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1541 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1542 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1543 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1547 /* Map the opcode 1-to-1 to the GL code */
1548 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1550 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1551 const char *instruction;
1552 char arguments[256], dst_str[50];
1553 unsigned int i;
1554 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1556 switch (ins->handler_idx)
1558 case WINED3DSIH_ABS: instruction = "ABS"; break;
1559 case WINED3DSIH_ADD: instruction = "ADD"; break;
1560 case WINED3DSIH_CRS: instruction = "XPD"; break;
1561 case WINED3DSIH_DP3: instruction = "DP3"; break;
1562 case WINED3DSIH_DP4: instruction = "DP4"; break;
1563 case WINED3DSIH_DST: instruction = "DST"; break;
1564 case WINED3DSIH_FRC: instruction = "FRC"; break;
1565 case WINED3DSIH_LIT: instruction = "LIT"; break;
1566 case WINED3DSIH_LRP: instruction = "LRP"; break;
1567 case WINED3DSIH_MAD: instruction = "MAD"; break;
1568 case WINED3DSIH_MAX: instruction = "MAX"; break;
1569 case WINED3DSIH_MIN: instruction = "MIN"; break;
1570 case WINED3DSIH_MOV: instruction = "MOV"; break;
1571 case WINED3DSIH_MUL: instruction = "MUL"; break;
1572 case WINED3DSIH_SGE: instruction = "SGE"; break;
1573 case WINED3DSIH_SLT: instruction = "SLT"; break;
1574 case WINED3DSIH_SUB: instruction = "SUB"; break;
1575 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1576 case WINED3DSIH_SGN: instruction = "SSG"; break;
1577 case WINED3DSIH_DSX: instruction = "DDX"; break;
1578 default: instruction = "";
1579 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1580 break;
1583 /* Note that shader_arb_add_dst_param() adds spaces. */
1584 arguments[0] = '\0';
1585 shader_arb_get_dst_param(ins, dst, dst_str);
1586 for (i = 0; i < ins->src_count; ++i)
1588 char operand[100];
1589 strcat(arguments, ", ");
1590 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1591 strcat(arguments, operand);
1593 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1596 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1598 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1599 shader_addline(buffer, "NOP;\n");
1602 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1604 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1605 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1606 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1608 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1609 char src0_param[256];
1611 if(ins->handler_idx == WINED3DSIH_MOVA) {
1612 char write_mask[6];
1614 if(ctx->target_version >= NV2) {
1615 shader_hw_map2gl(ins);
1616 return;
1618 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1619 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1621 /* This implements the mova formula used in GLSL. The first two instructions
1622 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1623 * in this case:
1624 * mova A0.x, 0.0
1626 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1628 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1629 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1631 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1632 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1634 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1635 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1636 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1637 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1639 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1641 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1643 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1644 } else if (ins->ctx->reg_maps->shader_version.major == 1
1645 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1646 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1648 src0_param[0] = '\0';
1649 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1651 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1652 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1653 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1655 else
1657 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1658 * with more than one component. Thus replicate the first source argument over all
1659 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1660 struct wined3d_shader_src_param tmp_src = ins->src[0];
1661 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1662 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1663 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1666 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1668 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1669 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1671 shader_addline(buffer, "#mov handled in srgb write code\n");
1672 return;
1674 shader_hw_map2gl(ins);
1676 else
1678 shader_hw_map2gl(ins);
1682 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1684 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1685 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1686 char reg_dest[40];
1688 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1689 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1691 shader_arb_get_dst_param(ins, dst, reg_dest);
1693 if (ins->ctx->reg_maps->shader_version.major >= 2)
1695 const char *kilsrc = "TA";
1696 BOOL is_color;
1698 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1699 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1701 kilsrc = reg_dest;
1703 else
1705 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1706 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1707 * masked out components to 0(won't kill)
1709 char x = '0', y = '0', z = '0', w = '0';
1710 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1711 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1712 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1713 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1714 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1716 shader_addline(buffer, "KIL %s;\n", kilsrc);
1717 } else {
1718 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1719 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1721 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1722 * or pass in any temporary register(in shader phase 2)
1724 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1725 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1726 } else {
1727 shader_arb_get_dst_param(ins, dst, reg_dest);
1729 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1730 shader_addline(buffer, "KIL TA;\n");
1734 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1736 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1737 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1738 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1739 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1740 ins->ctx->reg_maps->shader_version.minor);
1741 struct wined3d_shader_src_param src;
1743 char reg_dest[40];
1744 char reg_coord[40];
1745 DWORD reg_sampler_code;
1746 DWORD myflags = 0;
1748 /* All versions have a destination register */
1749 shader_arb_get_dst_param(ins, dst, reg_dest);
1751 /* 1.0-1.4: Use destination register number as texture code.
1752 2.0+: Use provided sampler number as texure code. */
1753 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1754 reg_sampler_code = dst->reg.idx;
1755 else
1756 reg_sampler_code = ins->src[1].reg.idx;
1758 /* 1.0-1.3: Use the texcoord varying.
1759 1.4+: Use provided coordinate source register. */
1760 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1761 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1762 else {
1763 /* TEX is the only instruction that can handle DW and DZ natively */
1764 src = ins->src[0];
1765 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1766 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1767 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1770 /* projection flag:
1771 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1772 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1773 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1775 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1777 DWORD flags = 0;
1778 if(reg_sampler_code < MAX_TEXTURES) {
1779 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1781 if (flags & WINED3DTTFF_PROJECTED) {
1782 myflags |= TEX_PROJ;
1785 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1787 DWORD src_mod = ins->src[0].modifiers;
1788 if (src_mod == WINED3DSPSM_DZ) {
1789 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1790 * varying register, so we need a temp reg
1792 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1793 strcpy(reg_coord, "TA");
1794 myflags |= TEX_PROJ;
1795 } else if(src_mod == WINED3DSPSM_DW) {
1796 myflags |= TEX_PROJ;
1798 } else {
1799 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1800 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1802 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1805 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1807 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1808 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1809 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1810 ins->ctx->reg_maps->shader_version.minor);
1811 char dst_str[50];
1813 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1815 DWORD reg = dst->reg.idx;
1817 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1818 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1819 } else {
1820 char reg_src[40];
1822 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1823 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1824 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1828 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1830 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1831 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1832 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1833 DWORD flags;
1835 DWORD reg1 = ins->dst[0].reg.idx;
1836 char dst_str[50];
1837 char src_str[50];
1839 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1840 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1841 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1842 /* Move .x first in case src_str is "TA" */
1843 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1844 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1845 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1846 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1849 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1851 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1853 DWORD reg1 = ins->dst[0].reg.idx;
1854 char dst_str[50];
1855 char src_str[50];
1857 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1858 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1859 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1860 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1861 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1862 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1865 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1867 DWORD reg1 = ins->dst[0].reg.idx;
1868 char dst_str[50];
1869 char src_str[50];
1871 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1872 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1873 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1874 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1877 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1879 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1880 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1881 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1882 char reg_coord[40], dst_reg[50], src_reg[50];
1883 DWORD reg_dest_code;
1885 /* All versions have a destination register. The Tx where the texture coordinates come
1886 * from is the varying incarnation of the texture register
1888 reg_dest_code = dst->reg.idx;
1889 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1890 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1891 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1893 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1894 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1896 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1897 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1899 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1900 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1901 * extension.
1903 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1904 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1905 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1906 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1908 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1909 * so we can't let the GL handle this.
1911 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1912 & WINED3DTTFF_PROJECTED) {
1913 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1914 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1915 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1916 } else {
1917 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1920 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1922 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1924 /* No src swizzles are allowed, so this is ok */
1925 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1926 src_reg, reg_dest_code, reg_dest_code);
1927 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1931 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1933 DWORD reg = ins->dst[0].reg.idx;
1934 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1935 char src0_name[50], dst_name[50];
1936 BOOL is_color;
1937 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1939 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1940 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1941 * T<reg+1> register. Use this register to store the calculated vector
1943 tmp_reg.idx = reg + 1;
1944 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1945 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1948 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1950 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1951 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1952 DWORD flags;
1953 DWORD reg = ins->dst[0].reg.idx;
1954 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1955 char dst_str[50];
1956 char src0_name[50];
1957 char dst_reg[50];
1958 BOOL is_color;
1960 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1961 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1963 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1964 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1965 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1966 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1967 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1970 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1972 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1973 DWORD reg = ins->dst[0].reg.idx;
1974 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1975 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1976 char src0_name[50], dst_name[50];
1977 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1978 BOOL is_color;
1980 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1981 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1982 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1984 tmp_reg.idx = reg + 2 - current_state->current_row;
1985 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1987 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1988 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1989 dst_name, 'x' + current_state->current_row, reg, src0_name);
1990 current_state->texcoord_w[current_state->current_row++] = reg;
1993 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1995 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1996 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1997 DWORD flags;
1998 DWORD reg = ins->dst[0].reg.idx;
1999 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2000 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2001 char dst_str[50];
2002 char src0_name[50], dst_name[50];
2003 BOOL is_color;
2005 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2006 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2007 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2009 /* Sample the texture using the calculated coordinates */
2010 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2011 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2012 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2013 current_state->current_row = 0;
2016 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2018 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2019 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2020 DWORD flags;
2021 DWORD reg = ins->dst[0].reg.idx;
2022 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2023 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2024 char dst_str[50];
2025 char src0_name[50];
2026 char dst_reg[8];
2027 BOOL is_color;
2029 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2030 * components for temporary data storage
2032 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2033 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2034 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2036 /* Construct the eye-ray vector from w coordinates */
2037 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2038 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2039 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2041 /* Calculate reflection vector
2043 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2044 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2045 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2046 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2047 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2048 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2049 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2051 /* Sample the texture using the calculated coordinates */
2052 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2053 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2054 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2055 current_state->current_row = 0;
2058 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2060 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2061 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2062 DWORD flags;
2063 DWORD reg = ins->dst[0].reg.idx;
2064 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2065 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2066 char dst_str[50];
2067 char src0_name[50];
2068 char src1_name[50];
2069 char dst_reg[8];
2070 BOOL is_color;
2072 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2073 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2074 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2075 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2076 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2078 /* Calculate reflection vector.
2080 * dot(N, E)
2081 * dst_reg.xyz = 2 * --------- * N - E
2082 * dot(N, N)
2084 * Which normalizes the normal vector
2086 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2087 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2088 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2089 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2090 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2091 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2093 /* Sample the texture using the calculated coordinates */
2094 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2095 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2096 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2097 current_state->current_row = 0;
2100 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2102 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2103 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2104 char dst_name[50];
2106 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2107 * which is essentially an input, is the destination register because it is the first
2108 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2109 * here(writemasks/swizzles are not valid on texdepth)
2111 shader_arb_get_dst_param(ins, dst, dst_name);
2113 /* According to the msdn, the source register(must be r5) is unusable after
2114 * the texdepth instruction, so we're free to modify it
2116 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2118 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2119 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2120 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2122 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2123 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2124 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2125 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2128 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2129 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2130 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2131 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2133 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2134 DWORD sampler_idx = ins->dst[0].reg.idx;
2135 char src0[50];
2136 char dst_str[50];
2138 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2139 shader_addline(buffer, "MOV TB, 0.0;\n");
2140 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2142 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2143 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2146 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2147 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2148 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2150 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2151 char src0[50];
2152 char dst_str[50];
2153 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2155 /* Handle output register */
2156 shader_arb_get_dst_param(ins, dst, dst_str);
2157 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2158 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2161 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2162 * Perform the 3rd row of a 3x3 matrix multiply */
2163 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2165 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2166 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2167 char dst_str[50], dst_name[50];
2168 char src0[50];
2169 BOOL is_color;
2171 shader_arb_get_dst_param(ins, dst, dst_str);
2172 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2173 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2174 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2175 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2178 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2179 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2180 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2181 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2183 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2185 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2186 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2187 char src0[50], dst_name[50];
2188 BOOL is_color;
2190 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2191 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2192 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2194 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2195 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2196 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2198 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2199 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2200 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2201 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2204 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2205 Vertex/Pixel shaders to ARB_vertex_program codes */
2206 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2208 int i;
2209 int nComponents = 0;
2210 struct wined3d_shader_dst_param tmp_dst = {{0}};
2211 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2212 struct wined3d_shader_instruction tmp_ins;
2214 memset(&tmp_ins, 0, sizeof(tmp_ins));
2216 /* Set constants for the temporary argument */
2217 tmp_ins.ctx = ins->ctx;
2218 tmp_ins.dst_count = 1;
2219 tmp_ins.dst = &tmp_dst;
2220 tmp_ins.src_count = 2;
2221 tmp_ins.src = tmp_src;
2223 switch(ins->handler_idx)
2225 case WINED3DSIH_M4x4:
2226 nComponents = 4;
2227 tmp_ins.handler_idx = WINED3DSIH_DP4;
2228 break;
2229 case WINED3DSIH_M4x3:
2230 nComponents = 3;
2231 tmp_ins.handler_idx = WINED3DSIH_DP4;
2232 break;
2233 case WINED3DSIH_M3x4:
2234 nComponents = 4;
2235 tmp_ins.handler_idx = WINED3DSIH_DP3;
2236 break;
2237 case WINED3DSIH_M3x3:
2238 nComponents = 3;
2239 tmp_ins.handler_idx = WINED3DSIH_DP3;
2240 break;
2241 case WINED3DSIH_M3x2:
2242 nComponents = 2;
2243 tmp_ins.handler_idx = WINED3DSIH_DP3;
2244 break;
2245 default:
2246 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2247 break;
2250 tmp_dst = ins->dst[0];
2251 tmp_src[0] = ins->src[0];
2252 tmp_src[1] = ins->src[1];
2253 for (i = 0; i < nComponents; i++) {
2254 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2255 shader_hw_map2gl(&tmp_ins);
2256 ++tmp_src[1].reg.idx;
2260 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2262 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2263 const char *instruction;
2265 char dst[50];
2266 char src[50];
2268 switch(ins->handler_idx)
2270 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2271 case WINED3DSIH_RCP: instruction = "RCP"; break;
2272 case WINED3DSIH_EXP: instruction = "EX2"; break;
2273 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2274 default: instruction = "";
2275 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2276 break;
2279 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2280 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2281 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2283 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2284 * .w is used
2286 strcat(src, ".w");
2289 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2292 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2294 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2295 char dst_name[50];
2296 char src_name[50];
2297 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2298 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2300 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2301 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2303 if(pshader && priv->target_version >= NV3)
2305 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2307 else
2309 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2310 shader_addline(buffer, "RSQ TA, TA.x;\n");
2311 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2312 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2313 src_name);
2317 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2319 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2320 char dst_name[50];
2321 char src_name[3][50];
2323 /* ARB_fragment_program has a convenient LRP instruction */
2324 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2325 shader_hw_map2gl(ins);
2326 return;
2329 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2330 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2331 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2332 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2334 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2335 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2336 dst_name, src_name[0], src_name[2]);
2339 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2341 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2342 * must contain fixed constants. So we need a separate function to filter those constants and
2343 * can't use map2gl
2345 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2346 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2347 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2348 char dst_name[50];
2349 char src_name0[50], src_name1[50], src_name2[50];
2350 BOOL is_color;
2352 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2353 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2354 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2355 /* No modifiers are supported on SCS */
2356 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2358 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2360 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2361 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2363 } else if(priv->target_version >= NV2) {
2364 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2366 /* Sincos writemask must be .x, .y or .xy */
2367 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2368 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2369 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2370 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2371 } else {
2372 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2373 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2375 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2376 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2378 * The constants we get are:
2380 * +1 +1, -1 -1 +1 +1 -1 -1
2381 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2382 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2384 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2386 * (x/2)^2 = x^2 / 4
2387 * (x/2)^3 = x^3 / 8
2388 * (x/2)^4 = x^4 / 16
2389 * (x/2)^5 = x^5 / 32
2390 * etc
2392 * To get the final result:
2393 * sin(x) = 2 * sin(x/2) * cos(x/2)
2394 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2395 * (from sin(x+y) and cos(x+y) rules)
2397 * As per MSDN, dst.z is undefined after the operation, and so is
2398 * dst.x and dst.y if they're masked out by the writemask. Ie
2399 * sincos dst.y, src1, c0, c1
2400 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2401 * vsa.exe also stops with an error if the dest register is the same register as the source
2402 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2403 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2405 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2406 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2407 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2409 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2410 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2411 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2412 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2413 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2414 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2416 /* sin(x/2)
2418 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2419 * properly merge that with MULs in the code above?
2420 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2421 * we can merge the sine and cosine MAD rows to calculate them together.
2423 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2424 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2425 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2426 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2428 /* cos(x/2) */
2429 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2430 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2431 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2433 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2434 /* cos x */
2435 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2436 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2438 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2439 /* sin x */
2440 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2441 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2446 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2448 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2449 char dst_name[50];
2450 char src_name[50];
2451 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2453 /* SGN is only valid in vertex shaders */
2454 if(ctx->target_version == NV2) {
2455 shader_hw_map2gl(ins);
2456 return;
2458 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2459 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2461 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2462 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2464 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2465 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2466 } else {
2467 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2468 * Then use TA, and calculate the final result
2470 * Not reading from TA? Store the first result in TA to avoid overwriting the
2471 * destination if src reg = dst reg
2473 if(strstr(src_name, "TA"))
2475 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2476 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2477 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2479 else
2481 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2482 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2483 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2488 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2490 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2491 char src[50];
2492 char dst[50];
2493 char dst_name[50];
2494 BOOL is_color;
2496 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2497 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2498 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2500 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2501 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2504 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2506 *need_abs = FALSE;
2508 switch(mod)
2510 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2511 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2512 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2513 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2514 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2515 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2516 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2517 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2518 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2519 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2520 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2521 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2522 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2524 FIXME("Unknown modifier %u\n", mod);
2525 return mod;
2528 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2530 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2531 char src0[50], src1[50], dst[50];
2532 struct wined3d_shader_src_param src0_copy = ins->src[0];
2533 BOOL need_abs = FALSE;
2534 const char *instr;
2535 BOOL arg2 = FALSE;
2537 switch(ins->handler_idx)
2539 case WINED3DSIH_LOG: instr = "LG2"; break;
2540 case WINED3DSIH_LOGP: instr = "LOG"; break;
2541 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2542 default:
2543 ERR("Unexpected instruction %d\n", ins->handler_idx);
2544 return;
2547 /* LOG, LOGP and POW operate on the absolute value of the input */
2548 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2550 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2551 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2552 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2554 if(need_abs)
2556 shader_addline(buffer, "ABS TA, %s;\n", src0);
2557 if(arg2)
2559 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2561 else
2563 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2566 else if(arg2)
2568 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2570 else
2572 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2576 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2578 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2579 char src_name[50];
2580 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2582 /* src0 is aL */
2583 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2585 if(vshader)
2587 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2588 struct list *e = list_head(&priv->control_frames);
2589 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2591 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2592 /* The constant loader makes sure to load -1 into iX.w */
2593 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2594 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2595 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2597 else
2599 shader_addline(buffer, "LOOP %s;\n", src_name);
2603 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2605 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2606 char src_name[50];
2607 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2609 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2611 /* The constant loader makes sure to load -1 into iX.w */
2612 if(vshader)
2614 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2615 struct list *e = list_head(&priv->control_frames);
2616 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2618 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2620 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2621 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2622 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2624 else
2626 shader_addline(buffer, "REP %s;\n", src_name);
2630 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2632 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2633 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2635 if(vshader)
2637 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2638 struct list *e = list_head(&priv->control_frames);
2639 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2641 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2642 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2643 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2645 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2647 else
2649 shader_addline(buffer, "ENDLOOP;\n");
2653 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2655 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2656 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2658 if(vshader)
2660 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2661 struct list *e = list_head(&priv->control_frames);
2662 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2664 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2665 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2666 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2668 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2670 else
2672 shader_addline(buffer, "ENDREP;\n");
2676 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2678 struct control_frame *control_frame;
2680 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2682 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2684 ERR("Could not find loop for break\n");
2685 return NULL;
2688 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2690 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2691 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2692 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2694 if(vshader)
2696 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2698 else
2700 shader_addline(buffer, "BRK;\n");
2704 static const char *get_compare(COMPARISON_TYPE flags)
2706 switch (flags)
2708 case COMPARISON_GT: return "GT";
2709 case COMPARISON_EQ: return "EQ";
2710 case COMPARISON_GE: return "GE";
2711 case COMPARISON_LT: return "LT";
2712 case COMPARISON_NE: return "NE";
2713 case COMPARISON_LE: return "LE";
2714 default:
2715 FIXME("Unrecognized comparison value: %u\n", flags);
2716 return "(\?\?)";
2720 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2722 switch (flags)
2724 case COMPARISON_GT: return COMPARISON_LE;
2725 case COMPARISON_EQ: return COMPARISON_NE;
2726 case COMPARISON_GE: return COMPARISON_LT;
2727 case COMPARISON_LT: return COMPARISON_GE;
2728 case COMPARISON_NE: return COMPARISON_EQ;
2729 case COMPARISON_LE: return COMPARISON_GT;
2730 default:
2731 FIXME("Unrecognized comparison value: %u\n", flags);
2732 return -1;
2736 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2738 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2739 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2740 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2741 char src_name0[50];
2742 char src_name1[50];
2743 const char *comp = get_compare(ins->flags);
2745 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2746 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2748 if(vshader)
2750 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2751 * away the subtraction result
2753 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2754 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2756 else
2758 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2759 shader_addline(buffer, "BRK (%s.x);\n", comp);
2763 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2765 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2766 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2767 struct list *e = list_head(&priv->control_frames);
2768 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2769 const char *comp;
2770 char src_name0[50];
2771 char src_name1[50];
2772 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2774 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2775 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2777 if(vshader)
2779 /* Invert the flag. We jump to the else label if the condition is NOT true */
2780 comp = get_compare(invert_compare(ins->flags));
2781 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2782 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->ifc_no, comp);
2784 else
2786 comp = get_compare(ins->flags);
2787 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2788 shader_addline(buffer, "IF %s.x;\n", comp);
2792 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2794 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2795 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2796 struct list *e = list_head(&priv->control_frames);
2797 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2798 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2800 if(vshader)
2802 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2803 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2804 control_frame->had_else = TRUE;
2806 else
2808 shader_addline(buffer, "ELSE;\n");
2812 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2814 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2815 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2816 struct list *e = list_head(&priv->control_frames);
2817 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2818 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2820 if(vshader)
2822 if(control_frame->had_else)
2824 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2826 else
2828 shader_addline(buffer, "#No else branch. else is endif\n");
2829 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2832 else
2834 shader_addline(buffer, "ENDIF;\n");
2838 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2840 DWORD sampler_idx = ins->src[1].reg.idx;
2841 char reg_dest[40];
2842 char reg_src[3][40];
2843 DWORD flags = TEX_DERIV;
2845 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2846 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2847 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2848 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2850 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2851 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2853 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2856 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2858 DWORD sampler_idx = ins->src[1].reg.idx;
2859 char reg_dest[40];
2860 char reg_coord[40];
2861 DWORD flags = TEX_LOD;
2863 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2864 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2866 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2867 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2869 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2872 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2874 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2875 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2877 priv->in_main_func = FALSE;
2878 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2879 * subroutine, don't generate a label that will make GL complain
2881 if(priv->target_version == ARB) return;
2883 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2886 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2887 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2889 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2890 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2891 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2892 unsigned int i;
2894 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2895 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2896 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2897 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2899 if(args->super.fog_src == VS_FOG_Z) {
2900 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2901 } else if (!reg_maps->fog) {
2902 /* posFixup.x is always 1.0, so we can savely use it */
2903 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2906 /* Write the final position.
2908 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2909 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2910 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2911 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2913 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2914 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2915 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2917 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2919 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
2921 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2924 else if(args->boolclip.clip_control[0])
2926 unsigned int cur_clip = 0;
2927 char component[4] = {'x', 'y', 'z', 'w'};
2929 for(i = 0; i < GL_LIMITS(clipplanes); i++)
2931 if(args->boolclip.clip_control[1] & (1 << i))
2933 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2934 component[cur_clip++], i);
2937 switch(cur_clip)
2939 case 0:
2940 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
2941 break;
2942 case 1:
2943 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
2944 break;
2945 case 2:
2946 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
2947 break;
2948 case 3:
2949 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
2950 break;
2952 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
2953 args->boolclip.clip_control[0] - 1);
2956 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2957 * and the glsl equivalent
2959 if(need_helper_const(gl_info)) {
2960 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2961 } else {
2962 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2963 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2966 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2968 priv_ctx->footer_written = TRUE;
2971 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
2973 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2974 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2975 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
2976 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2978 if(priv->target_version == ARB) return;
2980 if(vshader)
2982 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
2985 shader_addline(buffer, "RET;\n");
2988 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
2990 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2991 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
2994 /* GL locking is done by the caller */
2995 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
2997 GLuint program_id = 0;
2998 const char *blt_vprogram =
2999 "!!ARBvp1.0\n"
3000 "PARAM c[1] = { { 1, 0.5 } };\n"
3001 "MOV result.position, vertex.position;\n"
3002 "MOV result.color, c[0].x;\n"
3003 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3004 "END\n";
3006 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3007 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3008 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
3010 if (glGetError() == GL_INVALID_OPERATION) {
3011 GLint pos;
3012 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3013 FIXME("Vertex program error at position %d: %s\n", pos,
3014 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3017 return program_id;
3020 /* GL locking is done by the caller */
3021 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
3023 GLuint program_id = 0;
3024 static const char * const blt_fprograms[tex_type_count] =
3026 /* tex_1d */
3027 NULL,
3028 /* tex_2d */
3029 "!!ARBfp1.0\n"
3030 "TEMP R0;\n"
3031 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3032 "MOV result.depth.z, R0.x;\n"
3033 "END\n",
3034 /* tex_3d */
3035 NULL,
3036 /* tex_cube */
3037 "!!ARBfp1.0\n"
3038 "TEMP R0;\n"
3039 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3040 "MOV result.depth.z, R0.x;\n"
3041 "END\n",
3042 /* tex_rect */
3043 "!!ARBfp1.0\n"
3044 "TEMP R0;\n"
3045 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3046 "MOV result.depth.z, R0.x;\n"
3047 "END\n",
3050 if (!blt_fprograms[tex_type])
3052 FIXME("tex_type %#x not supported\n", tex_type);
3053 tex_type = tex_2d;
3056 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3057 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3058 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
3060 if (glGetError() == GL_INVALID_OPERATION) {
3061 GLint pos;
3062 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3063 FIXME("Fragment program error at position %d: %s\n", pos,
3064 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3067 return program_id;
3070 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3071 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3073 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3075 if(condcode)
3077 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3078 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3079 /* Calculate the > 0.0031308 case */
3080 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3081 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3082 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3083 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3084 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3085 /* Calculate the < case */
3086 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3088 else
3090 /* Calculate the > 0.0031308 case */
3091 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3092 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3093 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3094 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3095 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3096 /* Calculate the < case */
3097 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3098 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3099 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3100 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3101 /* Store the components > 0.0031308 in the destination */
3102 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3103 /* Add the components that are < 0.0031308 */
3104 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3105 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3106 * result.color writes(.rgb first, then .a), or handle overwriting already written
3107 * components. The assembler uses a temporary register in this case, which is usually
3108 * not allocated from one of our registers that were used earlier.
3111 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3112 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3115 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3117 const local_constant *constant;
3119 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3121 if (constant->idx == idx)
3123 return constant->value;
3126 return NULL;
3129 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3130 struct shader_arb_ctx_priv *priv)
3132 const char *texcoords[8] =
3134 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3135 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3137 unsigned int i;
3138 const struct wined3d_shader_signature_element *sig = This->input_signature;
3139 const char *semantic_name;
3140 DWORD semantic_idx;
3142 switch(args->super.vp_mode)
3144 case pretransformed:
3145 case fixedfunction:
3146 /* The pixelshader has to collect the varyings on its own. In any case properly load
3147 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3148 * other attribs to 0.0.
3150 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3151 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3152 * load the texcoord attrib pointers to match the pixel shader signature
3154 for(i = 0; i < MAX_REG_INPUT; i++)
3156 semantic_name = sig[i].semantic_name;
3157 semantic_idx = sig[i].semantic_idx;
3158 if(semantic_name == NULL) continue;
3160 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3162 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3163 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3164 else priv->ps_input[i] = "0.0";
3166 else if(args->super.vp_mode == fixedfunction)
3168 priv->ps_input[i] = "0.0";
3170 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3172 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3173 else priv->ps_input[i] = "0.0";
3175 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3177 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3178 else priv->ps_input[i] = "0.0";
3180 else
3182 priv->ps_input[i] = "0.0";
3185 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3187 break;
3189 case vertexshader:
3190 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3191 * fragment.color
3193 for(i = 0; i < 8; i++)
3195 priv->ps_input[i] = texcoords[i];
3197 priv->ps_input[8] = "fragment.color.primary";
3198 priv->ps_input[9] = "fragment.color.secondary";
3199 break;
3203 /* GL locking is done by the caller */
3204 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3205 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3207 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3208 CONST DWORD *function = This->baseShader.function;
3209 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3210 const local_constant *lconst;
3211 GLuint retval;
3212 char fragcolor[16];
3213 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3214 struct shader_arb_ctx_priv priv_ctx;
3215 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
3216 BOOL want_nv_prog = FALSE;
3217 struct arb_pshader_private *shader_priv = This->backend_priv;
3218 DWORD map;
3220 char srgbtmp[4][4];
3221 unsigned int i, found = 0;
3223 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3225 if (!(map & 1)
3226 || (This->color0_mov && i == This->color0_reg)
3227 || (reg_maps->shader_version.major < 2 && i == 0))
3228 continue;
3230 sprintf(srgbtmp[found], "R%u", i);
3231 ++found;
3232 if (found == 4) break;
3235 switch(found) {
3236 case 4: dcl_tmp = FALSE; break;
3237 case 0:
3238 sprintf(srgbtmp[0], "TA");
3239 sprintf(srgbtmp[1], "TB");
3240 sprintf(srgbtmp[2], "TC");
3241 sprintf(srgbtmp[3], "TD");
3242 dcl_td = TRUE;
3243 break;
3244 case 1:
3245 sprintf(srgbtmp[1], "TA");
3246 sprintf(srgbtmp[2], "TB");
3247 sprintf(srgbtmp[3], "TC");
3248 break;
3249 case 2:
3250 sprintf(srgbtmp[2], "TA");
3251 sprintf(srgbtmp[3], "TB");
3252 break;
3253 case 3:
3254 sprintf(srgbtmp[3], "TA");
3255 break;
3258 /* Create the hw ARB shader */
3259 memset(&priv_ctx, 0, sizeof(priv_ctx));
3260 priv_ctx.cur_ps_args = args;
3261 priv_ctx.compiled_fprog = compiled;
3262 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3263 init_ps_input(This, args, &priv_ctx);
3264 list_init(&priv_ctx.control_frames);
3266 /* Avoid enabling NV_fragment_program* if we do not need it.
3268 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3269 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3270 * is faster than what we gain from using higher native instructions. There are some things though
3271 * that cannot be emulated. In that case enable the extensions.
3272 * If the extension is enabled, instruction handlers that support both ways will use it.
3274 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3275 * So enable the best we can get.
3277 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3278 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3280 want_nv_prog = TRUE;
3283 shader_addline(buffer, "!!ARBfp1.0\n");
3284 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
3285 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3286 priv_ctx.target_version = NV3;
3287 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
3288 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3289 priv_ctx.target_version = NV2;
3290 } else {
3291 if(want_nv_prog)
3293 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3294 * limits properly
3296 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3297 ERR("Try GLSL\n");
3299 priv_ctx.target_version = ARB;
3302 if(This->baseShader.reg_maps.highest_render_target > 0)
3304 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3307 if (reg_maps->shader_version.major < 3)
3309 switch(args->super.fog) {
3310 case FOG_OFF:
3311 break;
3312 case FOG_LINEAR:
3313 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3314 break;
3315 case FOG_EXP:
3316 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3317 break;
3318 case FOG_EXP2:
3319 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3320 break;
3324 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3325 * unused temps away(but occupies them for the whole shader if they're used once). Always
3326 * declaring them avoids tricky bookkeeping work
3328 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3329 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3330 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3331 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3332 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3333 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3334 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3336 if (reg_maps->shader_version.major < 2)
3338 strcpy(fragcolor, "R0");
3339 } else {
3340 if(args->super.srgb_correction) {
3341 if(This->color0_mov) {
3342 sprintf(fragcolor, "R%u", This->color0_reg);
3343 } else {
3344 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3345 strcpy(fragcolor, "TMP_COLOR");
3347 } else {
3348 strcpy(fragcolor, "result.color");
3352 if(args->super.srgb_correction) {
3353 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3354 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3355 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3356 srgb_sub_high, 0.0, 0.0, 0.0);
3359 /* Base Declarations */
3360 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3361 lconst_map, NULL, &priv_ctx);
3363 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
3364 if(!reg_maps->bumpmat[i]) continue;
3366 cur = compiled->numbumpenvmatconsts;
3367 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3368 compiled->bumpenvmatconst[cur].texunit = i;
3369 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3370 compiled->luminanceconst[cur].texunit = i;
3372 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3373 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3374 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3375 * textures due to conditional NP2 restrictions)
3377 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3378 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3379 * their location is shader dependent anyway and they cannot be loaded globally.
3381 compiled->bumpenvmatconst[cur].const_num = next_local++;
3382 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3383 i, compiled->bumpenvmatconst[cur].const_num);
3384 compiled->numbumpenvmatconsts = cur + 1;
3386 if(!reg_maps->luminanceparams[i]) continue;
3388 compiled->luminanceconst[cur].const_num = next_local++;
3389 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3390 i, compiled->luminanceconst[cur].const_num);
3393 for(i = 0; i < MAX_CONST_I; i++)
3395 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3396 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3398 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3400 if(control_values)
3402 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3403 control_values[0], control_values[1], control_values[2]);
3405 else
3407 compiled->int_consts[i] = next_local;
3408 compiled->num_int_consts++;
3409 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3414 if(reg_maps->vpos || reg_maps->usesdsy)
3416 compiled->ycorrection = next_local;
3417 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3419 if(reg_maps->vpos)
3421 shader_addline(buffer, "TEMP vpos;\n");
3422 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3423 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3424 * ycorrection.z: 1.0
3425 * ycorrection.w: 0.0
3427 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3428 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3431 else
3433 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3436 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3437 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3438 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3439 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3440 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3441 * shader compilation errors and the subsequent errors when drawing with this shader. */
3442 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3444 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3445 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3446 const UINT max_lconsts = gl_info->ps_arb_max_local_constants;
3448 fixup->offset = next_local;
3449 fixup->super.active = 0;
3451 cur = 0;
3452 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3453 if (!(map & (1 << i))) continue;
3455 if (fixup->offset + (cur >> 1) < max_lconsts) {
3456 fixup->super.active |= (1 << i);
3457 fixup->super.idx[i] = cur++;
3458 } else {
3459 FIXME("No free constant found to load NP2 fixup data into shader. "
3460 "Sampling from this texture will probably look wrong.\n");
3461 break;
3465 fixup->super.num_consts = (cur + 1) >> 1;
3466 if (fixup->super.num_consts) {
3467 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3468 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3471 next_local += fixup->super.num_consts;
3474 if(shader_priv->clipplane_emulation)
3476 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation - 1);
3479 /* Base Shader Body */
3480 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3482 if(args->super.srgb_correction) {
3483 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3484 priv_ctx.target_version >= NV2);
3485 } else if(reg_maps->shader_version.major < 2) {
3486 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3488 shader_addline(buffer, "END\n");
3490 /* TODO: change to resource.glObjectHandle or something like that */
3491 GL_EXTCALL(glGenProgramsARB(1, &retval));
3493 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3494 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3496 TRACE("Created hw pixel shader, prg=%d\n", retval);
3497 /* Create the program and check for errors */
3498 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3499 buffer->bsize, buffer->buffer));
3501 if (glGetError() == GL_INVALID_OPERATION) {
3502 GLint errPos;
3503 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3504 FIXME("HW PixelShader Error at position %d: %s\n",
3505 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3506 retval = 0;
3509 /* Load immediate constants */
3510 if(lconst_map) {
3511 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3512 const float *value = (const float *)lconst->value;
3513 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3514 checkGLcall("glProgramLocalParameter4fvARB");
3516 HeapFree(GetProcessHeap(), 0, lconst_map);
3519 return retval;
3522 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3524 unsigned int i;
3525 int ret;
3527 for(i = 0; i < MAX_REG_INPUT; i++)
3529 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3531 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3532 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3533 continue;
3536 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3537 if(ret != 0) return ret;
3538 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3539 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3540 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3541 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3542 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3544 return 0;
3547 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3549 struct wined3d_shader_signature_element *new;
3550 int i;
3551 char *name;
3553 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3554 for(i = 0; i < MAX_REG_INPUT; i++)
3556 if(sig[i].semantic_name == NULL)
3558 continue;
3561 new[i] = sig[i];
3562 /* Clone the semantic string */
3563 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3564 strcpy(name, sig[i].semantic_name);
3565 new[i].semantic_name = name;
3567 return new;
3570 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3572 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3573 struct ps_signature *found_sig;
3575 if(entry != NULL)
3577 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3578 TRACE("Found existing signature %u\n", found_sig->idx);
3579 return found_sig->idx;
3581 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3582 found_sig->sig = clone_sig(sig);
3583 found_sig->idx = priv->ps_sig_number++;
3584 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3585 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3587 ERR("Failed to insert program entry.\n");
3589 return found_sig->idx;
3592 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3593 struct arb_vs_compiled_shader *compiled)
3595 unsigned int i, j;
3596 static const char *texcoords[8] =
3598 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3599 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3601 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3602 const struct wined3d_shader_signature_element *sig;
3603 const char *semantic_name;
3604 DWORD semantic_idx, reg_idx;
3606 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3607 * and varying 9 to result.color.secondary
3609 const char *decl_idx_to_string[MAX_REG_INPUT] =
3611 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3612 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3613 "result.color.primary", "result.color.secondary"
3616 if(sig_num == ~0)
3618 TRACE("Pixel shader uses builtin varyings\n");
3619 /* Map builtins to builtins */
3620 for(i = 0; i < 8; i++)
3622 priv_ctx->texcrd_output[i] = texcoords[i];
3624 priv_ctx->color_output[0] = "result.color.primary";
3625 priv_ctx->color_output[1] = "result.color.secondary";
3626 priv_ctx->fog_output = "result.fogcoord";
3628 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3629 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3631 semantic_name = shader->output_signature[i].semantic_name;
3632 if(semantic_name == NULL) continue;
3634 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3636 TRACE("o%u is TMP_OUT\n", i);
3637 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3638 else priv_ctx->vs_output[i] = "TA";
3640 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3642 TRACE("o%u is result.pointsize\n", i);
3643 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3644 else priv_ctx->vs_output[i] = "TA";
3646 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3648 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3649 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3650 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3651 else priv_ctx->vs_output[i] = "TA";
3653 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3655 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3656 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3657 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3659 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3661 TRACE("o%u is result.fogcoord\n", i);
3662 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3663 else priv_ctx->vs_output[i] = "result.fogcoord";
3665 else
3667 priv_ctx->vs_output[i] = "TA";
3670 return;
3673 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3674 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3676 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3677 TRACE("Pixel shader uses declared varyings\n");
3679 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3680 for(i = 0; i < 8; i++)
3682 priv_ctx->texcrd_output[i] = "TA";
3684 priv_ctx->color_output[0] = "TA";
3685 priv_ctx->color_output[1] = "TA";
3686 priv_ctx->fog_output = "TA";
3688 for(i = 0; i < MAX_REG_INPUT; i++)
3690 semantic_name = sig[i].semantic_name;
3691 semantic_idx = sig[i].semantic_idx;
3692 reg_idx = sig[i].register_idx;
3693 if(semantic_name == NULL) continue;
3695 /* If a declared input register is not written by builtin arguments, don't write to it.
3696 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3698 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3699 * to TMP_OUT in any case
3701 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3703 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3705 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3707 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3709 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3711 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3713 else
3715 continue;
3718 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3719 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3721 compiled->need_color_unclamp = TRUE;
3725 /* Map declared to declared */
3726 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3728 /* Write unread output to TA to throw them away */
3729 priv_ctx->vs_output[i] = "TA";
3730 semantic_name = shader->output_signature[i].semantic_name;
3731 if(semantic_name == NULL)
3733 continue;
3736 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3737 shader->output_signature[i].semantic_idx == 0)
3739 priv_ctx->vs_output[i] = "TMP_OUT";
3740 continue;
3742 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3743 shader->output_signature[i].semantic_idx == 0)
3745 priv_ctx->vs_output[i] = "result.pointsize";
3746 continue;
3749 for(j = 0; j < MAX_REG_INPUT; j++)
3751 if(sig[j].semantic_name == NULL)
3753 continue;
3756 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3757 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3759 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3761 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3762 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3764 compiled->need_color_unclamp = TRUE;
3771 /* GL locking is done by the caller */
3772 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3773 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3775 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3776 CONST DWORD *function = This->baseShader.function;
3777 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3778 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3779 const local_constant *lconst;
3780 GLuint ret;
3781 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3782 struct shader_arb_ctx_priv priv_ctx;
3783 unsigned int i;
3785 memset(&priv_ctx, 0, sizeof(priv_ctx));
3786 priv_ctx.cur_vs_args = args;
3787 list_init(&priv_ctx.control_frames);
3788 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3790 /* Create the hw ARB shader */
3791 shader_addline(buffer, "!!ARBvp1.0\n");
3793 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3794 * mesurable performance penalty, and we can always make use of it for clipplanes.
3796 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3797 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3798 priv_ctx.target_version = NV3;
3799 shader_addline(buffer, "ADDRESS aL;\n");
3800 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3801 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3802 priv_ctx.target_version = NV2;
3803 shader_addline(buffer, "ADDRESS aL;\n");
3804 } else {
3805 priv_ctx.target_version = ARB;
3808 shader_addline(buffer, "TEMP TMP_OUT;\n");
3809 if(need_helper_const(gl_info)) {
3810 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3812 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3813 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3814 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3817 shader_addline(buffer, "TEMP TA;\n");
3819 /* Base Declarations */
3820 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3821 lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3823 for(i = 0; i < MAX_CONST_I; i++)
3825 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3826 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3828 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3830 if(control_values)
3832 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3833 control_values[0], control_values[1], control_values[2]);
3835 else
3837 compiled->int_consts[i] = next_local;
3838 compiled->num_int_consts++;
3839 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3844 /* We need a constant to fixup the final position */
3845 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3846 compiled->pos_fixup = next_local++;
3848 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3849 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3850 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3851 * a replacement shader depend on the texcoord.w being set properly.
3853 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3854 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3855 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3856 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3857 * this can eat a number of instructions, so skip it unless this cap is set as well
3859 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3860 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3862 if ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
3864 int i;
3865 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3866 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3867 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3868 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3874 /* The shader starts with the main function */
3875 priv_ctx.in_main_func = TRUE;
3876 /* Base Shader Body */
3877 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3879 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
3881 shader_addline(buffer, "END\n");
3883 /* TODO: change to resource.glObjectHandle or something like that */
3884 GL_EXTCALL(glGenProgramsARB(1, &ret));
3886 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3887 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3889 TRACE("Created hw vertex shader, prg=%d\n", ret);
3890 /* Create the program and check for errors */
3891 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3892 buffer->bsize, buffer->buffer));
3894 if (glGetError() == GL_INVALID_OPERATION) {
3895 GLint errPos;
3896 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3897 FIXME("HW VertexShader Error at position %d: %s\n",
3898 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3899 ret = -1;
3900 } else {
3901 /* Load immediate constants */
3902 if(lconst_map) {
3903 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3904 const float *value = (const float *)lconst->value;
3905 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3909 HeapFree(GetProcessHeap(), 0, lconst_map);
3911 return ret;
3914 static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps)
3916 struct arb_pshader_private *shader_priv = ps->backend_priv;
3917 int i;
3918 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)ps->baseShader.device)->adapter->gl_info;
3920 /* See if we can use fragment.texcoord[7] for clipplane emulation
3922 * Don't do this if it is not supported, or fragment.texcoord[7] is used
3924 if(ps->baseShader.reg_maps.shader_version.major < 3)
3926 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3928 if (!(ps->baseShader.reg_maps.texcoord & (1 << (i - 1))))
3930 shader_priv->clipplane_emulation = i;
3931 return;
3934 WARN("Did not find a free clip reg(2.0)\n");
3936 else
3938 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3940 if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
3942 shader_priv->clipplane_emulation = i;
3943 return;
3946 WARN("Did not find a free clip reg(3.0)\n");
3950 /* GL locking is done by the caller */
3951 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3953 UINT i;
3954 DWORD new_size;
3955 struct arb_ps_compiled_shader *new_array;
3956 struct wined3d_shader_buffer buffer;
3957 struct arb_pshader_private *shader_data;
3958 GLuint ret;
3960 if(!shader->backend_priv) {
3961 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3962 struct shader_arb_priv *priv = device->shader_priv;
3964 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3965 shader_data = shader->backend_priv;
3966 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
3968 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
3969 else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
3971 shader_data->has_signature_idx = TRUE;
3972 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
3974 if(!device->vs_clipping) find_clip_texcoord(shader);
3976 shader_data = shader->backend_priv;
3978 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3979 * so a linear search is more performant than a hashmap or a binary search
3980 * (cache coherency etc)
3982 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3983 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3984 return &shader_data->gl_shaders[i];
3988 TRACE("No matching GL shader found, compiling a new shader\n");
3989 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3990 if (shader_data->num_gl_shaders)
3992 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3993 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3994 new_size * sizeof(*shader_data->gl_shaders));
3995 } else {
3996 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3997 new_size = 1;
4000 if(!new_array) {
4001 ERR("Out of memory\n");
4002 return 0;
4004 shader_data->gl_shaders = new_array;
4005 shader_data->shader_array_size = new_size;
4008 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4010 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4011 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4013 if (!shader_buffer_init(&buffer))
4015 ERR("Failed to initialize shader buffer.\n");
4016 return 0;
4019 ret = shader_arb_generate_pshader(shader, &buffer, args,
4020 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4021 shader_buffer_free(&buffer);
4022 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4024 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4027 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4028 const DWORD use_map, BOOL skip_int) {
4029 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4030 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4031 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
4032 if(stored->ps_signature != new->ps_signature) return FALSE;
4033 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
4034 if(skip_int) return TRUE;
4036 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4039 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4041 UINT i;
4042 DWORD new_size;
4043 struct arb_vs_compiled_shader *new_array;
4044 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4045 struct wined3d_shader_buffer buffer;
4046 struct arb_vshader_private *shader_data;
4047 GLuint ret;
4048 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4050 if(!shader->backend_priv) {
4051 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4053 shader_data = shader->backend_priv;
4055 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4056 * so a linear search is more performant than a hashmap or a binary search
4057 * (cache coherency etc)
4059 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4060 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
4061 return &shader_data->gl_shaders[i];
4065 TRACE("No matching GL shader found, compiling a new shader\n");
4067 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4068 if (shader_data->num_gl_shaders)
4070 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4071 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4072 new_size * sizeof(*shader_data->gl_shaders));
4073 } else {
4074 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4075 new_size = 1;
4078 if(!new_array) {
4079 ERR("Out of memory\n");
4080 return 0;
4082 shader_data->gl_shaders = new_array;
4083 shader_data->shader_array_size = new_size;
4086 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4088 if (!shader_buffer_init(&buffer))
4090 ERR("Failed to initialize shader buffer.\n");
4091 return 0;
4094 ret = shader_arb_generate_vshader(shader, &buffer, args,
4095 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4096 shader_buffer_free(&buffer);
4097 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4099 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4102 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4103 struct arb_ps_compile_args *args)
4105 int i;
4106 WORD int_skip;
4107 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4108 find_ps_compile_args(shader, stateblock, &args->super);
4110 /* This forces all local boolean constants to 1 to make them stateblock independent */
4111 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4113 for(i = 0; i < MAX_CONST_B; i++)
4115 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4118 /* Skip if unused or local, or supported natively */
4119 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4120 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
4122 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4123 return;
4126 for(i = 0; i < MAX_CONST_I; i++)
4128 if(int_skip & (1 << i))
4130 args->loop_ctrl[i][0] = 0;
4131 args->loop_ctrl[i][1] = 0;
4132 args->loop_ctrl[i][2] = 0;
4134 else
4136 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4137 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4138 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4143 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4144 struct arb_vs_compile_args *args)
4146 int i;
4147 WORD int_skip;
4148 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4149 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4150 find_vs_compile_args(shader, stateblock, &args->super);
4152 args->boolclip_compare = 0;
4153 if(use_ps(stateblock))
4155 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4156 struct arb_pshader_private *shader_priv = ps->backend_priv;
4157 args->ps_signature = shader_priv->input_signature_idx;
4159 args->boolclip.clip_control[0] = shader_priv->clipplane_emulation;
4161 else
4163 args->ps_signature = ~0;
4164 if(!dev->vs_clipping)
4166 args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
4168 /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
4171 if(args->boolclip.clip_control[0])
4173 if(stateblock->renderState[WINED3DRS_CLIPPING])
4175 args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4177 /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
4180 /* This forces all local boolean constants to 1 to make them stateblock independent */
4181 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4182 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4183 for(i = 0; i < MAX_CONST_B; i++)
4185 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
4188 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4189 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4190 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4191 args->vertex_samplers[3] = 0;
4193 /* Skip if unused or local */
4194 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4195 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
4197 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4198 return;
4201 for(i = 0; i < MAX_CONST_I; i++)
4203 if(int_skip & (1 << i))
4205 args->loop_ctrl[i][0] = 0;
4206 args->loop_ctrl[i][1] = 0;
4207 args->loop_ctrl[i][2] = 0;
4209 else
4211 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4212 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4213 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4218 /* GL locking is done by the caller */
4219 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4221 IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4222 struct shader_arb_priv *priv = This->shader_priv;
4223 const struct wined3d_gl_info *gl_info = context->gl_info;
4224 int i;
4226 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4227 if (usePS) {
4228 struct arb_ps_compile_args compile_args;
4229 struct arb_ps_compiled_shader *compiled;
4230 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4232 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4233 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4234 compiled = find_arb_pshader(ps, &compile_args);
4235 priv->current_fprogram_id = compiled->prgId;
4236 priv->compiled_fprog = compiled;
4238 /* Bind the fragment program */
4239 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4240 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4242 if(!priv->use_arbfp_fixed_func) {
4243 /* Enable OpenGL fragment programs */
4244 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4245 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4247 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4249 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4250 * a 1.x and newer shader, reload the first 8 constants
4252 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
4254 priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
4255 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4256 for(i = 0; i < 8; i++)
4258 context->pshader_const_dirty[i] = 1;
4260 /* Also takes care of loading local constants */
4261 shader_arb_load_constants(context, TRUE, FALSE);
4263 else
4265 shader_arb_ps_local_constants(This);
4268 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4269 if (compiled->np2fixup_info.super.active)
4270 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4271 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
4272 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4273 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4274 * replacement shader
4276 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4277 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4278 priv->current_fprogram_id = 0;
4281 if (useVS) {
4282 struct arb_vs_compile_args compile_args;
4283 struct arb_vs_compiled_shader *compiled;
4284 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4286 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4287 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4288 compiled = find_arb_vshader(vs, &compile_args);
4289 priv->current_vprogram_id = compiled->prgId;
4290 priv->compiled_vprog = compiled;
4292 /* Bind the vertex program */
4293 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4294 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4296 /* Enable OpenGL vertex programs */
4297 glEnable(GL_VERTEX_PROGRAM_ARB);
4298 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4299 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4300 shader_arb_vs_local_constants(This);
4302 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4303 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4305 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4306 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4307 checkGLcall("glClampColorARB");
4308 } else {
4309 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4312 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4313 priv->current_vprogram_id = 0;
4314 glDisable(GL_VERTEX_PROGRAM_ARB);
4315 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4319 /* GL locking is done by the caller */
4320 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4321 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4322 struct shader_arb_priv *priv = This->shader_priv;
4323 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
4324 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4326 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4327 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4328 glEnable(GL_VERTEX_PROGRAM_ARB);
4330 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4331 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4332 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4335 /* GL locking is done by the caller */
4336 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4337 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4338 struct shader_arb_priv *priv = This->shader_priv;
4339 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4341 if (priv->current_vprogram_id) {
4342 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4343 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4345 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4346 } else {
4347 glDisable(GL_VERTEX_PROGRAM_ARB);
4348 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4351 if (priv->current_fprogram_id) {
4352 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4353 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4355 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4356 } else if(!priv->use_arbfp_fixed_func) {
4357 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4358 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4362 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4363 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4364 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4365 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4367 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4369 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
4370 struct arb_pshader_private *shader_data = This->backend_priv;
4371 UINT i;
4373 if(!shader_data) return; /* This can happen if a shader was never compiled */
4374 ENTER_GL();
4376 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4378 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4379 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4380 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4382 LEAVE_GL();
4383 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4384 HeapFree(GetProcessHeap(), 0, shader_data);
4385 This->backend_priv = NULL;
4386 } else {
4387 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4388 struct arb_vshader_private *shader_data = This->backend_priv;
4389 UINT i;
4391 if(!shader_data) return; /* This can happen if a shader was never compiled */
4392 ENTER_GL();
4394 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4396 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4397 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4398 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4400 LEAVE_GL();
4401 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4402 HeapFree(GetProcessHeap(), 0, shader_data);
4403 This->backend_priv = NULL;
4407 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4409 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4410 return compare_sig(key, e->sig);
4413 struct wine_rb_functions sig_tree_functions =
4415 wined3d_rb_alloc,
4416 wined3d_rb_realloc,
4417 wined3d_rb_free,
4418 sig_tree_compare
4421 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4422 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4423 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4424 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4426 ERR("RB tree init failed\n");
4427 HeapFree(GetProcessHeap(), 0, priv);
4428 return E_OUTOFMEMORY;
4430 This->shader_priv = priv;
4431 return WINED3D_OK;
4434 static void release_signature(struct wine_rb_entry *entry, void *context)
4436 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4437 int i;
4438 for(i = 0; i < MAX_REG_INPUT; i++)
4440 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4442 HeapFree(GetProcessHeap(), 0, sig->sig);
4443 HeapFree(GetProcessHeap(), 0, sig);
4446 /* Context activation is done by the caller. */
4447 static void shader_arb_free(IWineD3DDevice *iface) {
4448 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4449 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4450 struct shader_arb_priv *priv = This->shader_priv;
4451 int i;
4453 ENTER_GL();
4454 if(priv->depth_blt_vprogram_id) {
4455 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4457 for (i = 0; i < tex_type_count; ++i) {
4458 if (priv->depth_blt_fprogram_id[i]) {
4459 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4462 LEAVE_GL();
4464 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4465 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4468 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4469 return TRUE;
4472 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
4473 struct shader_caps *pCaps)
4475 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4476 * then overwrite the shader specific ones
4478 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4480 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4481 if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
4483 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4484 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4486 else if(GL_LIMITS(vshader_constantsF) >= 256)
4488 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4489 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4490 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4492 else
4494 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4495 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4497 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4500 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4501 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
4503 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4504 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4506 else if(GL_LIMITS(pshader_constantsF) >= 32)
4508 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4509 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4510 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4512 else
4514 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4515 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4517 pCaps->PixelShader1xMaxValue = 8.0f;
4518 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4521 pCaps->VSClipping = use_nv_clip(gl_info);
4524 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4526 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4528 TRACE("Checking support for color_fixup:\n");
4529 dump_color_fixup_desc(fixup);
4532 /* We support everything except YUV conversions. */
4533 if (!is_yuv_fixup(fixup))
4535 TRACE("[OK]\n");
4536 return TRUE;
4539 TRACE("[FAILED]\n");
4540 return FALSE;
4543 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4544 DWORD shift;
4545 char write_mask[20], regstr[50];
4546 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4547 BOOL is_color = FALSE;
4548 const struct wined3d_shader_dst_param *dst;
4550 if (!ins->dst_count) return;
4552 dst = &ins->dst[0];
4553 shift = dst->shift;
4554 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4556 shader_arb_get_write_mask(ins, dst, write_mask);
4557 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4559 /* Generate a line that does the output modifier computation
4560 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4561 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4563 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4564 regstr, write_mask, regstr, shift_tab[shift]);
4567 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4569 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4570 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4571 /* WINED3DSIH_BEM */ pshader_hw_bem,
4572 /* WINED3DSIH_BREAK */ shader_hw_break,
4573 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4574 /* WINED3DSIH_BREAKP */ NULL,
4575 /* WINED3DSIH_CALL */ shader_hw_call,
4576 /* WINED3DSIH_CALLNZ */ NULL,
4577 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4578 /* WINED3DSIH_CND */ pshader_hw_cnd,
4579 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4580 /* WINED3DSIH_DCL */ NULL,
4581 /* WINED3DSIH_DEF */ NULL,
4582 /* WINED3DSIH_DEFB */ NULL,
4583 /* WINED3DSIH_DEFI */ NULL,
4584 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4585 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4586 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4587 /* WINED3DSIH_DST */ shader_hw_map2gl,
4588 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4589 /* WINED3DSIH_DSY */ shader_hw_dsy,
4590 /* WINED3DSIH_ELSE */ shader_hw_else,
4591 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4592 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4593 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4594 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4595 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4596 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4597 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4598 /* WINED3DSIH_IFC */ shader_hw_ifc,
4599 /* WINED3DSIH_LABEL */ shader_hw_label,
4600 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4601 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4602 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4603 /* WINED3DSIH_LOOP */ shader_hw_loop,
4604 /* WINED3DSIH_LRP */ shader_hw_lrp,
4605 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4606 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4607 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4608 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4609 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4610 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4611 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4612 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4613 /* WINED3DSIH_MOV */ shader_hw_mov,
4614 /* WINED3DSIH_MOVA */ shader_hw_mov,
4615 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4616 /* WINED3DSIH_NOP */ shader_hw_nop,
4617 /* WINED3DSIH_NRM */ shader_hw_nrm,
4618 /* WINED3DSIH_PHASE */ NULL,
4619 /* WINED3DSIH_POW */ shader_hw_log_pow,
4620 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4621 /* WINED3DSIH_REP */ shader_hw_rep,
4622 /* WINED3DSIH_RET */ shader_hw_ret,
4623 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4624 /* WINED3DSIH_SETP */ NULL,
4625 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4626 /* WINED3DSIH_SGN */ shader_hw_sgn,
4627 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4628 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4629 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4630 /* WINED3DSIH_TEX */ pshader_hw_tex,
4631 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4632 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4633 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4634 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4635 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4636 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4637 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4638 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4639 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4640 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4641 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4642 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4643 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4644 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4645 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4646 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4647 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4648 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4649 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4650 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4651 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4654 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4656 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4657 WORD bools = 0;
4658 WORD flag = (1 << idx);
4659 const local_constant *constant;
4660 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4662 if(This->baseShader.reg_maps.local_bool_consts & flag)
4664 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4665 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4667 if (constant->idx == idx)
4669 return constant->value[0];
4672 ERR("Local constant not found\n");
4673 return FALSE;
4675 else
4677 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4678 else bools = priv->cur_ps_args->bools;
4679 return bools & flag;
4683 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4684 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
4686 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4688 /* Integer constants can either be a local constant, or they can be stored in the shader
4689 * type specific compile args. */
4690 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4692 const local_constant *constant;
4694 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4696 if (constant->idx == idx)
4698 loop_control->count = constant->value[0];
4699 loop_control->start = constant->value[1];
4700 /* Step is signed. */
4701 loop_control->step = (int)constant->value[2];
4702 return;
4705 /* If this happens the flag was set incorrectly */
4706 ERR("Local constant not found\n");
4707 loop_control->count = 0;
4708 loop_control->start = 0;
4709 loop_control->step = 0;
4710 return;
4713 switch (This->baseShader.reg_maps.shader_version.type)
4715 case WINED3D_SHADER_TYPE_VERTEX:
4716 /* Count and aL start value are unsigned */
4717 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4718 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4719 /* Step is signed. */
4720 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4721 break;
4723 case WINED3D_SHADER_TYPE_PIXEL:
4724 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4725 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4726 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4727 break;
4729 default:
4730 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4731 break;
4735 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4737 unsigned int i;
4738 struct wined3d_shader_dst_param *dst_param = NULL;
4739 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4740 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4741 if(!rec)
4743 ERR("Out of memory\n");
4744 return;
4747 rec->ins = *ins;
4748 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4749 if(!dst_param) goto free;
4750 *dst_param = *ins->dst;
4751 if(ins->dst->reg.rel_addr)
4753 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4754 if(!rel_addr) goto free;
4755 *rel_addr = *ins->dst->reg.rel_addr;
4756 dst_param->reg.rel_addr = rel_addr;
4758 rec->ins.dst = dst_param;
4760 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4761 if(!src_param) goto free;
4762 for(i = 0; i < ins->src_count; i++)
4764 src_param[i] = ins->src[i];
4765 if(ins->src[i].reg.rel_addr)
4767 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4768 if(!rel_addr) goto free;
4769 *rel_addr = *ins->src[i].reg.rel_addr;
4770 src_param[i].reg.rel_addr = rel_addr;
4773 rec->ins.src = src_param;
4774 list_add_tail(list, &rec->entry);
4775 return;
4777 free:
4778 ERR("Out of memory\n");
4779 if(dst_param)
4781 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4782 HeapFree(GetProcessHeap(), 0, dst_param);
4784 if(src_param)
4786 for(i = 0; i < ins->src_count; i++)
4788 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4790 HeapFree(GetProcessHeap(), 0, src_param);
4792 HeapFree(GetProcessHeap(), 0, rec);
4795 static void free_recorded_instruction(struct list *list)
4797 struct recorded_instruction *rec_ins, *entry2;
4798 unsigned int i;
4800 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4802 list_remove(&rec_ins->entry);
4803 if(rec_ins->ins.dst)
4805 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4806 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4808 if(rec_ins->ins.src)
4810 for(i = 0; i < rec_ins->ins.src_count; i++)
4812 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4814 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4816 HeapFree(GetProcessHeap(), 0, rec_ins);
4820 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4821 SHADER_HANDLER hw_fct;
4822 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4823 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4824 struct control_frame *control_frame;
4825 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4826 BOOL bool_const;
4828 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4830 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4831 list_add_head(&priv->control_frames, &control_frame->entry);
4833 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4834 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4836 if(priv->target_version >= NV2)
4838 control_frame->loop_no = priv->num_loops++;
4839 priv->loop_depth++;
4841 else
4843 /* Don't bother recording when we're in a not used if branch */
4844 if(priv->muted)
4846 return;
4849 if(!priv->recording)
4851 list_init(&priv->record);
4852 priv->recording = TRUE;
4853 control_frame->outer_loop = TRUE;
4854 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
4855 return; /* Instruction is handled */
4857 /* Record this loop in the outer loop's recording */
4860 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4862 if(priv->target_version >= NV2)
4864 /* Nothing to do. The control frame is popped after the HW instr handler */
4866 else
4868 struct list *e = list_head(&priv->control_frames);
4869 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4870 list_remove(&control_frame->entry);
4872 if(control_frame->outer_loop)
4874 int iteration, aL = 0;
4875 struct list copy;
4877 /* Turn off recording before playback */
4878 priv->recording = FALSE;
4880 /* Move the recorded instructions to a separate list and get them out of the private data
4881 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4882 * be recorded again, thus priv->record might be overwritten
4884 list_init(&copy);
4885 list_move_tail(&copy, &priv->record);
4886 list_init(&priv->record);
4888 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4890 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4891 control_frame->loop_control.count, control_frame->loop_control.start,
4892 control_frame->loop_control.step);
4893 aL = control_frame->loop_control.start;
4895 else
4897 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
4900 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
4902 struct recorded_instruction *rec_ins;
4903 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4905 priv->aL = aL;
4906 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4908 else
4910 shader_addline(buffer, "#Iteration %d\n", iteration);
4913 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
4915 shader_arb_handle_instruction(&rec_ins->ins);
4918 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4920 aL += control_frame->loop_control.step;
4923 shader_addline(buffer, "#end loop/rep\n");
4925 free_recorded_instruction(&copy);
4926 HeapFree(GetProcessHeap(), 0, control_frame);
4927 return; /* Instruction is handled */
4929 else
4931 /* This is a nested loop. Proceed to the normal recording function */
4932 HeapFree(GetProcessHeap(), 0, control_frame);
4937 if(priv->recording)
4939 record_instruction(&priv->record, ins);
4940 return;
4943 /* boolean if */
4944 if(ins->handler_idx == WINED3DSIH_IF)
4946 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4947 list_add_head(&priv->control_frames, &control_frame->entry);
4948 control_frame->type = IF;
4950 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
4951 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
4952 if(!priv->muted && bool_const == FALSE)
4954 shader_addline(buffer, "#if(FALSE){\n");
4955 priv->muted = TRUE;
4956 control_frame->muting = TRUE;
4958 else shader_addline(buffer, "#if(TRUE) {\n");
4960 return; /* Instruction is handled */
4962 else if(ins->handler_idx == WINED3DSIH_IFC)
4964 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4965 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4966 control_frame->type = IFC;
4967 control_frame->ifc_no = priv->num_ifcs++;
4968 list_add_head(&priv->control_frames, &control_frame->entry);
4970 else if(ins->handler_idx == WINED3DSIH_ELSE)
4972 struct list *e = list_head(&priv->control_frames);
4973 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4975 if(control_frame->type == IF)
4977 shader_addline(buffer, "#} else {\n");
4978 if(!priv->muted && !control_frame->muting)
4980 priv->muted = TRUE;
4981 control_frame->muting = TRUE;
4983 else if(control_frame->muting) priv->muted = FALSE;
4984 return; /* Instruction is handled. */
4986 /* In case of an ifc, generate a HW shader instruction */
4988 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4990 struct list *e = list_head(&priv->control_frames);
4991 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4993 if(control_frame->type == IF)
4995 shader_addline(buffer, "#} endif\n");
4996 if(control_frame->muting) priv->muted = FALSE;
4997 list_remove(&control_frame->entry);
4998 HeapFree(GetProcessHeap(), 0, control_frame);
4999 return; /* Instruction is handled */
5003 if(priv->muted) return;
5005 /* Select handler */
5006 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5008 /* Unhandled opcode */
5009 if (!hw_fct)
5011 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5012 return;
5014 hw_fct(ins);
5016 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5018 struct list *e = list_head(&priv->control_frames);
5019 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5020 list_remove(&control_frame->entry);
5021 HeapFree(GetProcessHeap(), 0, control_frame);
5022 priv->loop_depth--;
5024 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5026 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5027 struct list *e = list_head(&priv->control_frames);
5028 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5029 list_remove(&control_frame->entry);
5030 HeapFree(GetProcessHeap(), 0, control_frame);
5034 shader_arb_add_instruction_modifiers(ins);
5037 const shader_backend_t arb_program_shader_backend = {
5038 shader_arb_handle_instruction,
5039 shader_arb_select,
5040 shader_arb_select_depth_blt,
5041 shader_arb_deselect_depth_blt,
5042 shader_arb_update_float_vertex_constants,
5043 shader_arb_update_float_pixel_constants,
5044 shader_arb_load_constants,
5045 shader_arb_load_np2fixup_constants,
5046 shader_arb_destroy,
5047 shader_arb_alloc,
5048 shader_arb_free,
5049 shader_arb_dirty_const,
5050 shader_arb_get_caps,
5051 shader_arb_color_fixup_supported,
5054 /* ARB_fragment_program fixed function pipeline replacement definitions */
5055 #define ARB_FFP_CONST_TFACTOR 0
5056 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5057 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5058 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5059 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5061 struct arbfp_ffp_desc
5063 struct ffp_frag_desc parent;
5064 GLuint shader;
5065 unsigned int num_textures_used;
5068 /* Context activation is done by the caller. */
5069 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5070 ENTER_GL();
5071 if(enable) {
5072 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5073 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5074 } else {
5075 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5076 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5078 LEAVE_GL();
5081 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5082 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5083 struct shader_arb_priv *priv;
5084 /* Share private data between the shader backend and the pipeline replacement, if both
5085 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5086 * if no pixel shader is bound or not
5088 if(This->shader_backend == &arb_program_shader_backend) {
5089 This->fragment_priv = This->shader_priv;
5090 } else {
5091 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5092 if(!This->fragment_priv) return E_OUTOFMEMORY;
5094 priv = This->fragment_priv;
5095 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5097 ERR("Failed to initialize rbtree.\n");
5098 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5099 return E_OUTOFMEMORY;
5101 priv->use_arbfp_fixed_func = TRUE;
5102 return WINED3D_OK;
5105 /* Context activation is done by the caller. */
5106 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5108 const struct wined3d_gl_info *gl_info = context;
5109 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5111 ENTER_GL();
5112 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5113 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5114 HeapFree(GetProcessHeap(), 0, entry_arb);
5115 LEAVE_GL();
5118 /* Context activation is done by the caller. */
5119 static void arbfp_free(IWineD3DDevice *iface) {
5120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5121 struct shader_arb_priv *priv = This->fragment_priv;
5123 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5124 priv->use_arbfp_fixed_func = FALSE;
5126 if(This->shader_backend != &arb_program_shader_backend) {
5127 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5131 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5133 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5134 WINED3DTEXOPCAPS_SELECTARG1 |
5135 WINED3DTEXOPCAPS_SELECTARG2 |
5136 WINED3DTEXOPCAPS_MODULATE4X |
5137 WINED3DTEXOPCAPS_MODULATE2X |
5138 WINED3DTEXOPCAPS_MODULATE |
5139 WINED3DTEXOPCAPS_ADDSIGNED2X |
5140 WINED3DTEXOPCAPS_ADDSIGNED |
5141 WINED3DTEXOPCAPS_ADD |
5142 WINED3DTEXOPCAPS_SUBTRACT |
5143 WINED3DTEXOPCAPS_ADDSMOOTH |
5144 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5145 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5146 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5147 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5148 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5149 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5150 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5151 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5152 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5153 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5154 WINED3DTEXOPCAPS_MULTIPLYADD |
5155 WINED3DTEXOPCAPS_LERP |
5156 WINED3DTEXOPCAPS_BUMPENVMAP |
5157 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5159 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5161 caps->MaxTextureBlendStages = 8;
5162 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
5164 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
5166 #undef GLINFO_LOCATION
5168 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5169 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5171 float col[4];
5172 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5174 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5175 * application provided constants
5177 if(device->shader_backend == &arb_program_shader_backend) {
5178 if (use_ps(stateblock)) return;
5180 device = stateblock->wineD3DDevice;
5181 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5182 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5185 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5186 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5187 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5191 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5193 float col[4];
5194 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5196 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5197 * application provided constants
5199 if(device->shader_backend == &arb_program_shader_backend) {
5200 if (use_ps(stateblock)) return;
5202 device = stateblock->wineD3DDevice;
5203 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5204 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5207 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5208 /* The specular color has no alpha */
5209 col[0] = 1.0f; col[1] = 1.0f;
5210 col[2] = 1.0f; col[3] = 0.0f;
5211 } else {
5212 col[0] = 0.0f; col[1] = 0.0f;
5213 col[2] = 0.0f; col[3] = 0.0f;
5215 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5216 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5219 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5221 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5222 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5223 float mat[2][2];
5225 if (use_ps(stateblock))
5227 if(stage != 0 &&
5228 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
5229 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5230 * anyway
5232 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5233 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5237 if(device->shader_backend == &arb_program_shader_backend) {
5238 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5239 return;
5241 } else if(device->shader_backend == &arb_program_shader_backend) {
5242 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5243 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5246 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5247 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5248 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5249 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5251 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5252 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5255 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5257 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5258 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5259 float param[4];
5261 if (use_ps(stateblock))
5263 if(stage != 0 &&
5264 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
5265 /* The pixel shader has to know the luminance offset. Do a constants update if it
5266 * isn't scheduled 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_LUMINANCE(stage)] = 1;
5279 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5282 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5283 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5284 param[2] = 0.0f;
5285 param[3] = 0.0f;
5287 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5288 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5291 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5293 const char *ret;
5295 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5297 switch(arg & WINED3DTA_SELECTMASK) {
5298 case WINED3DTA_DIFFUSE:
5299 ret = "fragment.color.primary"; break;
5301 case WINED3DTA_CURRENT:
5302 if(stage == 0) ret = "fragment.color.primary";
5303 else ret = "ret";
5304 break;
5306 case WINED3DTA_TEXTURE:
5307 switch(stage) {
5308 case 0: ret = "tex0"; break;
5309 case 1: ret = "tex1"; break;
5310 case 2: ret = "tex2"; break;
5311 case 3: ret = "tex3"; break;
5312 case 4: ret = "tex4"; break;
5313 case 5: ret = "tex5"; break;
5314 case 6: ret = "tex6"; break;
5315 case 7: ret = "tex7"; break;
5316 default: ret = "unknown texture";
5318 break;
5320 case WINED3DTA_TFACTOR:
5321 ret = "tfactor"; break;
5323 case WINED3DTA_SPECULAR:
5324 ret = "fragment.color.secondary"; break;
5326 case WINED3DTA_TEMP:
5327 ret = "tempreg"; break;
5329 case WINED3DTA_CONSTANT:
5330 FIXME("Implement perstage constants\n");
5331 switch(stage) {
5332 case 0: ret = "const0"; break;
5333 case 1: ret = "const1"; break;
5334 case 2: ret = "const2"; break;
5335 case 3: ret = "const3"; break;
5336 case 4: ret = "const4"; break;
5337 case 5: ret = "const5"; break;
5338 case 6: ret = "const6"; break;
5339 case 7: ret = "const7"; break;
5340 default: ret = "unknown constant";
5342 break;
5344 default:
5345 return "unknown";
5348 if(arg & WINED3DTA_COMPLEMENT) {
5349 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5350 if(argnum == 0) ret = "arg0";
5351 if(argnum == 1) ret = "arg1";
5352 if(argnum == 2) ret = "arg2";
5354 if(arg & WINED3DTA_ALPHAREPLICATE) {
5355 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5356 if(argnum == 0) ret = "arg0";
5357 if(argnum == 1) ret = "arg1";
5358 if(argnum == 2) ret = "arg2";
5360 return ret;
5363 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5364 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5366 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5367 unsigned int mul = 1;
5368 BOOL mul_final_dest = FALSE;
5370 if(color && alpha) dstmask = "";
5371 else if(color) dstmask = ".xyz";
5372 else dstmask = ".w";
5374 if(dst == tempreg) dstreg = "tempreg";
5375 else dstreg = "ret";
5377 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5378 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5379 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5381 switch(op) {
5382 case WINED3DTOP_DISABLE:
5383 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5384 break;
5386 case WINED3DTOP_SELECTARG2:
5387 arg1 = arg2;
5388 case WINED3DTOP_SELECTARG1:
5389 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5390 break;
5392 case WINED3DTOP_MODULATE4X:
5393 mul = 2;
5394 case WINED3DTOP_MODULATE2X:
5395 mul *= 2;
5396 if(strcmp(dstreg, "result.color") == 0) {
5397 dstreg = "ret";
5398 mul_final_dest = TRUE;
5400 case WINED3DTOP_MODULATE:
5401 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5402 break;
5404 case WINED3DTOP_ADDSIGNED2X:
5405 mul = 2;
5406 if(strcmp(dstreg, "result.color") == 0) {
5407 dstreg = "ret";
5408 mul_final_dest = TRUE;
5410 case WINED3DTOP_ADDSIGNED:
5411 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5412 arg2 = "arg2";
5413 case WINED3DTOP_ADD:
5414 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5415 break;
5417 case WINED3DTOP_SUBTRACT:
5418 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5419 break;
5421 case WINED3DTOP_ADDSMOOTH:
5422 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5423 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5424 break;
5426 case WINED3DTOP_BLENDCURRENTALPHA:
5427 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5428 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5429 break;
5430 case WINED3DTOP_BLENDFACTORALPHA:
5431 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5432 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5433 break;
5434 case WINED3DTOP_BLENDTEXTUREALPHA:
5435 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5436 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5437 break;
5438 case WINED3DTOP_BLENDDIFFUSEALPHA:
5439 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5440 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5441 break;
5443 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5444 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5445 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5446 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5447 break;
5449 /* D3DTOP_PREMODULATE ???? */
5451 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5452 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5453 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5454 break;
5455 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5456 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5457 break;
5458 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5459 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5460 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5461 break;
5462 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5463 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5464 break;
5466 case WINED3DTOP_DOTPRODUCT3:
5467 mul = 4;
5468 if(strcmp(dstreg, "result.color") == 0) {
5469 dstreg = "ret";
5470 mul_final_dest = TRUE;
5472 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5473 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5474 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5475 break;
5477 case WINED3DTOP_MULTIPLYADD:
5478 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5479 break;
5481 case WINED3DTOP_LERP:
5482 /* The msdn is not quite right here */
5483 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5484 break;
5486 case WINED3DTOP_BUMPENVMAP:
5487 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5488 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5489 break;
5491 default:
5492 FIXME("Unhandled texture op %08x\n", op);
5495 if(mul == 2) {
5496 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5497 } else if(mul == 4) {
5498 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5502 /* The stateblock is passed for GLINFO_LOCATION */
5503 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5505 unsigned int stage;
5506 struct wined3d_shader_buffer buffer;
5507 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5508 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5509 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5510 const char *textype;
5511 const char *instr, *sat;
5512 char colorcor_dst[8];
5513 GLuint ret;
5514 DWORD arg0, arg1, arg2;
5515 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5516 BOOL op_equal;
5517 const char *final_combiner_src = "ret";
5519 /* Find out which textures are read */
5520 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5521 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5522 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5523 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5524 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5525 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5526 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5527 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5529 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5530 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5531 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5532 bump_used[stage] = TRUE;
5533 tex_read[stage] = TRUE;
5535 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5536 bump_used[stage] = TRUE;
5537 tex_read[stage] = TRUE;
5538 luminance_used[stage] = TRUE;
5539 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5540 tfactor_used = TRUE;
5543 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5544 tfactor_used = TRUE;
5547 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5548 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5549 tempreg_used = TRUE;
5552 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5553 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5554 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5555 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5556 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5557 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5558 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5560 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5561 tempreg_used = TRUE;
5563 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5564 tfactor_used = TRUE;
5568 /* Shader header */
5569 if (!shader_buffer_init(&buffer))
5571 ERR("Failed to initialize shader buffer.\n");
5572 return 0;
5575 shader_addline(&buffer, "!!ARBfp1.0\n");
5577 switch(settings->fog) {
5578 case FOG_OFF: break;
5579 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5580 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5581 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5582 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5585 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5586 shader_addline(&buffer, "TEMP TMP;\n");
5587 shader_addline(&buffer, "TEMP ret;\n");
5588 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5589 shader_addline(&buffer, "TEMP arg0;\n");
5590 shader_addline(&buffer, "TEMP arg1;\n");
5591 shader_addline(&buffer, "TEMP arg2;\n");
5592 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5593 if(!tex_read[stage]) continue;
5594 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5595 if(!bump_used[stage]) continue;
5596 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5597 if(!luminance_used[stage]) continue;
5598 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5600 if(tfactor_used) {
5601 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5603 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5605 if(settings->sRGB_write) {
5606 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5607 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5608 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5609 srgb_sub_high, 0.0, 0.0, 0.0);
5612 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5614 /* Generate texture sampling instructions) */
5615 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5616 if(!tex_read[stage]) continue;
5618 switch(settings->op[stage].tex_type) {
5619 case tex_1d: textype = "1D"; break;
5620 case tex_2d: textype = "2D"; break;
5621 case tex_3d: textype = "3D"; break;
5622 case tex_cube: textype = "CUBE"; break;
5623 case tex_rect: textype = "RECT"; break;
5624 default: textype = "unexpected_textype"; break;
5627 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5628 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5629 sat = "";
5630 } else {
5631 sat = "_SAT";
5634 if(settings->op[stage].projected == proj_none) {
5635 instr = "TEX";
5636 } else if(settings->op[stage].projected == proj_count4 ||
5637 settings->op[stage].projected == proj_count3) {
5638 instr = "TXP";
5639 } else {
5640 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5641 instr = "TXP";
5644 if(stage > 0 &&
5645 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5646 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5647 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5648 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5649 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5650 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5652 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5653 * so multiply the displacement with the dividing parameter before passing it to TXP
5655 if (settings->op[stage].projected != proj_none) {
5656 if(settings->op[stage].projected == proj_count4) {
5657 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5658 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5659 } else {
5660 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5661 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5663 } else {
5664 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5667 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5668 instr, sat, stage, stage, textype);
5669 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5670 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5671 stage - 1, stage - 1, stage - 1);
5672 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5674 } else if(settings->op[stage].projected == proj_count3) {
5675 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5676 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5677 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5678 instr, sat, stage, stage, textype);
5679 } else {
5680 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5681 instr, sat, stage, stage, stage, textype);
5684 sprintf(colorcor_dst, "tex%u", stage);
5685 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5686 settings->op[stage].color_fixup);
5689 /* Generate the main shader */
5690 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5691 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5692 if(stage == 0) {
5693 final_combiner_src = "fragment.color.primary";
5695 break;
5698 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5699 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5700 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5701 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5702 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5703 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5704 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5705 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5706 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5707 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5708 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5709 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5710 } else {
5711 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5712 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5713 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5714 settings->op[stage].carg2 == settings->op[stage].aarg2;
5717 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5718 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5719 settings->op[stage].cop, settings->op[stage].carg0,
5720 settings->op[stage].carg1, settings->op[stage].carg2);
5721 if(stage == 0) {
5722 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5724 } else if(op_equal) {
5725 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5726 settings->op[stage].cop, settings->op[stage].carg0,
5727 settings->op[stage].carg1, settings->op[stage].carg2);
5728 } else {
5729 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5730 settings->op[stage].cop, settings->op[stage].carg0,
5731 settings->op[stage].carg1, settings->op[stage].carg2);
5732 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5733 settings->op[stage].aop, settings->op[stage].aarg0,
5734 settings->op[stage].aarg1, settings->op[stage].aarg2);
5738 if(settings->sRGB_write) {
5739 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5740 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5741 } else {
5742 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5745 /* Footer */
5746 shader_addline(&buffer, "END\n");
5748 /* Generate the shader */
5749 GL_EXTCALL(glGenProgramsARB(1, &ret));
5750 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5751 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5753 if (glGetError() == GL_INVALID_OPERATION) {
5754 GLint pos;
5755 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5756 FIXME("Fragment program error at position %d: %s\n", pos,
5757 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5759 shader_buffer_free(&buffer);
5760 return ret;
5763 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5765 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5766 struct shader_arb_priv *priv = device->fragment_priv;
5767 BOOL use_pshader = use_ps(stateblock);
5768 BOOL use_vshader = use_vs(stateblock);
5769 struct ffp_frag_settings settings;
5770 const struct arbfp_ffp_desc *desc;
5771 unsigned int i;
5773 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5775 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5776 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5777 /* Reload fixed function constants since they collide with the pixel shader constants */
5778 for(i = 0; i < MAX_TEXTURES; i++) {
5779 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5781 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5782 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5783 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5784 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5786 return;
5789 if(!use_pshader) {
5790 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5791 gen_ffp_frag_op(stateblock, &settings, FALSE);
5792 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5793 if(!desc) {
5794 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5795 if (!new_desc)
5797 ERR("Out of memory\n");
5798 return;
5800 new_desc->num_textures_used = 0;
5801 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5802 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5803 new_desc->num_textures_used = i;
5806 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5807 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5808 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5809 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5810 desc = new_desc;
5813 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5814 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5815 * deactivate it.
5817 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5818 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5819 priv->current_fprogram_id = desc->shader;
5821 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5822 /* Reload fixed function constants since they collide with the pixel shader constants */
5823 for(i = 0; i < MAX_TEXTURES; i++) {
5824 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5826 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5827 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5829 context->last_was_pshader = FALSE;
5830 } else {
5831 context->last_was_pshader = TRUE;
5834 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5835 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5836 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5837 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5838 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5840 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5841 * shader handler
5843 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5844 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5846 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5847 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5850 if(use_pshader) {
5851 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5855 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5856 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5857 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5858 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5859 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5861 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5863 enum fogsource new_source;
5865 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5867 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5868 fragment_prog_arbfp(state, stateblock, context);
5871 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5873 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5874 if(use_vs(stateblock)) {
5875 new_source = FOGSOURCE_VS;
5876 } else {
5877 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5878 new_source = FOGSOURCE_COORD;
5879 } else {
5880 new_source = FOGSOURCE_FFP;
5883 } else {
5884 new_source = FOGSOURCE_FFP;
5886 if(new_source != context->fog_source) {
5887 context->fog_source = new_source;
5888 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5892 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5894 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5895 fragment_prog_arbfp(state, stateblock, context);
5899 #undef GLINFO_LOCATION
5901 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5902 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5903 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5904 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5905 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5906 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5907 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5908 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5909 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5910 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5911 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5912 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5913 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5914 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5915 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5916 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5917 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5918 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5919 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5920 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5921 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5922 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5923 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5924 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5925 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5926 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5927 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5928 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5929 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5930 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5931 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5932 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5933 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5934 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5935 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5936 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5937 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5938 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5939 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5940 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5941 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5942 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5943 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5944 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5945 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5946 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5947 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5948 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5949 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5950 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5951 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5952 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5953 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5954 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5955 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5956 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5957 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5958 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5959 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5960 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5961 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5962 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5963 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5964 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5965 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5966 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5967 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5968 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5969 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5970 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5971 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5972 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5973 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5974 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5975 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5976 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5977 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5978 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5979 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5980 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5981 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5982 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5983 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5984 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5985 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5986 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5987 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5988 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5989 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5990 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5991 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5992 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5993 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5994 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5995 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5996 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5997 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5998 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5999 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6000 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6001 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6002 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6003 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6004 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6005 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6006 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6007 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6008 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6009 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6010 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6011 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6012 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6013 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6014 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6015 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6016 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6017 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6018 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6019 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6020 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6021 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6022 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6023 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6024 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6025 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6026 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6027 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6028 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6029 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6030 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6031 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6032 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6033 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6034 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6035 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6036 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6037 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6038 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6039 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6040 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6041 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6042 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6043 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6044 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6045 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6046 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6047 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6048 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6049 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6052 const struct fragment_pipeline arbfp_fragment_pipeline = {
6053 arbfp_enable,
6054 arbfp_get_caps,
6055 arbfp_alloc,
6056 arbfp_free,
6057 shader_arb_color_fixup_supported,
6058 arbfp_fragmentstate_template,
6059 TRUE /* We can disable projected textures */
6062 #define GLINFO_LOCATION device->adapter->gl_info
6064 struct arbfp_blit_priv {
6065 GLenum yuy2_rect_shader, yuy2_2d_shader;
6066 GLenum uyvy_rect_shader, uyvy_2d_shader;
6067 GLenum yv12_rect_shader, yv12_2d_shader;
6070 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6071 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6072 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6073 if(!device->blit_priv) {
6074 ERR("Out of memory\n");
6075 return E_OUTOFMEMORY;
6077 return WINED3D_OK;
6080 /* Context activation is done by the caller. */
6081 static void arbfp_blit_free(IWineD3DDevice *iface) {
6082 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6083 struct arbfp_blit_priv *priv = device->blit_priv;
6085 ENTER_GL();
6086 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6087 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6088 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6089 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6090 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6091 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6092 checkGLcall("Delete yuv programs");
6093 LEAVE_GL();
6096 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
6097 GLenum textype, char *luminance)
6099 char chroma;
6100 const char *tex, *texinstr;
6102 if (yuv_fixup == YUV_FIXUP_UYVY) {
6103 chroma = 'x';
6104 *luminance = 'w';
6105 } else {
6106 chroma = 'w';
6107 *luminance = 'x';
6109 switch(textype) {
6110 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6111 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6112 default:
6113 /* This is more tricky than just replacing the texture type - we have to navigate
6114 * properly in the texture to find the correct chroma values
6116 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6117 return FALSE;
6120 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6121 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6122 * filtering when we sample the texture.
6124 * These are the rules for reading the chroma:
6126 * Even pixel: Cr
6127 * Even pixel: U
6128 * Odd pixel: V
6130 * So we have to get the sampling x position in non-normalized coordinates in integers
6132 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6133 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6134 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6135 } else {
6136 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6138 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6139 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6140 * 0.5, so add 0.5.
6142 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6143 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6145 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6146 * even and odd pixels respectively
6148 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6149 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6151 /* Sample Pixel 1 */
6152 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6154 /* Put the value into either of the chroma values */
6155 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6156 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6157 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6158 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6160 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6161 * the pixel right to the current one. Otherwise, sample the left pixel.
6162 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6164 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6165 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6166 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6168 /* Put the value into the other chroma */
6169 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6170 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6171 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6172 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6174 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6175 * the current one and lerp the two U and V values
6178 /* This gives the correctly filtered luminance value */
6179 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6181 return TRUE;
6184 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6186 const char *tex;
6188 switch(textype) {
6189 case GL_TEXTURE_2D: tex = "2D"; break;
6190 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6191 default:
6192 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6193 return FALSE;
6196 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6197 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6198 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6199 * pitch of the luminance plane, the packing into the gl texture is a bit
6200 * unfortunate. If the whole texture is interpreted as luminance data it looks
6201 * approximately like this:
6203 * +----------------------------------+----
6204 * | |
6205 * | |
6206 * | |
6207 * | |
6208 * | | 2
6209 * | LUMINANCE | -
6210 * | | 3
6211 * | |
6212 * | |
6213 * | |
6214 * | |
6215 * +----------------+-----------------+----
6216 * | | |
6217 * | U even rows | U odd rows |
6218 * | | | 1
6219 * +----------------+------------------ -
6220 * | | | 3
6221 * | V even rows | V odd rows |
6222 * | | |
6223 * +----------------+-----------------+----
6224 * | | |
6225 * | 0.5 | 0.5 |
6227 * So it appears as if there are 4 chroma images, but in fact the odd rows
6228 * in the chroma images are in the same row as the even ones. So its is
6229 * kinda tricky to read
6231 * When reading from rectangle textures, keep in mind that the input y coordinates
6232 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6234 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6235 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6237 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6238 /* the chroma planes have only half the width */
6239 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6241 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6242 * the coordinate. Also read the right side of the image when reading odd lines
6244 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6245 * bleeding
6247 if(textype == GL_TEXTURE_2D) {
6249 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6251 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6253 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6254 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6256 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6257 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6258 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6259 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6260 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6262 /* clamp, keep the half pixel origin in mind */
6263 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6264 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6265 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6266 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6267 } else {
6268 /* Read from [size - size+size/4] */
6269 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6270 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6272 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6273 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6274 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6275 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6276 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6277 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6279 /* Make sure to read exactly from the pixel center */
6280 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6281 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6283 /* Clamp */
6284 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6285 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6286 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6287 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6288 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6290 /* Read the texture, put the result into the output register */
6291 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6292 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6294 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6295 * No need to clamp because we're just reusing the already clamped value from above
6297 if(textype == GL_TEXTURE_2D) {
6298 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6299 } else {
6300 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6302 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6303 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6305 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6306 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6307 * values due to filtering
6309 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6310 if(textype == GL_TEXTURE_2D) {
6311 /* Multiply the y coordinate by 2/3 and clamp it */
6312 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6313 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6314 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6315 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6316 } else {
6317 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6318 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6319 * is bigger
6321 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6322 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6323 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6325 *luminance = 'a';
6327 return TRUE;
6330 /* Context activation is done by the caller. */
6331 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
6333 GLenum shader;
6334 struct wined3d_shader_buffer buffer;
6335 char luminance_component;
6336 struct arbfp_blit_priv *priv = device->blit_priv;
6338 /* Shader header */
6339 if (!shader_buffer_init(&buffer))
6341 ERR("Failed to initialize shader buffer.\n");
6342 return 0;
6345 ENTER_GL();
6346 GL_EXTCALL(glGenProgramsARB(1, &shader));
6347 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6348 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6349 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6350 LEAVE_GL();
6351 if(!shader) {
6352 shader_buffer_free(&buffer);
6353 return 0;
6356 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6357 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6358 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6359 * each single pixel it contains, and one U and one V value shared between both
6360 * pixels.
6362 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6363 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6364 * take the format into account when generating the read swizzles
6366 * Reading the Y value is straightforward - just sample the texture. The hardware
6367 * takes care of filtering in the horizontal and vertical direction.
6369 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6370 * because that would mix the U and V values of one pixel or two adjacent pixels.
6371 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6372 * regardless of the filtering setting. Vertical filtering works automatically
6373 * though - the U and V values of two rows are mixed nicely.
6375 * Appart of avoiding filtering issues, the code has to know which value it just
6376 * read, and where it can find the other one. To determine this, it checks if
6377 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6379 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6380 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6382 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6383 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6384 * in an unfiltered situation. Finding the luminance on the other hand requires
6385 * finding out if it is an odd or even pixel. The real drawback of this approach
6386 * is filtering. This would have to be emulated completely in the shader, reading
6387 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6388 * vertically. Beyond that it would require adjustments to the texture handling
6389 * code to deal with the width scaling
6391 shader_addline(&buffer, "!!ARBfp1.0\n");
6392 shader_addline(&buffer, "TEMP luminance;\n");
6393 shader_addline(&buffer, "TEMP temp;\n");
6394 shader_addline(&buffer, "TEMP chroma;\n");
6395 shader_addline(&buffer, "TEMP texcrd;\n");
6396 shader_addline(&buffer, "TEMP texcrd2;\n");
6397 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6398 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6399 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6401 switch (yuv_fixup)
6403 case YUV_FIXUP_UYVY:
6404 case YUV_FIXUP_YUY2:
6405 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6407 shader_buffer_free(&buffer);
6408 return 0;
6410 break;
6412 case YUV_FIXUP_YV12:
6413 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6415 shader_buffer_free(&buffer);
6416 return 0;
6418 break;
6420 default:
6421 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6422 shader_buffer_free(&buffer);
6423 return 0;
6426 /* Calculate the final result. Formula is taken from
6427 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6428 * ranges from -0.5 to 0.5
6430 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6432 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6433 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6434 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6435 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6436 shader_addline(&buffer, "END\n");
6438 ENTER_GL();
6439 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
6441 if (glGetError() == GL_INVALID_OPERATION) {
6442 GLint pos;
6443 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6444 FIXME("Fragment program error at position %d: %s\n", pos,
6445 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6447 shader_buffer_free(&buffer);
6448 LEAVE_GL();
6450 switch (yuv_fixup)
6452 case YUV_FIXUP_YUY2:
6453 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6454 else priv->yuy2_2d_shader = shader;
6455 break;
6457 case YUV_FIXUP_UYVY:
6458 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6459 else priv->uyvy_2d_shader = shader;
6460 break;
6462 case YUV_FIXUP_YV12:
6463 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6464 else priv->yv12_2d_shader = shader;
6465 break;
6468 return shader;
6471 /* Context activation is done by the caller. */
6472 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6473 GLenum textype, UINT width, UINT height)
6475 GLenum shader;
6476 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6477 float size[4] = {width, height, 1, 1};
6478 struct arbfp_blit_priv *priv = device->blit_priv;
6479 enum yuv_fixup yuv_fixup;
6481 if (!is_yuv_fixup(format_desc->color_fixup))
6483 TRACE("Fixup:\n");
6484 dump_color_fixup_desc(format_desc->color_fixup);
6485 /* Don't bother setting up a shader for unconverted formats */
6486 ENTER_GL();
6487 glEnable(textype);
6488 checkGLcall("glEnable(textype)");
6489 LEAVE_GL();
6490 return WINED3D_OK;
6493 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6495 switch(yuv_fixup)
6497 case YUV_FIXUP_YUY2:
6498 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6499 break;
6501 case YUV_FIXUP_UYVY:
6502 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6503 break;
6505 case YUV_FIXUP_YV12:
6506 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6507 break;
6509 default:
6510 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6511 ENTER_GL();
6512 glEnable(textype);
6513 checkGLcall("glEnable(textype)");
6514 LEAVE_GL();
6515 return E_NOTIMPL;
6518 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6520 ENTER_GL();
6521 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6522 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6523 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6524 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6525 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6526 checkGLcall("glProgramLocalParameter4fvARB");
6527 LEAVE_GL();
6529 return WINED3D_OK;
6532 /* Context activation is done by the caller. */
6533 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6534 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6536 ENTER_GL();
6537 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6538 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6539 glDisable(GL_TEXTURE_2D);
6540 checkGLcall("glDisable(GL_TEXTURE_2D)");
6541 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6542 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6543 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6545 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6546 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6547 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6549 LEAVE_GL();
6552 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6554 enum yuv_fixup yuv_fixup;
6556 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6558 TRACE("Checking support for fixup:\n");
6559 dump_color_fixup_desc(fixup);
6562 if (is_identity_fixup(fixup))
6564 TRACE("[OK]\n");
6565 return TRUE;
6568 /* We only support YUV conversions. */
6569 if (!is_yuv_fixup(fixup))
6571 TRACE("[FAILED]\n");
6572 return FALSE;
6575 yuv_fixup = get_yuv_fixup(fixup);
6576 switch(yuv_fixup)
6578 case YUV_FIXUP_YUY2:
6579 case YUV_FIXUP_UYVY:
6580 case YUV_FIXUP_YV12:
6581 TRACE("[OK]\n");
6582 return TRUE;
6584 default:
6585 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6586 TRACE("[FAILED]\n");
6587 return FALSE;
6591 const struct blit_shader arbfp_blit = {
6592 arbfp_blit_alloc,
6593 arbfp_blit_free,
6594 arbfp_blit_set,
6595 arbfp_blit_unset,
6596 arbfp_blit_color_fixup_supported,
6599 #undef GLINFO_LOCATION