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
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 */)
70 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
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
++;
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 */
108 unsigned int loop_no
;
111 struct wined3d_shader_loop_control loop_control
;
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. */
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
;
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
];
147 unsigned char numbumpenvmatconsts
;
151 struct arb_vs_compile_args
153 struct vs_compile_args super
;
159 char clip_control
[2];
161 DWORD boolclip_compare
;
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
;
176 UINT int_consts
[MAX_CONST_I
];
178 char need_color_unclamp
;
182 struct recorded_instruction
184 struct wined3d_shader_instruction ins
;
188 struct shader_arb_ctx_priv
193 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
195 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
197 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
210 unsigned int num_loops
, loop_depth
, num_ifcs
;
213 unsigned int vs_clipplanes
;
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
];
228 struct wined3d_shader_signature_element
*sig
;
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
;
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
;
264 /********************************************************
265 * ARB_[vertex/fragment]_program helper functions follow
266 ********************************************************/
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
;
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)
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;
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
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 */
343 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
347 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
350 for(; i
< max_constants
; i
++) {
351 if(dirty_consts
[i
]) {
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 */
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 */
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
,
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. */
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
;
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;
414 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
419 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
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
;
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)
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
;
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
)
487 val
[0] = stateBlock
->pixelShaderConstantI
[4 * i
];
488 val
[1] = stateBlock
->pixelShaderConstantI
[4 * i
+ 1];
489 val
[2] = stateBlock
->pixelShaderConstantI
[4 * i
+ 2];
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
;
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
)
519 val
[0] = stateBlock
->vertexShaderConstantI
[4 * i
];
520 val
[1] = stateBlock
->vertexShaderConstantI
[4 * i
+ 1];
521 val
[2] = stateBlock
->vertexShaderConstantI
[4 * i
+ 2];
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
)
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
);
598 ERR("Out of memory\n");
602 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
603 ret
[lconst
->idx
] = idx
++;
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
;
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.
631 max_constantsF
= GL_LIMITS(pshader_constantsF
);
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
++)
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
));
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
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);
702 for(i
= 0; i
< max_constantsF
; i
++) {
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
);
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
)
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';
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
)
771 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
772 *ptr
++ = swizzle_chars
[swizzle_x
];
774 *ptr
++ = swizzle_chars
[swizzle_x
];
775 *ptr
++ = swizzle_chars
[swizzle_y
];
776 *ptr
++ = swizzle_chars
[swizzle_z
];
777 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
811 case WINED3DSPR_TEMP
:
812 sprintf(register_name
, "R%u", reg
->idx
);
815 case WINED3DSPR_INPUT
:
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");
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
]);
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
);
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
);
882 if(reg
->idx
< MAX_REG_INPUT
)
884 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
888 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
889 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
896 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
897 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
901 case WINED3DSPR_CONST
:
902 if (!pshader
&& reg
->rel_addr
)
906 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
907 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
908 sprintf(rel_reg
, "A0.x");
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) {
915 shader_arb_request_a0(ins
, rel_reg
);
916 sprintf(rel_reg
, "A0.x");
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
);
925 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
929 if (This
->baseShader
.reg_maps
.usesrelconstF
)
930 sprintf(register_name
, "C[%u]", reg
->idx
);
932 sprintf(register_name
, "C%u", reg
->idx
);
936 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
946 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
947 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
952 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
954 sprintf(register_name
, "A%u", reg
->idx
);
958 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
963 case WINED3DSPR_COLOROUT
:
964 if(ctx
->cur_ps_args
->super
.srgb_correction
&& reg
->idx
== 0)
966 strcpy(register_name
, "TMP_COLOR");
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
);
977 strcpy(register_name
, "result.color");
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
]);
987 case WINED3DSPR_DEPTHOUT
:
988 strcpy(register_name
, "result.depth");
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
]);
997 case WINED3DSPR_TEXCRDOUT
:
1000 sprintf(register_name
, "oT[%u]", reg
->idx
);
1004 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1006 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1010 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
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");
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
1030 sprintf(register_name
, "**aL_emul**");
1035 case WINED3DSPR_CONSTINT
:
1036 sprintf(register_name
, "I%u", reg
->idx
);
1039 case WINED3DSPR_MISCTYPE
:
1042 sprintf(register_name
, "vpos");
1044 else if(reg
->idx
== 1)
1046 sprintf(register_name
, "fragment.facing.x");
1050 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1055 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1056 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
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];
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";
1086 FIXME("Unhandled channel source %#x\n", channel_source
);
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
)
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
);
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
;
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
));
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
;
1127 char *ptr
= reg_mask
;
1129 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
)
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
;
1162 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1165 case WINED3DSPDM_SATURATE
:
1168 case WINED3DSPDM_PARTIALPRECISION
:
1175 FIXME("Unknown modifiers 0x%08x\n", mod
);
1180 #define TEX_PROJ 0x1
1181 #define TEX_BIAS 0x2
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
;
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
) {
1207 if(device
->stateBlock
->textures
[sampler_idx
] &&
1208 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
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
;
1223 case WINED3DSTT_VOLUME
:
1227 case WINED3DSTT_CUBE
:
1232 ERR("Unexpected texture type %d\n", sampler_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";
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
);
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
);
1284 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
);
1318 case WINED3DSPSM_NEG
:
1319 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1322 case WINED3DSPSM_BIAS
:
1323 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1325 case WINED3DSPSM_BIASNEG
:
1326 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1328 case WINED3DSPSM_SIGN
:
1329 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
1331 case WINED3DSPSM_SIGNNEG
:
1332 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
1334 case WINED3DSPSM_COMP
:
1335 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
1337 case WINED3DSPSM_X2
:
1338 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1340 case WINED3DSPSM_X2NEG
:
1341 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1351 case WINED3DSPSM_ABS
:
1352 if(ctx
->target_version
>= NV2
) {
1353 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1356 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1359 case WINED3DSPSM_ABSNEG
:
1360 if(ctx
->target_version
>= NV2
) {
1361 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1363 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1364 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1369 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1373 /* Return modified or original register, with swizzle */
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
;
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
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
)
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
);
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
;
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
);
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]);
1445 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
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
;
1471 char src_name
[3][50];
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
;
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]);
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];
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
);
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
)
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
) {
1614 if(ctx
->target_version
>= NV2
) {
1615 shader_hw_map2gl(ins
);
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
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");
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");
1674 shader_hw_map2gl(ins
);
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
;
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";
1698 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1699 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
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
);
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
);
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
;
1745 DWORD reg_sampler_code
;
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
;
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
);
1763 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
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
;
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
);
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
);
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
;
1835 DWORD reg1
= ins
->dst
[0].reg
.idx
;
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
;
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
;
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
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");
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];
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
;
1953 DWORD reg
= ins
->dst
[0].reg
.idx
;
1954 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
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
;
2002 char src0_name
[50], dst_name
[50];
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
;
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
;
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
;
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
;
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.
2081 * dst_reg.xyz = 2 * --------- * N - E
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
;
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
;
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];
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];
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];
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
)
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
:
2227 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2229 case WINED3DSIH_M4x3
:
2231 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2233 case WINED3DSIH_M3x4
:
2235 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2237 case WINED3DSIH_M3x3
:
2239 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2241 case WINED3DSIH_M3x2
:
2243 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2246 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
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
;
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
);
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
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
;
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
);
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
,
2317 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2319 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
);
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
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];
2349 char src_name0
[50], src_name1
[50], src_name2
[50];
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
);
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):
2388 * (x/2)^4 = x^4 / 16
2389 * (x/2)^5 = x^5 / 32
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 */
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) */
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
) {
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
) {
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
;
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
);
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
);
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
);
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
;
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
)
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
);
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
;
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;
2543 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
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
);
2556 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2559 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2563 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2568 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
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
;
2580 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2583 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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
);
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
;
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 */
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
);
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
);
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");
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
);
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");
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");
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
);
2696 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->loop_no
);
2700 shader_addline(buffer
, "BRK;\n");
2704 static const char *get_compare(COMPARISON_TYPE 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";
2715 FIXME("Unrecognized comparison value: %u\n", flags
);
2720 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE 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
;
2731 FIXME("Unrecognized comparison value: %u\n", flags
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
;
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
);
2822 if(control_frame
->had_else
)
2824 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->ifc_no
);
2828 shader_addline(buffer
, "#No else branch. else is endif\n");
2829 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
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
;
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
;
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
;
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
);
2940 shader_addline(buffer
, "MOV TA, -helper_const.w;\n");
2943 shader_addline(buffer
, "MOV TA.yzw, -helper_const.w;\n");
2946 shader_addline(buffer
, "MOV TA.zw, -helper_const.w;\n");
2949 shader_addline(buffer
, "MOV TA.w, -helper_const.w;\n");
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");
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;
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
=
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"
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
) {
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
)));
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
] =
3031 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3032 "MOV result.depth.z, R0.x;\n"
3039 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3040 "MOV result.depth.z, R0.x;\n"
3045 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3046 "MOV result.depth.z, R0.x;\n"
3050 if (!blt_fprograms
[tex_type
])
3052 FIXME("tex_type %#x not supported\n", tex_type
);
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
) {
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
)));
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 */
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
);
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
;
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]"
3138 const struct wined3d_shader_signature_element
*sig
= This
->input_signature
;
3139 const char *semantic_name
;
3142 switch(args
->super
.vp_mode
)
3144 case pretransformed
:
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";
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
]);
3190 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
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";
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
;
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
;
3221 unsigned int i
, found
= 0;
3223 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3226 || (This
->color0_mov
&& i
== This
->color0_reg
)
3227 || (reg_maps
->shader_version
.major
< 2 && i
== 0))
3230 sprintf(srgbtmp
[found
], "R%u", i
);
3232 if (found
== 4) break;
3236 case 4: dcl_tmp
= FALSE
; break;
3238 sprintf(srgbtmp
[0], "TA");
3239 sprintf(srgbtmp
[1], "TB");
3240 sprintf(srgbtmp
[2], "TC");
3241 sprintf(srgbtmp
[3], "TD");
3245 sprintf(srgbtmp
[1], "TA");
3246 sprintf(srgbtmp
[2], "TB");
3247 sprintf(srgbtmp
[3], "TC");
3250 sprintf(srgbtmp
[2], "TA");
3251 sprintf(srgbtmp
[3], "TB");
3254 sprintf(srgbtmp
[3], "TA");
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
;
3293 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3296 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\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
) {
3313 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3316 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3319 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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");
3340 if(args
->super
.srgb_correction
) {
3341 if(This
->color0_mov
) {
3342 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3344 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3345 strcpy(fragcolor
, "TMP_COLOR");
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
);
3402 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3403 control_values
[0], control_values
[1], control_values
[2]);
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
++);
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");
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;
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
++;
3459 FIXME("No free constant found to load NP2 fixup data into shader. "
3460 "Sampling from this texture will probably look wrong.\n");
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
) {
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
)));
3509 /* Load immediate constants */
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
);
3522 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
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;
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;
3547 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3549 struct wined3d_shader_signature_element
*new;
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
)
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
;
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
;
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
)
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"
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";
3667 priv_ctx
->vs_output
[i
] = "TA";
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
];
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
)
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";
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";
3749 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
3751 if(sig
[j
].semantic_name
== NULL
)
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
;
3781 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
3782 struct shader_arb_ctx_priv priv_ctx
;
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");
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
);
3832 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3833 control_values
[0], control_values
[1], control_values
[2]);
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
)
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
) {
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
)));
3901 /* Load immediate constants */
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
);
3914 static void find_clip_texcoord(IWineD3DPixelShaderImpl
*ps
)
3916 struct arb_pshader_private
*shader_priv
= ps
->backend_priv
;
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
;
3934 WARN("Did not find a free clip reg(2.0)\n");
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
;
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
)
3955 struct arb_ps_compiled_shader
*new_array
;
3956 struct wined3d_shader_buffer buffer
;
3957 struct arb_pshader_private
*shader_data
;
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
));
3996 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4001 ERR("Out of memory\n");
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");
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
)
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
;
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
));
4074 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4079 ERR("Out of memory\n");
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");
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
)
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
));
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;
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
)
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
;
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
));
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;
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
;
4226 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
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
);
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;
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");
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
);
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
;
4373 if(!shader_data
) return; /* This can happen if a shader was never compiled */
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))");
4383 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4384 HeapFree(GetProcessHeap(), 0, shader_data
);
4385 This
->backend_priv
= NULL
;
4387 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
4388 struct arb_vshader_private
*shader_data
= This
->backend_priv
;
4391 if(!shader_data
) return; /* This can happen if a shader was never compiled */
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))");
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
=
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
;
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
);
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
;
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
]));
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
) {
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");
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");
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
))
4539 TRACE("[FAILED]\n");
4543 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
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;
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
);
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");
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];
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;
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]);
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]);
4730 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
4735 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
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
));
4743 ERR("Out of memory\n");
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
);
4778 ERR("Out of memory\n");
4781 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
4782 HeapFree(GetProcessHeap(), 0, dst_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
;
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
;
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
++;
4843 /* Don't bother recording when we're in a not used if branch */
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 */
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;
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
4885 list_move_tail(©
, &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
;
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
)
4906 shader_addline(buffer
, "#Iteration %d, aL=%d\n", iteration
, aL
);
4910 shader_addline(buffer
, "#Iteration %d\n", iteration
);
4913 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, 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(©
);
4926 HeapFree(GetProcessHeap(), 0, control_frame
);
4927 return; /* Instruction is handled */
4931 /* This is a nested loop. Proceed to the normal recording function */
4932 HeapFree(GetProcessHeap(), 0, control_frame
);
4939 record_instruction(&priv
->record
, ins
);
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");
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
)
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 */
5011 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
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
);
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
,
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
,
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
;
5065 unsigned int num_textures_used
;
5068 /* Context activation is done by the caller. */
5069 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5072 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5073 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5075 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5076 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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
;
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
;
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
);
5112 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5113 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5114 HeapFree(GetProcessHeap(), 0, entry_arb
);
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
)
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
)
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
;
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
;
5225 if (use_ps(stateblock
))
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
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 */
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
;
5261 if (use_ps(stateblock
))
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 */
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
]);
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
)
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";
5306 case WINED3DTA_TEXTURE
:
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";
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");
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";
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";
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
);
5382 case WINED3DTOP_DISABLE
:
5383 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5386 case WINED3DTOP_SELECTARG2
:
5388 case WINED3DTOP_SELECTARG1
:
5389 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5392 case WINED3DTOP_MODULATE4X
:
5394 case WINED3DTOP_MODULATE2X
:
5396 if(strcmp(dstreg
, "result.color") == 0) {
5398 mul_final_dest
= TRUE
;
5400 case WINED3DTOP_MODULATE
:
5401 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5404 case WINED3DTOP_ADDSIGNED2X
:
5406 if(strcmp(dstreg
, "result.color") == 0) {
5408 mul_final_dest
= TRUE
;
5410 case WINED3DTOP_ADDSIGNED
:
5411 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5413 case WINED3DTOP_ADD
:
5414 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5417 case WINED3DTOP_SUBTRACT
:
5418 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
5455 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5456 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
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
);
5462 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5463 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5466 case WINED3DTOP_DOTPRODUCT3
:
5468 if(strcmp(dstreg
, "result.color") == 0) {
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
);
5477 case WINED3DTOP_MULTIPLYADD
:
5478 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
5492 FIXME("Unhandled texture op %08x\n", op
);
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
)
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];
5514 DWORD arg0
, arg1
, arg2
;
5515 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
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
;
5569 if (!shader_buffer_init(&buffer
))
5571 ERR("Failed to initialize shader buffer.\n");
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
));
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
) {
5634 if(settings
->op
[stage
].projected
== proj_none
) {
5636 } else if(settings
->op
[stage
].projected
== proj_count4
||
5637 settings
->op
[stage
].projected
== proj_count3
) {
5640 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
);
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
);
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
);
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
) {
5693 final_combiner_src
= "fragment.color.primary";
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
;
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
);
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
);
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
);
5742 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
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
) {
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
);
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
;
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
);
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
);
5794 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
5797 ERR("Out of memory\n");
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
);
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
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
;
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
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
);
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
;
5877 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
5878 new_source
= FOGSOURCE_COORD
;
5880 new_source
= FOGSOURCE_FFP
;
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
= {
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
;
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
;
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");
6096 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum yuv_fixup yuv_fixup
,
6097 GLenum textype
, char *luminance
)
6100 const char *tex
, *texinstr
;
6102 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
6110 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6111 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
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");
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:
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");
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
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
);
6184 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6189 case GL_TEXTURE_2D
: tex
= "2D"; break;
6190 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6192 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
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 * +----------------------------------+----
6215 * +----------------+-----------------+----
6217 * | U even rows | U odd rows |
6219 * +----------------+------------------ -
6221 * | V even rows | V odd rows |
6223 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
6330 /* Context activation is done by the caller. */
6331 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
6334 struct wined3d_shader_buffer buffer
;
6335 char luminance_component
;
6336 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6339 if (!shader_buffer_init(&buffer
))
6341 ERR("Failed to initialize shader buffer.\n");
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)");
6352 shader_buffer_free(&buffer
);
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
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");
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
);
6412 case YUV_FIXUP_YV12
:
6413 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6415 shader_buffer_free(&buffer
);
6421 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6422 shader_buffer_free(&buffer
);
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");
6439 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
6441 if (glGetError() == GL_INVALID_OPERATION
) {
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
);
6452 case YUV_FIXUP_YUY2
:
6453 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6454 else priv
->yuy2_2d_shader
= shader
;
6457 case YUV_FIXUP_UYVY
:
6458 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6459 else priv
->uyvy_2d_shader
= shader
;
6462 case YUV_FIXUP_YV12
:
6463 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6464 else priv
->yv12_2d_shader
= 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
)
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
))
6484 dump_color_fixup_desc(format_desc
->color_fixup
);
6485 /* Don't bother setting up a shader for unconverted formats */
6488 checkGLcall("glEnable(textype)");
6493 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
6497 case YUV_FIXUP_YUY2
:
6498 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
6501 case YUV_FIXUP_UYVY
:
6502 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
6505 case YUV_FIXUP_YV12
:
6506 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
6510 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
6513 checkGLcall("glEnable(textype)");
6518 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
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");
6532 /* Context activation is done by the caller. */
6533 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
6534 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
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)");
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
))
6568 /* We only support YUV conversions. */
6569 if (!is_yuv_fixup(fixup
))
6571 TRACE("[FAILED]\n");
6575 yuv_fixup
= get_yuv_fixup(fixup
);
6578 case YUV_FIXUP_YUY2
:
6579 case YUV_FIXUP_UYVY
:
6580 case YUV_FIXUP_YV12
:
6585 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6586 TRACE("[FAILED]\n");
6591 const struct blit_shader arbfp_blit
= {
6596 arbfp_blit_color_fixup_supported
,
6599 #undef GLINFO_LOCATION