wined3d: Add some missing GL locking documentation to arb_program_shader.c.
[wine/wine-gecko.git] / dlls / wined3d / arb_program_shader.c
blob0d4002b26dbb2d489cebc09dca706fa3f2492b29
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
55 return TRUE;
57 return FALSE;
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
61 unsigned int ret = 1;
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
67 return ret;
70 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
72 return stateblock->lowest_disabled_stage < 7;
75 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
76 static inline BOOL use_nv_clip(const WineD3D_GL_Info *gl_info)
78 return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
81 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
82 * so upload them above that
84 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
85 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
87 /* ARB_program_shader private data */
88 struct control_frame
90 struct list entry;
91 enum
93 IF,
94 IFC,
95 LOOP,
96 REP
97 } type;
98 BOOL muting;
99 BOOL outer_loop;
100 union
102 unsigned int loop_no;
103 unsigned int ifc_no;
105 DWORD loop_control[3];
106 BOOL had_else;
109 struct arb_ps_compile_args
111 struct ps_compile_args super;
112 DWORD bools; /* WORD is enough, use DWORD for alignment */
113 unsigned char loop_ctrl[MAX_CONST_I][3];
116 struct stb_const_desc
118 unsigned char texunit;
119 UINT const_num;
122 struct arb_ps_compiled_shader
124 struct arb_ps_compile_args args;
125 GLuint prgId;
126 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
127 unsigned char numbumpenvmatconsts;
128 struct stb_const_desc luminanceconst[MAX_TEXTURES];
129 UINT int_consts[MAX_CONST_I];
130 char num_int_consts;
131 UINT ycorrection;
134 struct arb_vs_compile_args
136 struct vs_compile_args super;
137 union
139 struct
141 WORD bools;
142 char clip_control[2];
143 } boolclip;
144 DWORD boolclip_compare;
146 DWORD ps_signature;
147 union
149 unsigned char vertex_samplers[4];
150 DWORD vertex_samplers_compare;
152 unsigned char loop_ctrl[MAX_CONST_I][3];
155 struct arb_vs_compiled_shader
157 struct arb_vs_compile_args args;
158 GLuint prgId;
159 UINT int_consts[MAX_CONST_I];
160 char num_int_consts;
161 UINT pos_fixup;
164 struct recorded_instruction
166 struct wined3d_shader_instruction ins;
167 struct list entry;
170 struct shader_arb_ctx_priv
172 char addr_reg[20];
173 enum
175 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
176 ARB,
177 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
178 NV2,
179 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
181 } target_version;
183 const struct arb_vs_compile_args *cur_vs_args;
184 const struct arb_ps_compile_args *cur_ps_args;
185 const struct arb_ps_compiled_shader *compiled_fprog;
186 const struct arb_vs_compiled_shader *compiled_vprog;
187 struct list control_frames;
188 struct list record;
189 BOOL recording;
190 BOOL muted;
191 unsigned int num_loops, loop_depth, num_ifcs;
192 int aL;
194 /* For 3.0 vertex shaders */
195 const char *vs_output[MAX_REG_OUTPUT];
196 /* For 2.x and earlier vertex shaders */
197 const char *texcrd_output[8], *color_output[2], *fog_output;
199 /* 3.0 pshader input for compatibility with fixed function */
200 const char *ps_input[MAX_REG_INPUT];
203 struct ps_signature
205 struct wined3d_shader_signature_element *sig;
206 DWORD idx;
207 struct wine_rb_entry entry;
210 struct arb_pshader_private {
211 struct arb_ps_compiled_shader *gl_shaders;
212 UINT num_gl_shaders, shader_array_size;
213 BOOL has_signature_idx;
214 DWORD input_signature_idx;
215 DWORD clipplane_emulation;
216 BOOL clamp_consts;
219 struct arb_vshader_private {
220 struct arb_vs_compiled_shader *gl_shaders;
221 UINT num_gl_shaders, shader_array_size;
224 struct shader_arb_priv
226 GLuint current_vprogram_id;
227 GLuint current_fprogram_id;
228 const struct arb_ps_compiled_shader *compiled_fprog;
229 const struct arb_vs_compiled_shader *compiled_vprog;
230 GLuint depth_blt_vprogram_id;
231 GLuint depth_blt_fprogram_id[tex_type_count];
232 BOOL use_arbfp_fixed_func;
233 struct wine_rb_tree fragment_shaders;
234 BOOL last_ps_const_clamped;
236 struct wine_rb_tree signature_tree;
237 DWORD ps_sig_number;
240 /********************************************************
241 * ARB_[vertex/fragment]_program helper functions follow
242 ********************************************************/
244 /**
245 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
246 * When constant_list == NULL, it will load all the constants.
248 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
249 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
251 /* GL locking is done by the caller */
252 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
253 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
255 local_constant* lconst;
256 DWORD i, j;
257 unsigned int ret;
259 if (TRACE_ON(d3d_shader)) {
260 for(i = 0; i < max_constants; i++) {
261 if(!dirty_consts[i]) continue;
262 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
263 constants[i * 4 + 0], constants[i * 4 + 1],
264 constants[i * 4 + 2], constants[i * 4 + 3]);
267 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
268 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
270 float lcl_const[4];
271 for(i = 0; i < max_constants; i++) {
272 if(!dirty_consts[i]) continue;
273 dirty_consts[i] = 0;
275 j = 4 * i;
276 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
277 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
278 else lcl_const[0] = constants[j + 0];
280 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
281 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
282 else lcl_const[1] = constants[j + 1];
284 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
285 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
286 else lcl_const[2] = constants[j + 2];
288 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
289 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
290 else lcl_const[3] = constants[j + 3];
292 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
294 } else {
295 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
296 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
297 * or just reloading *all* constants at once
299 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
301 for(i = 0; i < max_constants; i++) {
302 if(!dirty_consts[i]) continue;
304 /* Find the next block of dirty constants */
305 dirty_consts[i] = 0;
306 j = i;
307 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
308 dirty_consts[i] = 0;
311 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
313 } else {
314 for(i = 0; i < max_constants; i++) {
315 if(dirty_consts[i]) {
316 dirty_consts[i] = 0;
317 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
322 checkGLcall("glProgramEnvParameter4fvARB()");
324 /* Load immediate constants */
325 if(This->baseShader.load_local_constsF) {
326 if (TRACE_ON(d3d_shader)) {
327 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
328 GLfloat* values = (GLfloat*)lconst->value;
329 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
330 values[0], values[1], values[2], values[3]);
333 /* Immediate constants are clamped for 1.X shaders at loading times */
334 ret = 0;
335 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
336 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
337 ret = max(ret, lconst->idx + 1);
338 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
340 checkGLcall("glProgramEnvParameter4fvARB()");
341 return ret; /* The loaded immediate constants need reloading for the next shader */
342 } else {
343 return 0; /* No constants are dirty now */
348 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
350 static void shader_arb_load_np2fixup_constants(
351 IWineD3DDevice* device,
352 char usePixelShader,
353 char useVertexShader) {
354 /* not implemented */
357 /* GL locking is done by the caller. */
358 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
360 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
361 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
362 unsigned char i;
363 struct shader_arb_priv *priv = deviceImpl->shader_priv;
364 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
366 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
368 int texunit = gl_shader->bumpenvmatconst[i].texunit;
370 /* The state manager takes care that this function is always called if the bump env matrix changes */
371 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
372 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
374 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
376 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
377 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
378 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
379 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
381 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
382 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
385 checkGLcall("Load bumpmap consts\n");
387 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
389 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
390 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
391 * ycorrection.z: 1.0
392 * ycorrection.w: 0.0
394 float val[4];
395 val[0] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
396 val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0;
397 val[2] = 1.0;
398 val[3] = 0.0;
399 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
400 checkGLcall("y correction loading\n");
403 if(gl_shader->num_int_consts == 0) return;
405 for(i = 0; i < MAX_CONST_I; i++)
407 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
409 float val[4];
410 val[0] = stateBlock->pixelShaderConstantI[4 * i];
411 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
412 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
413 val[3] = -1.0;
415 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
418 checkGLcall("Load ps int consts\n");
421 /* GL locking is done by the caller. */
422 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
424 IWineD3DStateBlockImpl* stateBlock;
425 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
426 unsigned char i;
427 struct shader_arb_priv *priv = deviceImpl->shader_priv;
428 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
430 /* Upload the position fixup */
431 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
433 if(gl_shader->num_int_consts == 0) return;
435 stateBlock = deviceImpl->stateBlock;
437 for(i = 0; i < MAX_CONST_I; i++)
439 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
441 float val[4];
442 val[0] = stateBlock->vertexShaderConstantI[4 * i];
443 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
444 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
445 val[3] = -1.0;
447 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
450 checkGLcall("Load vs int consts\n");
454 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
456 * We only support float constants in ARB at the moment, so don't
457 * worry about the Integers or Booleans
459 /* GL locking is done by the caller (state handler) */
460 static void shader_arb_load_constants(
461 IWineD3DDevice* device,
462 char usePixelShader,
463 char useVertexShader) {
465 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
466 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
467 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
469 if (useVertexShader) {
470 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
472 /* Load DirectX 9 float constants for vertex shader */
473 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
474 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
475 deviceImpl->highest_dirty_vs_const,
476 stateBlock->vertexShaderConstantF,
477 deviceImpl->activeContext->vshader_const_dirty);
479 shader_arb_vs_local_constants(deviceImpl);
482 if (usePixelShader) {
483 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
485 /* Load DirectX 9 float constants for pixel shader */
486 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
487 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
488 deviceImpl->highest_dirty_ps_const,
489 stateBlock->pixelShaderConstantF,
490 deviceImpl->activeContext->pshader_const_dirty);
491 shader_arb_ps_local_constants(deviceImpl);
495 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
497 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
499 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
500 * context. On a context switch the old context will be fully dirtified */
501 memset(This->activeContext->vshader_const_dirty + start, 1,
502 sizeof(*This->activeContext->vshader_const_dirty) * count);
503 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
506 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
508 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
510 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
511 * context. On a context switch the old context will be fully dirtified */
512 memset(This->activeContext->pshader_const_dirty + start, 1,
513 sizeof(*This->activeContext->pshader_const_dirty) * count);
514 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
517 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
519 DWORD *ret;
520 DWORD idx = 0;
521 const local_constant *lconst;
523 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
525 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
526 if(!ret) {
527 ERR("Out of memory\n");
528 return NULL;
531 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
532 ret[lconst->idx] = idx++;
534 return ret;
537 /* Generate the variable & register declarations for the ARB_vertex_program output target */
538 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
539 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map, DWORD *num_clipplanes,
540 struct shader_arb_ctx_priv *ctx)
542 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
543 DWORD i, next_local = 0;
544 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
545 unsigned max_constantsF;
546 const local_constant *lconst;
548 /* In pixel shaders, all private constants are program local, we don't need anything
549 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
550 * If we need a private constant the GL implementation will squeeze it in somewhere
552 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
553 * immediate values. The posFixup is loaded using program.env for now, so always
554 * subtract one from the number of constants. If the shader uses indirect addressing,
555 * account for the helper const too because we have to declare all availabke d3d constants
556 * and don't know which are actually used.
558 if(pshader) {
559 max_constantsF = GL_LIMITS(pshader_constantsF);
560 } else {
561 if(This->baseShader.reg_maps.usesrelconstF) {
562 DWORD highest_constf = 0, clip_limit;
563 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
564 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
566 for(i = 0; i < This->baseShader.limits.constant_float; i++)
568 DWORD idx = i >> 5;
569 DWORD shift = i & 0x1f;
570 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
573 clip_limit = GL_LIMITS(clipplanes);
574 if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
575 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
576 max_constantsF -= *num_clipplanes;
577 if(*num_clipplanes < clip_limit)
579 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
582 else
584 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
585 else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
586 max_constantsF = GL_LIMITS(vshader_constantsF);
590 for(i = 0; i < This->baseShader.limits.temporary; i++) {
591 if (reg_maps->temporary[i])
592 shader_addline(buffer, "TEMP R%u;\n", i);
595 for (i = 0; i < This->baseShader.limits.address; i++) {
596 if (reg_maps->address[i])
597 shader_addline(buffer, "ADDRESS A%d;\n", i);
600 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
601 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
602 if (reg_maps->texcoord[i] && pshader)
603 shader_addline(buffer,"TEMP T%u;\n", i);
607 /* Load local constants using the program-local space,
608 * this avoids reloading them each time the shader is used
610 if(lconst_map) {
611 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
612 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
613 lconst_map[lconst->idx]);
614 next_local = max(next_local, lconst_map[lconst->idx] + 1);
618 /* we use the array-based constants array if the local constants are marked for loading,
619 * because then we use indirect addressing, or when the local constant list is empty,
620 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
621 * local constants do not declare the loaded constants as an array because ARB compilers usually
622 * do not optimize unused constants away
624 if(This->baseShader.reg_maps.usesrelconstF) {
625 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
626 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
627 max_constantsF, max_constantsF - 1);
628 } else {
629 for(i = 0; i < max_constantsF; i++) {
630 DWORD idx, mask;
631 idx = i >> 5;
632 mask = 1 << (i & 0x1f);
633 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
634 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
639 return next_local;
642 static const char * const shift_tab[] = {
643 "dummy", /* 0 (none) */
644 "coefmul.x", /* 1 (x2) */
645 "coefmul.y", /* 2 (x4) */
646 "coefmul.z", /* 3 (x8) */
647 "coefmul.w", /* 4 (x16) */
648 "dummy", /* 5 (x32) */
649 "dummy", /* 6 (x64) */
650 "dummy", /* 7 (x128) */
651 "dummy", /* 8 (d256) */
652 "dummy", /* 9 (d128) */
653 "dummy", /* 10 (d64) */
654 "dummy", /* 11 (d32) */
655 "coefdiv.w", /* 12 (d16) */
656 "coefdiv.z", /* 13 (d8) */
657 "coefdiv.y", /* 14 (d4) */
658 "coefdiv.x" /* 15 (d2) */
661 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
662 const struct wined3d_shader_dst_param *dst, char *write_mask)
664 char *ptr = write_mask;
666 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
668 *ptr++ = '.';
669 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
670 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
671 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
672 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
675 *ptr = '\0';
678 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
680 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
681 * but addressed as "rgba". To fix this we need to swap the register's x
682 * and z components. */
683 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
684 char *ptr = swizzle_str;
686 /* swizzle bits fields: wwzzyyxx */
687 DWORD swizzle = param->swizzle;
688 DWORD swizzle_x = swizzle & 0x03;
689 DWORD swizzle_y = (swizzle >> 2) & 0x03;
690 DWORD swizzle_z = (swizzle >> 4) & 0x03;
691 DWORD swizzle_w = (swizzle >> 6) & 0x03;
693 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
694 * generate a swizzle string. Unless we need to our own swizzling. */
695 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
697 *ptr++ = '.';
698 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
699 *ptr++ = swizzle_chars[swizzle_x];
700 } else {
701 *ptr++ = swizzle_chars[swizzle_x];
702 *ptr++ = swizzle_chars[swizzle_y];
703 *ptr++ = swizzle_chars[swizzle_z];
704 *ptr++ = swizzle_chars[swizzle_w];
708 *ptr = '\0';
711 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
713 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
714 SHADER_BUFFER *buffer = ins->ctx->buffer;
716 if(strcmp(priv->addr_reg, src) == 0) return;
718 strcpy(priv->addr_reg, src);
719 shader_addline(buffer, "ARL A0.x, %s;\n", src);
722 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
723 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
725 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
726 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
728 /* oPos, oFog and oPts in D3D */
729 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
730 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
731 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
732 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
734 *is_color = FALSE;
736 switch (reg->type)
738 case WINED3DSPR_TEMP:
739 sprintf(register_name, "R%u", reg->idx);
740 break;
742 case WINED3DSPR_INPUT:
743 if (pshader)
745 if(This->baseShader.reg_maps.shader_version.major < 3)
747 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
748 else strcpy(register_name, "fragment.color.secondary");
750 else
752 if(reg->rel_addr)
754 char rel_reg[50];
755 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
757 if(strcmp(rel_reg, "**aL_emul**") == 0)
759 DWORD idx = ctx->aL + reg->idx;
760 if(idx < MAX_REG_INPUT)
762 strcpy(register_name, ctx->ps_input[idx]);
764 else
766 ERR("Pixel shader input register out of bounds: %u\n", idx);
767 sprintf(register_name, "out_of_bounds_%u", idx);
770 else if(This->baseShader.reg_maps.input_registers & 0x0300)
772 /* There are two ways basically:
774 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
775 * That means trouble if the loop also contains a breakc or if the control values
776 * aren't local constants.
777 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
778 * source dynamically. The trouble is that we cannot simply read aL.y because it
779 * is an ADDRESS register. We could however push it, load .zw with a value and use
780 * ADAC to load the condition code register and pop it again afterwards
782 FIXME("Relative input register addressing with more than 8 registers\n");
784 /* This is better than nothing for now */
785 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
787 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
789 /* This is problematic because we'd have to consult the ctx->ps_input strings
790 * for where to find the varying. Some may be "0.0", others can be texcoords or
791 * colors. This needs either a pipeline replacement to make the vertex shader feed
792 * proper varyings, or loop unrolling
794 * For now use the texcoords and hope for the best
796 FIXME("Non-vertex shader varying input with indirect addressing\n");
797 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
799 else
801 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
802 * pulls GL_NV_fragment_program2 in
804 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
807 else
809 if(reg->idx < MAX_REG_INPUT)
811 strcpy(register_name, ctx->ps_input[reg->idx]);
813 else
815 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
816 sprintf(register_name, "out_of_bounds_%u", reg->idx);
821 else
823 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
824 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
826 break;
828 case WINED3DSPR_CONST:
829 if (!pshader && reg->rel_addr)
831 BOOL aL = FALSE;
832 char rel_reg[50];
833 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
834 if(This->baseShader.reg_maps.shader_version.major < 2) {
835 sprintf(rel_reg, "A0.x");
836 } else {
837 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
838 if(ctx->target_version == ARB) {
839 if(strcmp(rel_reg, "**aL_emul**") == 0) {
840 aL = TRUE;
841 } else {
842 shader_arb_request_a0(ins, rel_reg);
843 sprintf(rel_reg, "A0.x");
847 if(aL)
848 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
849 else if (reg->idx >= rel_offset)
850 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
851 else
852 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
854 else
856 if (This->baseShader.reg_maps.usesrelconstF)
857 sprintf(register_name, "C[%u]", reg->idx);
858 else
859 sprintf(register_name, "C%u", reg->idx);
861 break;
863 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
864 if (pshader) {
865 if(This->baseShader.reg_maps.shader_version.major == 1 &&
866 This->baseShader.reg_maps.shader_version.minor <= 3) {
867 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
868 * and as source to most instructions. For some instructions it is the texcoord
869 * input. Those instructions know about the special use
871 sprintf(register_name, "T%u", reg->idx);
872 } else {
873 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
874 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
877 else
879 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
881 sprintf(register_name, "A%u", reg->idx);
883 else
885 sprintf(register_name, "A%u_SHADOW", reg->idx);
888 break;
890 case WINED3DSPR_COLOROUT:
891 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
893 strcpy(register_name, "TMP_COLOR");
895 else
897 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
898 if(This->baseShader.reg_maps.highest_render_target > 0)
900 sprintf(register_name, "result.color[%u]", reg->idx);
902 else
904 strcpy(register_name, "result.color");
907 break;
909 case WINED3DSPR_RASTOUT:
910 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
911 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
912 break;
914 case WINED3DSPR_DEPTHOUT:
915 strcpy(register_name, "result.depth");
916 break;
918 case WINED3DSPR_ATTROUT:
919 /* case WINED3DSPR_OUTPUT: */
920 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
921 else strcpy(register_name, ctx->color_output[reg->idx]);
922 break;
924 case WINED3DSPR_TEXCRDOUT:
925 if (pshader)
927 sprintf(register_name, "oT[%u]", reg->idx);
929 else
931 if(This->baseShader.reg_maps.shader_version.major < 3)
933 strcpy(register_name, ctx->texcrd_output[reg->idx]);
935 else
937 strcpy(register_name, ctx->vs_output[reg->idx]);
940 break;
942 case WINED3DSPR_LOOP:
943 if(ctx->target_version >= NV2)
945 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
946 if(pshader) sprintf(register_name, "A0.x");
947 else sprintf(register_name, "aL.y");
949 else
951 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
952 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
953 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
954 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
955 * indexing
957 sprintf(register_name, "**aL_emul**");
960 break;
962 case WINED3DSPR_CONSTINT:
963 sprintf(register_name, "I%u", reg->idx);
964 break;
966 case WINED3DSPR_MISCTYPE:
967 if(reg->idx == 0)
969 sprintf(register_name, "vpos");
971 else if(reg->idx == 1)
973 sprintf(register_name, "fragment.facing.x");
975 else
977 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
979 break;
981 default:
982 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
983 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
984 break;
988 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
989 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
991 char register_name[255];
992 char write_mask[6];
993 BOOL is_color;
995 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
996 strcpy(str, register_name);
998 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
999 strcat(str, write_mask);
1002 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1004 switch(channel_source)
1006 case CHANNEL_SOURCE_ZERO: return "0";
1007 case CHANNEL_SOURCE_ONE: return "1";
1008 case CHANNEL_SOURCE_X: return "x";
1009 case CHANNEL_SOURCE_Y: return "y";
1010 case CHANNEL_SOURCE_Z: return "z";
1011 case CHANNEL_SOURCE_W: return "w";
1012 default:
1013 FIXME("Unhandled channel source %#x\n", channel_source);
1014 return "undefined";
1018 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
1019 const char *one, const char *two, struct color_fixup_desc fixup)
1021 DWORD mask;
1023 if (is_yuv_fixup(fixup))
1025 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1026 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1027 return;
1030 mask = 0;
1031 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1032 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1033 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1034 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1035 mask &= dst_mask;
1037 if (mask)
1039 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1040 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1041 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1044 mask = 0;
1045 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1046 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1047 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1048 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1049 mask &= dst_mask;
1051 if (mask)
1053 char reg_mask[6];
1054 char *ptr = reg_mask;
1056 if (mask != WINED3DSP_WRITEMASK_ALL)
1058 *ptr++ = '.';
1059 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1060 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1061 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1062 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1064 *ptr = '\0';
1066 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1070 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1072 DWORD mod;
1073 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1074 if (!ins->dst_count) return "";
1076 mod = ins->dst[0].modifiers;
1078 /* Silently ignore PARTIALPRECISION if its not supported */
1079 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1081 if(mod & WINED3DSPDM_MSAMPCENTROID)
1083 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1084 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1087 switch(mod)
1089 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1090 return "H_SAT";
1092 case WINED3DSPDM_SATURATE:
1093 return "_SAT";
1095 case WINED3DSPDM_PARTIALPRECISION:
1096 return "H";
1098 case 0:
1099 return "";
1101 default:
1102 FIXME("Unknown modifiers 0x%08x\n", mod);
1103 return "";
1107 #define TEX_PROJ 0x1
1108 #define TEX_BIAS 0x2
1109 #define TEX_LOD 0x4
1110 #define TEX_DERIV 0x10
1112 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1113 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1115 SHADER_BUFFER *buffer = ins->ctx->buffer;
1116 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1117 const char *tex_type;
1118 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1119 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1120 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1121 const char *mod;
1122 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1124 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1125 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1127 switch(sampler_type) {
1128 case WINED3DSTT_1D:
1129 tex_type = "1D";
1130 break;
1132 case WINED3DSTT_2D:
1133 if(device->stateBlock->textures[sampler_idx] &&
1134 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1135 tex_type = "RECT";
1136 } else {
1137 tex_type = "2D";
1139 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1141 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
1143 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
1146 break;
1148 case WINED3DSTT_VOLUME:
1149 tex_type = "3D";
1150 break;
1152 case WINED3DSTT_CUBE:
1153 tex_type = "CUBE";
1154 break;
1156 default:
1157 ERR("Unexpected texture type %d\n", sampler_type);
1158 tex_type = "";
1161 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1162 * so don't use shader_arb_get_modifier
1164 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1165 else mod = "";
1167 /* Fragment samplers always have indentity mapping */
1168 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1170 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1173 if (flags & TEX_DERIV)
1175 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivates\n");
1176 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivates\n");
1177 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1178 dsx, dsy,sampler_idx, tex_type);
1180 else if(flags & TEX_LOD)
1182 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1183 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1184 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1185 sampler_idx, tex_type);
1187 else if (flags & TEX_BIAS)
1189 /* Shouldn't be possible, but let's check for it */
1190 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1191 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1192 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1194 else if (flags & TEX_PROJ)
1196 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1198 else
1200 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1203 if (pshader)
1205 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1206 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1210 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1211 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1213 /* Generate a line that does the input modifier computation and return the input register to use */
1214 BOOL is_color = FALSE;
1215 char regstr[256];
1216 char swzstr[20];
1217 int insert_line;
1218 SHADER_BUFFER *buffer = ins->ctx->buffer;
1219 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1221 /* Assume a new line will be added */
1222 insert_line = 1;
1224 /* Get register name */
1225 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1226 shader_arb_get_swizzle(src, is_color, swzstr);
1228 switch (src->modifiers)
1230 case WINED3DSPSM_NONE:
1231 sprintf(outregstr, "%s%s", regstr, swzstr);
1232 insert_line = 0;
1233 break;
1234 case WINED3DSPSM_NEG:
1235 sprintf(outregstr, "-%s%s", regstr, swzstr);
1236 insert_line = 0;
1237 break;
1238 case WINED3DSPSM_BIAS:
1239 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1240 break;
1241 case WINED3DSPSM_BIASNEG:
1242 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1243 break;
1244 case WINED3DSPSM_SIGN:
1245 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1246 break;
1247 case WINED3DSPSM_SIGNNEG:
1248 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1249 break;
1250 case WINED3DSPSM_COMP:
1251 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1252 break;
1253 case WINED3DSPSM_X2:
1254 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1255 break;
1256 case WINED3DSPSM_X2NEG:
1257 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1258 break;
1259 case WINED3DSPSM_DZ:
1260 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1261 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1262 break;
1263 case WINED3DSPSM_DW:
1264 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1265 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1266 break;
1267 case WINED3DSPSM_ABS:
1268 if(ctx->target_version >= NV2) {
1269 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1270 insert_line = 0;
1271 } else {
1272 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1274 break;
1275 case WINED3DSPSM_ABSNEG:
1276 if(ctx->target_version >= NV2) {
1277 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1278 } else {
1279 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1280 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1282 insert_line = 0;
1283 break;
1284 default:
1285 sprintf(outregstr, "%s%s", regstr, swzstr);
1286 insert_line = 0;
1289 /* Return modified or original register, with swizzle */
1290 if (insert_line)
1291 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1294 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1296 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1297 SHADER_BUFFER *buffer = ins->ctx->buffer;
1298 char dst_name[50];
1299 char src_name[2][50];
1300 DWORD sampler_code = dst->reg.idx;
1302 shader_arb_get_dst_param(ins, dst, dst_name);
1304 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1306 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1307 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1308 * temps is done.
1310 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1311 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1312 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1313 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1314 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1316 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1317 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1320 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1322 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1323 SHADER_BUFFER *buffer = ins->ctx->buffer;
1324 char dst_name[50];
1325 char src_name[3][50];
1326 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1327 ins->ctx->reg_maps->shader_version.minor);
1328 BOOL is_color;
1330 shader_arb_get_dst_param(ins, dst, dst_name);
1331 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1333 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1334 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1336 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1337 } else {
1338 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1339 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1340 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
1341 /* No modifiers supported on CMP */
1342 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1344 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1345 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1347 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1348 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1353 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1355 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1356 SHADER_BUFFER *buffer = ins->ctx->buffer;
1357 char dst_name[50];
1358 char src_name[3][50];
1359 BOOL is_color;
1361 shader_arb_get_dst_param(ins, dst, dst_name);
1363 /* Generate input register names (with modifiers) */
1364 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1365 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1366 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1368 /* No modifiers are supported on CMP */
1369 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1370 src_name[0], src_name[2], src_name[1]);
1372 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1374 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1375 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1379 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1380 * dst = dot2(src0, src1) + src2 */
1381 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1383 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1384 SHADER_BUFFER *buffer = ins->ctx->buffer;
1385 char dst_name[50];
1386 char src_name[3][50];
1387 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1389 shader_arb_get_dst_param(ins, dst, dst_name);
1390 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1391 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1393 if(ctx->target_version >= NV3)
1395 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1396 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1397 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1398 dst_name, src_name[0], src_name[1], src_name[2]);
1400 else if(ctx->target_version >= NV2)
1402 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1403 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1404 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1405 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1407 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1409 * .xyxy and other swizzles that we could get with this are not valid in
1410 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1412 struct wined3d_shader_src_param tmp_param = ins->src[1];
1413 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1414 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1416 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1418 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1419 dst_name, src_name[2], src_name[0], src_name[1]);
1421 else
1423 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1424 /* 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]
1425 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1427 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1428 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1429 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1430 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1434 /* Map the opcode 1-to-1 to the GL code */
1435 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1437 SHADER_BUFFER *buffer = ins->ctx->buffer;
1438 const char *instruction;
1439 char arguments[256], dst_str[50];
1440 unsigned int i;
1441 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1443 switch (ins->handler_idx)
1445 case WINED3DSIH_ABS: instruction = "ABS"; break;
1446 case WINED3DSIH_ADD: instruction = "ADD"; break;
1447 case WINED3DSIH_CRS: instruction = "XPD"; break;
1448 case WINED3DSIH_DP3: instruction = "DP3"; break;
1449 case WINED3DSIH_DP4: instruction = "DP4"; break;
1450 case WINED3DSIH_DST: instruction = "DST"; break;
1451 case WINED3DSIH_EXP: instruction = "EX2"; break;
1452 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1453 case WINED3DSIH_FRC: instruction = "FRC"; break;
1454 case WINED3DSIH_LIT: instruction = "LIT"; break;
1455 case WINED3DSIH_LOG: instruction = "LG2"; break;
1456 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1457 case WINED3DSIH_LRP: instruction = "LRP"; break;
1458 case WINED3DSIH_MAD: instruction = "MAD"; break;
1459 case WINED3DSIH_MAX: instruction = "MAX"; break;
1460 case WINED3DSIH_MIN: instruction = "MIN"; break;
1461 case WINED3DSIH_MOV: instruction = "MOV"; break;
1462 case WINED3DSIH_MUL: instruction = "MUL"; break;
1463 case WINED3DSIH_POW: instruction = "POW"; break;
1464 case WINED3DSIH_SGE: instruction = "SGE"; break;
1465 case WINED3DSIH_SLT: instruction = "SLT"; break;
1466 case WINED3DSIH_SUB: instruction = "SUB"; break;
1467 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1468 case WINED3DSIH_SGN: instruction = "SSG"; break;
1469 case WINED3DSIH_DSX: instruction = "DDX"; break;
1470 default: instruction = "";
1471 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1472 break;
1475 /* Note that shader_arb_add_dst_param() adds spaces. */
1476 arguments[0] = '\0';
1477 shader_arb_get_dst_param(ins, dst, dst_str);
1478 for (i = 0; i < ins->src_count; ++i)
1480 char operand[100];
1481 strcat(arguments, ", ");
1482 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1483 strcat(arguments, operand);
1485 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1488 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1490 SHADER_BUFFER *buffer = ins->ctx->buffer;
1491 shader_addline(buffer, "NOP;\n");
1494 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1496 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1497 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1498 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1500 SHADER_BUFFER *buffer = ins->ctx->buffer;
1501 char src0_param[256];
1503 if(ins->handler_idx == WINED3DSIH_MOVA) {
1504 struct wined3d_shader_src_param tmp_src = ins->src[0];
1505 char write_mask[6];
1507 if(ctx->target_version >= NV2) {
1508 shader_hw_map2gl(ins);
1509 return;
1511 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1512 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1513 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1515 /* This implements the mova formula used in GLSL. The first two instructions
1516 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1517 * in this case:
1518 * mova A0.x, 0.0
1520 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1522 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1523 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1525 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1526 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1528 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1529 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1530 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1531 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1533 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1535 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1537 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1538 } else if (ins->ctx->reg_maps->shader_version.major == 1
1539 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1540 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1542 src0_param[0] = '\0';
1543 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1545 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1546 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1547 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1549 else
1551 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1552 * with more than one component. Thus replicate the first source argument over all
1553 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1554 struct wined3d_shader_src_param tmp_src = ins->src[0];
1555 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1556 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1557 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1560 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1562 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1563 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1565 shader_addline(buffer, "#mov handled in srgb write code\n");
1566 return;
1568 shader_hw_map2gl(ins);
1570 else
1572 shader_hw_map2gl(ins);
1576 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1578 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1579 SHADER_BUFFER *buffer = ins->ctx->buffer;
1580 char reg_dest[40];
1582 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1583 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1585 shader_arb_get_dst_param(ins, dst, reg_dest);
1587 if (ins->ctx->reg_maps->shader_version.major >= 2)
1589 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1590 shader_arb_get_dst_param(ins, dst, reg_dest);
1591 shader_addline(buffer, "KIL %s;\n", reg_dest);
1592 } else {
1593 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1594 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1596 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1597 * or pass in any temporary register(in shader phase 2)
1599 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1600 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1601 } else {
1602 shader_arb_get_dst_param(ins, dst, reg_dest);
1604 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1605 shader_addline(buffer, "KIL TA;\n");
1609 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1611 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1612 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1613 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1614 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1615 ins->ctx->reg_maps->shader_version.minor);
1616 struct wined3d_shader_src_param src;
1618 char reg_dest[40];
1619 char reg_coord[40];
1620 DWORD reg_sampler_code;
1621 DWORD myflags = 0;
1623 /* All versions have a destination register */
1624 shader_arb_get_dst_param(ins, dst, reg_dest);
1626 /* 1.0-1.4: Use destination register number as texture code.
1627 2.0+: Use provided sampler number as texure code. */
1628 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1629 reg_sampler_code = dst->reg.idx;
1630 else
1631 reg_sampler_code = ins->src[1].reg.idx;
1633 /* 1.0-1.3: Use the texcoord varying.
1634 1.4+: Use provided coordinate source register. */
1635 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1636 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1637 else {
1638 /* TEX is the only instruction that can handle DW and DZ natively */
1639 src = ins->src[0];
1640 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1641 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1642 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1645 /* projection flag:
1646 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1647 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1648 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1650 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1652 DWORD flags = 0;
1653 if(reg_sampler_code < MAX_TEXTURES) {
1654 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1656 if (flags & WINED3DTTFF_PROJECTED) {
1657 myflags |= TEX_PROJ;
1660 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1662 DWORD src_mod = ins->src[0].modifiers;
1663 if (src_mod == WINED3DSPSM_DZ) {
1664 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1665 * varying register, so we need a temp reg
1667 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1668 strcpy(reg_coord, "TA");
1669 myflags |= TEX_PROJ;
1670 } else if(src_mod == WINED3DSPSM_DW) {
1671 myflags |= TEX_PROJ;
1673 } else {
1674 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1675 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1677 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1680 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1682 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1683 SHADER_BUFFER *buffer = ins->ctx->buffer;
1684 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1685 ins->ctx->reg_maps->shader_version.minor);
1686 char dst_str[50];
1688 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1690 DWORD reg = dst->reg.idx;
1692 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1693 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1694 } else {
1695 char reg_src[40];
1697 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1698 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1699 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1703 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1705 SHADER_BUFFER *buffer = ins->ctx->buffer;
1706 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1707 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1708 DWORD flags;
1710 DWORD reg1 = ins->dst[0].reg.idx;
1711 char dst_str[50];
1712 char src_str[50];
1714 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1715 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1716 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1717 /* Move .x first in case src_str is "TA" */
1718 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1719 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1720 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1721 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1724 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1726 SHADER_BUFFER *buffer = ins->ctx->buffer;
1728 DWORD reg1 = ins->dst[0].reg.idx;
1729 char dst_str[50];
1730 char src_str[50];
1732 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1733 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1734 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1735 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1736 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1737 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1740 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1742 DWORD reg1 = ins->dst[0].reg.idx;
1743 char dst_str[50];
1744 char src_str[50];
1746 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1747 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1748 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1749 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1752 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1754 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1755 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1756 SHADER_BUFFER *buffer = ins->ctx->buffer;
1757 char reg_coord[40], dst_reg[50], src_reg[50];
1758 DWORD reg_dest_code;
1760 /* All versions have a destination register. The Tx where the texture coordinates come
1761 * from is the varying incarnation of the texture register
1763 reg_dest_code = dst->reg.idx;
1764 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1765 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1766 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1768 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1769 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1771 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1772 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1774 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1775 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1776 * extension.
1778 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1779 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1780 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1781 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1783 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1784 * so we can't let the GL handle this.
1786 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1787 & WINED3DTTFF_PROJECTED) {
1788 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1789 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1790 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1791 } else {
1792 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1795 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1797 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1799 /* No src swizzles are allowed, so this is ok */
1800 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1801 src_reg, reg_dest_code, reg_dest_code);
1802 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1806 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1808 DWORD reg = ins->dst[0].reg.idx;
1809 SHADER_BUFFER *buffer = ins->ctx->buffer;
1810 char src0_name[50], dst_name[50];
1811 BOOL is_color;
1812 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1814 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1815 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1816 * T<reg+1> register. Use this register to store the calculated vector
1818 tmp_reg.idx = reg + 1;
1819 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1820 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1823 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1825 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1826 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1827 DWORD flags;
1828 DWORD reg = ins->dst[0].reg.idx;
1829 SHADER_BUFFER *buffer = ins->ctx->buffer;
1830 char dst_str[50];
1831 char src0_name[50];
1832 char dst_reg[50];
1833 BOOL is_color;
1835 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1836 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1838 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1839 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1840 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1841 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1842 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1845 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1847 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1848 DWORD reg = ins->dst[0].reg.idx;
1849 SHADER_BUFFER *buffer = ins->ctx->buffer;
1850 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1851 char src0_name[50], dst_name[50];
1852 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1853 BOOL is_color;
1855 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1856 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1857 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1859 tmp_reg.idx = reg + 2 - current_state->current_row;
1860 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1862 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1863 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1864 dst_name, 'x' + current_state->current_row, reg, src0_name);
1865 current_state->texcoord_w[current_state->current_row++] = reg;
1868 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1870 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1871 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1872 DWORD flags;
1873 DWORD reg = ins->dst[0].reg.idx;
1874 SHADER_BUFFER *buffer = ins->ctx->buffer;
1875 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1876 char dst_str[50];
1877 char src0_name[50], dst_name[50];
1878 BOOL is_color;
1880 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1881 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1882 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1884 /* Sample the texture using the calculated coordinates */
1885 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1886 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1887 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1888 current_state->current_row = 0;
1891 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1893 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1894 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1895 DWORD flags;
1896 DWORD reg = ins->dst[0].reg.idx;
1897 SHADER_BUFFER *buffer = ins->ctx->buffer;
1898 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1899 char dst_str[50];
1900 char src0_name[50];
1901 char dst_reg[8];
1902 BOOL is_color;
1904 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1905 * components for temporary data storage
1907 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1908 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1909 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1911 /* Construct the eye-ray vector from w coordinates */
1912 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1913 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1914 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1916 /* Calculate reflection vector
1918 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1919 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1920 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1921 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1922 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1923 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1924 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1926 /* Sample the texture using the calculated coordinates */
1927 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1928 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1929 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1930 current_state->current_row = 0;
1933 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1935 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1936 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1937 DWORD flags;
1938 DWORD reg = ins->dst[0].reg.idx;
1939 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1940 SHADER_BUFFER *buffer = ins->ctx->buffer;
1941 char dst_str[50];
1942 char src0_name[50];
1943 char src1_name[50];
1944 char dst_reg[8];
1945 BOOL is_color;
1947 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1948 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1949 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1950 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1951 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1953 /* Calculate reflection vector.
1955 * dot(N, E)
1956 * dst_reg.xyz = 2 * --------- * N - E
1957 * dot(N, N)
1959 * Which normalizes the normal vector
1961 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1962 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1963 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1964 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1965 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1966 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1968 /* Sample the texture using the calculated coordinates */
1969 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1970 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1971 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1972 current_state->current_row = 0;
1975 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1977 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1978 SHADER_BUFFER *buffer = ins->ctx->buffer;
1979 char dst_name[50];
1981 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1982 * which is essentially an input, is the destination register because it is the first
1983 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1984 * here(writemasks/swizzles are not valid on texdepth)
1986 shader_arb_get_dst_param(ins, dst, dst_name);
1988 /* According to the msdn, the source register(must be r5) is unusable after
1989 * the texdepth instruction, so we're free to modify it
1991 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1993 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1994 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1995 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1997 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1998 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1999 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2000 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2003 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2004 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2005 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2006 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2008 SHADER_BUFFER *buffer = ins->ctx->buffer;
2009 DWORD sampler_idx = ins->dst[0].reg.idx;
2010 char src0[50];
2011 char dst_str[50];
2013 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2014 shader_addline(buffer, "MOV TB, 0.0;\n");
2015 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2017 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2018 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2021 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2022 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2023 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2025 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2026 char src0[50];
2027 char dst_str[50];
2028 SHADER_BUFFER *buffer = ins->ctx->buffer;
2030 /* Handle output register */
2031 shader_arb_get_dst_param(ins, dst, dst_str);
2032 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2033 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2036 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2037 * Perform the 3rd row of a 3x3 matrix multiply */
2038 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2040 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2041 SHADER_BUFFER *buffer = ins->ctx->buffer;
2042 char dst_str[50], dst_name[50];
2043 char src0[50];
2044 BOOL is_color;
2046 shader_arb_get_dst_param(ins, dst, dst_str);
2047 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2048 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2049 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2050 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2053 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2054 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2055 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2056 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2058 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2060 SHADER_BUFFER *buffer = ins->ctx->buffer;
2061 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2062 char src0[50], dst_name[50];
2063 BOOL is_color;
2065 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2066 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2067 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2069 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2070 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2071 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2073 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2074 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2075 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2076 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2079 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2080 Vertex/Pixel shaders to ARB_vertex_program codes */
2081 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2083 int i;
2084 int nComponents = 0;
2085 struct wined3d_shader_dst_param tmp_dst = {{0}};
2086 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2087 struct wined3d_shader_instruction tmp_ins;
2089 memset(&tmp_ins, 0, sizeof(tmp_ins));
2091 /* Set constants for the temporary argument */
2092 tmp_ins.ctx = ins->ctx;
2093 tmp_ins.dst_count = 1;
2094 tmp_ins.dst = &tmp_dst;
2095 tmp_ins.src_count = 2;
2096 tmp_ins.src = tmp_src;
2098 switch(ins->handler_idx)
2100 case WINED3DSIH_M4x4:
2101 nComponents = 4;
2102 tmp_ins.handler_idx = WINED3DSIH_DP4;
2103 break;
2104 case WINED3DSIH_M4x3:
2105 nComponents = 3;
2106 tmp_ins.handler_idx = WINED3DSIH_DP4;
2107 break;
2108 case WINED3DSIH_M3x4:
2109 nComponents = 4;
2110 tmp_ins.handler_idx = WINED3DSIH_DP3;
2111 break;
2112 case WINED3DSIH_M3x3:
2113 nComponents = 3;
2114 tmp_ins.handler_idx = WINED3DSIH_DP3;
2115 break;
2116 case WINED3DSIH_M3x2:
2117 nComponents = 2;
2118 tmp_ins.handler_idx = WINED3DSIH_DP3;
2119 break;
2120 default:
2121 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2122 break;
2125 tmp_dst = ins->dst[0];
2126 tmp_src[0] = ins->src[0];
2127 tmp_src[1] = ins->src[1];
2128 for (i = 0; i < nComponents; i++) {
2129 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2130 shader_hw_map2gl(&tmp_ins);
2131 ++tmp_src[1].reg.idx;
2135 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
2137 SHADER_BUFFER *buffer = ins->ctx->buffer;
2138 const char *instruction;
2140 char dst[50];
2141 char src[50];
2143 switch(ins->handler_idx)
2145 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2146 case WINED3DSIH_RCP: instruction = "RCP"; break;
2147 default: instruction = "";
2148 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2149 break;
2152 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2154 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2156 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2157 * .w is used
2159 strcat(src, ".w");
2162 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2165 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2167 SHADER_BUFFER *buffer = ins->ctx->buffer;
2168 char dst_name[50];
2169 char src_name[50];
2170 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2171 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2173 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2174 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2176 if(pshader && priv->target_version >= NV3)
2178 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2180 else
2182 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2183 shader_addline(buffer, "RSQ TA, TA.x;\n");
2184 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2185 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2186 src_name);
2190 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2192 SHADER_BUFFER *buffer = ins->ctx->buffer;
2193 char dst_name[50];
2194 char src_name[3][50];
2196 /* ARB_fragment_program has a convenient LRP instruction */
2197 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2198 shader_hw_map2gl(ins);
2199 return;
2202 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2203 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2204 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2205 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2207 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2208 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2209 dst_name, src_name[0], src_name[2]);
2212 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2214 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2215 * must contain fixed constants. So we need a separate function to filter those constants and
2216 * can't use map2gl
2218 SHADER_BUFFER *buffer = ins->ctx->buffer;
2219 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2220 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2221 char dst_name[50];
2222 char src_name0[50], src_name1[50], src_name2[50];
2223 BOOL is_color;
2225 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2226 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2227 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2228 /* No modifiers are supported on SCS */
2229 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2231 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2233 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2234 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2236 } else if(priv->target_version >= NV2) {
2237 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2239 /* Sincos writemask must be .x, .y or .xy */
2240 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2241 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2242 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2243 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2244 } else {
2245 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2246 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2248 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2249 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2251 * The constants we get are:
2253 * +1 +1, -1 -1 +1 +1 -1 -1
2254 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2255 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2257 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2259 * (x/2)^2 = x^2 / 4
2260 * (x/2)^3 = x^3 / 8
2261 * (x/2)^4 = x^4 / 16
2262 * (x/2)^5 = x^5 / 32
2263 * etc
2265 * To get the final result:
2266 * sin(x) = 2 * sin(x/2) * cos(x/2)
2267 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2268 * (from sin(x+y) and cos(x+y) rules)
2270 * As per MSDN, dst.z is undefined after the operation, and so is
2271 * dst.x and dst.y if they're masked out by the writemask. Ie
2272 * sincos dst.y, src1, c0, c1
2273 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2274 * vsa.exe also stops with an error if the dest register is the same register as the source
2275 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2276 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2278 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2279 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2280 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2282 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2283 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2284 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2285 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2286 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2287 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2289 /* sin(x/2)
2291 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2292 * properly merge that with MULs in the code above?
2293 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2294 * we can merge the sine and cosine MAD rows to calculate them together.
2296 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2297 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2298 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2299 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2301 /* cos(x/2) */
2302 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2303 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2304 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2306 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2307 /* cos x */
2308 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2309 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2311 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2312 /* sin x */
2313 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2314 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2319 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2321 SHADER_BUFFER *buffer = ins->ctx->buffer;
2322 char dst_name[50];
2323 char src_name[50];
2324 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2326 /* SGN is only valid in vertex shaders */
2327 if(ctx->target_version == NV2) {
2328 shader_hw_map2gl(ins);
2329 return;
2331 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2332 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2334 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2335 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2337 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2338 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2339 } else {
2340 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2341 * Then use TA, and calculate the final result
2343 * Not reading from TA? Store the first result in TA to avoid overwriting the
2344 * destination if src reg = dst reg
2346 if(strstr(src_name, "TA"))
2348 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2349 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2350 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2352 else
2354 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2355 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2356 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2361 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2363 SHADER_BUFFER *buffer = ins->ctx->buffer;
2364 char src[50];
2365 char dst[50];
2366 char dst_name[50];
2367 BOOL is_color;
2369 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2370 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2371 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2373 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2374 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2377 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2379 SHADER_BUFFER *buffer = ins->ctx->buffer;
2380 char src_name[50];
2381 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2383 /* src0 is aL */
2384 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2386 if(vshader)
2388 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2389 struct list *e = list_head(&priv->control_frames);
2390 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2392 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2393 /* The constant loader makes sure to load -1 into iX.w */
2394 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2395 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2396 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2398 else
2400 shader_addline(buffer, "LOOP %s;\n", src_name);
2404 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2406 SHADER_BUFFER *buffer = ins->ctx->buffer;
2407 char src_name[50];
2408 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2410 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2412 /* The constant loader makes sure to load -1 into iX.w */
2413 if(vshader)
2415 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2416 struct list *e = list_head(&priv->control_frames);
2417 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2419 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2421 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2422 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2423 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2425 else
2427 shader_addline(buffer, "REP %s;\n", src_name);
2431 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2433 SHADER_BUFFER *buffer = ins->ctx->buffer;
2434 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2436 if(vshader)
2438 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2439 struct list *e = list_head(&priv->control_frames);
2440 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2442 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2443 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2444 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2446 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2448 else
2450 shader_addline(buffer, "ENDLOOP;\n");
2454 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2456 SHADER_BUFFER *buffer = ins->ctx->buffer;
2457 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2459 if(vshader)
2461 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2462 struct list *e = list_head(&priv->control_frames);
2463 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2465 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2466 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2467 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2469 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2471 else
2473 shader_addline(buffer, "ENDREP;\n");
2477 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2479 struct control_frame *control_frame;
2481 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2483 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2485 ERR("Could not find loop for break\n");
2486 return NULL;
2489 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2491 SHADER_BUFFER *buffer = ins->ctx->buffer;
2492 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2493 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2495 if(vshader)
2497 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2499 else
2501 shader_addline(buffer, "BRK;\n");
2505 static const char *get_compare(COMPARISON_TYPE flags)
2507 switch (flags)
2509 case COMPARISON_GT: return "GT";
2510 case COMPARISON_EQ: return "EQ";
2511 case COMPARISON_GE: return "GE";
2512 case COMPARISON_LT: return "LT";
2513 case COMPARISON_NE: return "NE";
2514 case COMPARISON_LE: return "LE";
2515 default:
2516 FIXME("Unrecognized comparison value: %u\n", flags);
2517 return "(\?\?)";
2521 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2523 switch (flags)
2525 case COMPARISON_GT: return COMPARISON_LE;
2526 case COMPARISON_EQ: return COMPARISON_NE;
2527 case COMPARISON_GE: return COMPARISON_LT;
2528 case COMPARISON_LT: return COMPARISON_GE;
2529 case COMPARISON_NE: return COMPARISON_EQ;
2530 case COMPARISON_LE: return COMPARISON_GT;
2531 default:
2532 FIXME("Unrecognized comparison value: %u\n", flags);
2533 return -1;
2537 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2539 SHADER_BUFFER *buffer = ins->ctx->buffer;
2540 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2541 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2542 char src_name0[50];
2543 char src_name1[50];
2544 const char *comp = get_compare(ins->flags);
2546 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2547 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2549 if(vshader)
2551 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2552 * away the subtraction result
2554 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2555 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2557 else
2559 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2560 shader_addline(buffer, "BRK (%s.x);\n", comp);
2564 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2566 SHADER_BUFFER *buffer = ins->ctx->buffer;
2567 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2568 struct list *e = list_head(&priv->control_frames);
2569 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2570 const char *comp;
2571 char src_name0[50];
2572 char src_name1[50];
2573 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2575 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2576 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2578 if(vshader)
2580 /* Invert the flag. We jump to the else label if the condition is NOT true */
2581 comp = get_compare(invert_compare(ins->flags));
2582 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2583 shader_addline(buffer, "BRA ifc_%u_endif (%s.x);\n", control_frame->ifc_no, comp);
2585 else
2587 comp = get_compare(ins->flags);
2588 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2589 shader_addline(buffer, "IF %s.x;\n", comp);
2593 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2595 SHADER_BUFFER *buffer = ins->ctx->buffer;
2596 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2597 struct list *e = list_head(&priv->control_frames);
2598 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2599 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2601 if(vshader)
2603 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2604 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2605 control_frame->had_else = TRUE;
2607 else
2609 shader_addline(buffer, "ELSE;\n");
2613 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2615 SHADER_BUFFER *buffer = ins->ctx->buffer;
2616 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2617 struct list *e = list_head(&priv->control_frames);
2618 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2619 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2621 if(vshader)
2623 if(control_frame->had_else)
2625 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2627 else
2629 shader_addline(buffer, "#No else branch. else is endif\n");
2630 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2633 else
2635 shader_addline(buffer, "ENDIF;\n");
2639 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2641 DWORD sampler_idx = ins->src[1].reg.idx;
2642 char reg_dest[40];
2643 char reg_src[3][40];
2644 DWORD flags = TEX_DERIV;
2646 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2647 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2648 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2649 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2651 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2652 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2654 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2657 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2659 DWORD sampler_idx = ins->src[1].reg.idx;
2660 char reg_dest[40];
2661 char reg_coord[40];
2662 DWORD flags = TEX_LOD;
2664 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2665 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2667 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2668 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2670 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2673 /* GL locking is done by the caller */
2674 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
2676 GLuint program_id = 0;
2677 const char *blt_vprogram =
2678 "!!ARBvp1.0\n"
2679 "PARAM c[1] = { { 1, 0.5 } };\n"
2680 "MOV result.position, vertex.position;\n"
2681 "MOV result.color, c[0].x;\n"
2682 "MOV result.texcoord[0], vertex.texcoord[0];\n"
2683 "END\n";
2685 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2686 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
2687 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
2689 if (glGetError() == GL_INVALID_OPERATION) {
2690 GLint pos;
2691 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2692 FIXME("Vertex program error at position %d: %s\n", pos,
2693 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2696 return program_id;
2699 /* GL locking is done by the caller */
2700 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
2702 GLuint program_id = 0;
2703 static const char * const blt_fprograms[tex_type_count] =
2705 /* tex_1d */
2706 NULL,
2707 /* tex_2d */
2708 "!!ARBfp1.0\n"
2709 "TEMP R0;\n"
2710 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
2711 "MOV result.depth.z, R0.x;\n"
2712 "END\n",
2713 /* tex_3d */
2714 NULL,
2715 /* tex_cube */
2716 "!!ARBfp1.0\n"
2717 "TEMP R0;\n"
2718 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2719 "MOV result.depth.z, R0.x;\n"
2720 "END\n",
2721 /* tex_rect */
2722 "!!ARBfp1.0\n"
2723 "TEMP R0;\n"
2724 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2725 "MOV result.depth.z, R0.x;\n"
2726 "END\n",
2729 if (!blt_fprograms[tex_type])
2731 FIXME("tex_type %#x not supported\n", tex_type);
2732 tex_type = tex_2d;
2735 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2736 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2737 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2739 if (glGetError() == GL_INVALID_OPERATION) {
2740 GLint pos;
2741 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2742 FIXME("Fragment program error at position %d: %s\n", pos,
2743 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2746 return program_id;
2749 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2750 const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
2751 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2753 if(condcode)
2755 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
2756 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
2757 /* Calculate the > 0.0031308 case */
2758 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
2759 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
2760 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
2761 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
2762 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
2763 /* Calculate the < case */
2764 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
2766 else
2768 /* Calculate the > 0.0031308 case */
2769 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2770 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2771 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2772 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2773 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2774 /* Calculate the < case */
2775 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2776 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2777 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
2778 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
2779 /* Store the components > 0.0031308 in the destination */
2780 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
2781 /* Add the components that are < 0.0031308 */
2782 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
2783 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
2784 * result.color writes(.rgb first, then .a), or handle overwriting already written
2785 * components. The assembler uses a temporary register in this case, which is usually
2786 * not allocated from one of our registers that were used earlier.
2789 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2790 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2793 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
2795 const local_constant *constant;
2797 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
2799 if (constant->idx == idx)
2801 return constant->value;
2804 return NULL;
2807 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
2808 struct shader_arb_ctx_priv *priv)
2810 const char *texcoords[8] =
2812 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
2813 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
2815 unsigned int i;
2816 const struct wined3d_shader_signature_element *sig = This->input_signature;
2817 const char *semantic_name;
2818 DWORD semantic_idx;
2820 switch(args->super.vp_mode)
2822 case pretransformed:
2823 case fixedfunction:
2824 /* The pixelshader has to collect the varyings on its own. In any case properly load
2825 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
2826 * other attribs to 0.0.
2828 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
2829 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
2830 * load the texcoord attrib pointers to match the pixel shader signature
2832 for(i = 0; i < MAX_REG_INPUT; i++)
2834 semantic_name = sig[i].semantic_name;
2835 semantic_idx = sig[i].semantic_idx;
2836 if(semantic_name == NULL) continue;
2838 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
2840 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
2841 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
2842 else priv->ps_input[i] = "0.0";
2844 else if(args->super.vp_mode == fixedfunction)
2846 priv->ps_input[i] = "0.0";
2848 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
2850 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
2851 else priv->ps_input[i] = "0.0";
2853 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
2855 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
2856 else priv->ps_input[i] = "0.0";
2858 else
2860 priv->ps_input[i] = "0.0";
2863 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
2865 break;
2867 case vertexshader:
2868 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
2869 * fragment.color
2871 for(i = 0; i < 8; i++)
2873 priv->ps_input[i] = texcoords[i];
2875 priv->ps_input[8] = "fragment.color.primary";
2876 priv->ps_input[9] = "fragment.color.secondary";
2877 break;
2881 /* GL locking is done by the caller */
2882 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2883 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
2885 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2886 CONST DWORD *function = This->baseShader.function;
2887 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2888 const local_constant *lconst;
2889 GLuint retval;
2890 char fragcolor[16];
2891 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
2892 struct shader_arb_ctx_priv priv_ctx;
2893 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
2894 BOOL want_nv_prog = FALSE;
2895 struct arb_pshader_private *shader_priv = This->backend_priv;
2897 char srgbtmp[4][4];
2898 unsigned int i, found = 0;
2900 for(i = 0; i < This->baseShader.limits.temporary; i++) {
2902 /* Don't overwrite the color source */
2903 if(This->color0_mov && i == This->color0_reg) continue;
2904 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
2906 if(reg_maps->temporary[i]) {
2907 sprintf(srgbtmp[found], "R%u", i);
2908 found++;
2909 if(found == 4) break;
2913 switch(found) {
2914 case 4: dcl_tmp = FALSE; break;
2915 case 0:
2916 sprintf(srgbtmp[0], "TA");
2917 sprintf(srgbtmp[1], "TB");
2918 sprintf(srgbtmp[2], "TC");
2919 sprintf(srgbtmp[3], "TD");
2920 dcl_td = TRUE;
2921 break;
2922 case 1:
2923 sprintf(srgbtmp[1], "TA");
2924 sprintf(srgbtmp[2], "TB");
2925 sprintf(srgbtmp[3], "TC");
2926 break;
2927 case 2:
2928 sprintf(srgbtmp[2], "TA");
2929 sprintf(srgbtmp[3], "TB");
2930 break;
2931 case 3:
2932 sprintf(srgbtmp[3], "TA");
2933 break;
2936 /* Create the hw ARB shader */
2937 memset(&priv_ctx, 0, sizeof(priv_ctx));
2938 priv_ctx.cur_ps_args = args;
2939 priv_ctx.compiled_fprog = compiled;
2940 init_ps_input(This, args, &priv_ctx);
2941 list_init(&priv_ctx.control_frames);
2943 /* Avoid enabling NV_fragment_program* if we do not need it.
2945 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
2946 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
2947 * is faster than what we gain from using higher native instructions. There are some things though
2948 * that cannot be emulated. In that case enable the extensions.
2949 * If the extension is enabled, instruction handlers that support both ways will use it.
2951 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
2952 * So enable the best we can get.
2954 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
2955 reg_maps->usestexldl || reg_maps->usesfacing)
2957 want_nv_prog = TRUE;
2960 shader_addline(buffer, "!!ARBfp1.0\n");
2961 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2962 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2963 priv_ctx.target_version = NV3;
2964 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2965 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2966 priv_ctx.target_version = NV2;
2967 } else {
2968 if(want_nv_prog)
2970 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2971 * limits properly
2973 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
2974 ERR("Try GLSL\n");
2976 priv_ctx.target_version = ARB;
2979 if(This->baseShader.reg_maps.highest_render_target > 0)
2981 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
2984 if (reg_maps->shader_version.major < 3)
2986 switch(args->super.fog) {
2987 case FOG_OFF:
2988 break;
2989 case FOG_LINEAR:
2990 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2991 break;
2992 case FOG_EXP:
2993 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2994 break;
2995 case FOG_EXP2:
2996 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2997 break;
3001 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3002 * unused temps away(but occupies them for the whole shader if they're used once). Always
3003 * declaring them avoids tricky bookkeeping work
3005 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3006 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3007 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3008 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3009 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3010 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3011 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3013 if (reg_maps->shader_version.major < 2)
3015 strcpy(fragcolor, "R0");
3016 } else {
3017 if(args->super.srgb_correction) {
3018 if(This->color0_mov) {
3019 sprintf(fragcolor, "R%u", This->color0_reg);
3020 } else {
3021 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3022 strcpy(fragcolor, "TMP_COLOR");
3024 } else {
3025 strcpy(fragcolor, "result.color");
3029 if(args->super.srgb_correction) {
3030 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3031 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3032 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3033 srgb_sub_high, 0.0, 0.0, 0.0);
3036 /* Base Declarations */
3037 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3038 lconst_map, NULL, &priv_ctx);
3040 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
3041 if(!reg_maps->bumpmat[i]) continue;
3043 cur = compiled->numbumpenvmatconsts;
3044 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3045 compiled->bumpenvmatconst[cur].texunit = i;
3046 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3047 compiled->luminanceconst[cur].texunit = i;
3049 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3050 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3051 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3052 * textures due to conditional NP2 restrictions)
3054 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3055 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3056 * their location is shader dependent anyway and they cannot be loaded globally.
3058 compiled->bumpenvmatconst[cur].const_num = next_local++;
3059 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3060 i, compiled->bumpenvmatconst[cur].const_num);
3061 compiled->numbumpenvmatconsts = cur + 1;
3063 if(!reg_maps->luminanceparams[i]) continue;
3065 compiled->luminanceconst[cur].const_num = next_local++;
3066 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3067 i, compiled->luminanceconst[cur].const_num);
3070 for(i = 0; i < MAX_CONST_I; i++)
3072 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3073 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3075 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3077 if(control_values)
3079 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3080 control_values[0], control_values[1], control_values[2]);
3082 else
3084 compiled->int_consts[i] = next_local;
3085 compiled->num_int_consts++;
3086 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3091 if(reg_maps->vpos || reg_maps->usesdsy)
3093 compiled->ycorrection = next_local;
3094 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3096 if(reg_maps->vpos)
3098 shader_addline(buffer, "TEMP vpos;\n");
3099 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3100 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3101 * ycorrection.z: 1.0
3102 * ycorrection.w: 0.0
3104 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3105 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3108 else
3110 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3113 if(shader_priv->clipplane_emulation)
3115 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation - 1);
3118 /* Base Shader Body */
3119 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3121 if(args->super.srgb_correction) {
3122 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3123 priv_ctx.target_version >= NV2);
3124 } else if(reg_maps->shader_version.major < 2) {
3125 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3127 shader_addline(buffer, "END\n");
3129 /* TODO: change to resource.glObjectHandle or something like that */
3130 GL_EXTCALL(glGenProgramsARB(1, &retval));
3132 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3133 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3135 TRACE("Created hw pixel shader, prg=%d\n", retval);
3136 /* Create the program and check for errors */
3137 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3138 buffer->bsize, buffer->buffer));
3140 if (glGetError() == GL_INVALID_OPERATION) {
3141 GLint errPos;
3142 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3143 FIXME("HW PixelShader Error at position %d: %s\n",
3144 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3145 retval = 0;
3148 /* Load immediate constants */
3149 if(lconst_map) {
3150 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3151 const float *value = (const float *)lconst->value;
3152 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3153 checkGLcall("glProgramLocalParameter4fvARB");
3155 HeapFree(GetProcessHeap(), 0, lconst_map);
3158 return retval;
3161 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3163 unsigned int i;
3164 int ret;
3166 for(i = 0; i < MAX_REG_INPUT; i++)
3168 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3170 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3171 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3172 continue;
3175 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3176 if(ret != 0) return ret;
3177 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3178 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3179 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3180 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3181 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3183 return 0;
3186 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3188 struct wined3d_shader_signature_element *new;
3189 int i;
3190 char *name;
3192 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3193 for(i = 0; i < MAX_REG_INPUT; i++)
3195 if(sig[i].semantic_name == NULL)
3197 continue;
3200 new[i] = sig[i];
3201 /* Clone the semantic string */
3202 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3203 strcpy(name, sig[i].semantic_name);
3204 new[i].semantic_name = name;
3206 return new;
3209 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3211 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3212 struct ps_signature *found_sig;
3214 if(entry != NULL)
3216 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3217 TRACE("Found existing signature %u\n", found_sig->idx);
3218 return found_sig->idx;
3220 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3221 found_sig->sig = clone_sig(sig);
3222 found_sig->idx = priv->ps_sig_number++;
3223 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3224 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3226 ERR("Failed to insert program entry.\n");
3228 return found_sig->idx;
3231 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx)
3233 unsigned int i, j;
3234 static const char *texcoords[8] =
3236 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3237 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3239 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3240 const struct wined3d_shader_signature_element *sig;
3241 const char *semantic_name;
3242 DWORD semantic_idx, reg_idx;
3244 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3245 * and varying 9 to result.color.secondary
3247 const char *decl_idx_to_string[MAX_REG_INPUT] =
3249 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3250 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3251 "result.color.primary", "result.color.secondary"
3254 if(sig_num == ~0)
3256 TRACE("Pixel shader uses builtin varyings\n");
3257 /* Map builtins to builtins */
3258 for(i = 0; i < 8; i++)
3260 priv_ctx->texcrd_output[i] = texcoords[i];
3262 priv_ctx->color_output[0] = "result.color.primary";
3263 priv_ctx->color_output[1] = "result.color.secondary";
3264 priv_ctx->fog_output = "result.fogcoord";
3266 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3267 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3269 semantic_name = shader->output_signature[i].semantic_name;
3270 if(semantic_name == NULL) continue;
3272 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3274 TRACE("o%u is TMP_OUT\n", i);
3275 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3276 else priv_ctx->vs_output[i] = "TA";
3278 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3280 TRACE("o%u is result.pointsize\n", i);
3281 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3282 else priv_ctx->vs_output[i] = "TA";
3284 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3286 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3287 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3288 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3289 else priv_ctx->vs_output[i] = "TA";
3291 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3293 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3294 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3295 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3297 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3299 TRACE("o%u is result.fogcoord\n", i);
3300 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3301 else priv_ctx->vs_output[i] = "result.fogcoord";
3303 else
3305 priv_ctx->vs_output[i] = "TA";
3308 return;
3311 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3312 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3314 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3315 TRACE("Pixel shader uses declared varyings\n");
3317 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3318 for(i = 0; i < 8; i++)
3320 priv_ctx->texcrd_output[i] = "TA";
3322 priv_ctx->color_output[0] = "TA";
3323 priv_ctx->color_output[1] = "TA";
3324 priv_ctx->fog_output = "TA";
3326 for(i = 0; i < MAX_REG_INPUT; i++)
3328 semantic_name = sig[i].semantic_name;
3329 semantic_idx = sig[i].semantic_idx;
3330 reg_idx = sig[i].register_idx;
3331 if(semantic_name == NULL) continue;
3333 /* If a declared input register is not written by builtin arguments, don't write to it.
3334 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3336 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3337 * to TMP_OUT in any case
3339 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3341 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3343 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3345 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3347 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3349 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3353 /* Map declared to declared */
3354 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3356 /* Write unread output to TA to throw them away */
3357 priv_ctx->vs_output[i] = "TA";
3358 semantic_name = shader->output_signature[i].semantic_name;
3359 if(semantic_name == NULL)
3361 continue;
3364 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3365 shader->output_signature[i].semantic_idx == 0)
3367 priv_ctx->vs_output[i] = "TMP_OUT";
3368 continue;
3370 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3371 shader->output_signature[i].semantic_idx == 0)
3373 priv_ctx->vs_output[i] = "result.pointsize";
3374 continue;
3377 for(j = 0; j < MAX_REG_INPUT; j++)
3379 if(sig[j].semantic_name == NULL)
3381 continue;
3384 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3385 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3387 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3393 /* GL locking is done by the caller */
3394 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
3395 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3397 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3398 CONST DWORD *function = This->baseShader.function;
3399 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3400 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3401 const local_constant *lconst;
3402 GLuint ret;
3403 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3404 struct shader_arb_ctx_priv priv_ctx;
3405 unsigned int i;
3406 DWORD num_clipplanes = 0;
3408 memset(&priv_ctx, 0, sizeof(priv_ctx));
3409 priv_ctx.cur_vs_args = args;
3410 list_init(&priv_ctx.control_frames);
3411 init_output_registers(This, args->ps_signature, &priv_ctx);
3413 /* Create the hw ARB shader */
3414 shader_addline(buffer, "!!ARBvp1.0\n");
3416 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3417 * mesurable performance penalty, and we can always make use of it for clipplanes.
3419 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3420 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3421 priv_ctx.target_version = NV3;
3422 shader_addline(buffer, "ADDRESS aL;\n");
3423 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3424 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3425 priv_ctx.target_version = NV2;
3426 shader_addline(buffer, "ADDRESS aL;\n");
3427 } else {
3428 priv_ctx.target_version = ARB;
3431 shader_addline(buffer, "TEMP TMP_OUT;\n");
3432 if(need_helper_const(gl_info)) {
3433 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3435 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3436 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3437 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3440 shader_addline(buffer, "TEMP TA;\n");
3442 /* Base Declarations */
3443 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3444 lconst_map, &num_clipplanes, &priv_ctx);
3446 for(i = 0; i < MAX_CONST_I; i++)
3448 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3449 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3451 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3453 if(control_values)
3455 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3456 control_values[0], control_values[1], control_values[2]);
3458 else
3460 compiled->int_consts[i] = next_local;
3461 compiled->num_int_consts++;
3462 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3467 /* We need a constant to fixup the final position */
3468 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3469 compiled->pos_fixup = next_local++;
3471 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3472 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3473 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3474 * a replacement shader depend on the texcoord.w being set properly.
3476 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3477 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3478 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3479 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3480 * this can eat a number of instructions, so skip it unless this cap is set as well
3482 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3483 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3485 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
3486 int i;
3487 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3488 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3489 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3490 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3496 /* Base Shader Body */
3497 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3499 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3500 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3501 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3502 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3504 if(args->super.fog_src == VS_FOG_Z) {
3505 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3506 } else if (!reg_maps->fog) {
3507 /* posFixup.x is always 1.0, so we can savely use it */
3508 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3511 /* Write the final position.
3513 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3514 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3515 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3516 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3518 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3519 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3520 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3522 if(use_nv_clip(gl_info) && priv_ctx.target_version >= NV2)
3524 for(i = 0; i < num_clipplanes; i++)
3526 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3529 else if(args->boolclip.clip_control[0])
3531 unsigned int cur_clip = 0;
3532 char component[4] = {'x', 'y', 'z', 'w'};
3534 for(i = 0; i < GL_LIMITS(clipplanes); i++)
3536 if(args->boolclip.clip_control[1] & (1 << i))
3538 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3539 component[cur_clip++], i);
3542 switch(cur_clip)
3544 case 0:
3545 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
3546 break;
3547 case 1:
3548 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
3549 break;
3550 case 2:
3551 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
3552 break;
3553 case 3:
3554 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
3555 break;
3557 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3558 args->boolclip.clip_control[0] - 1);
3561 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3562 * and the glsl equivalent
3564 if(need_helper_const(gl_info)) {
3565 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3566 } else {
3567 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3568 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3571 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3573 shader_addline(buffer, "END\n");
3575 /* TODO: change to resource.glObjectHandle or something like that */
3576 GL_EXTCALL(glGenProgramsARB(1, &ret));
3578 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3579 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3581 TRACE("Created hw vertex shader, prg=%d\n", ret);
3582 /* Create the program and check for errors */
3583 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3584 buffer->bsize, buffer->buffer));
3586 if (glGetError() == GL_INVALID_OPERATION) {
3587 GLint errPos;
3588 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3589 FIXME("HW VertexShader Error at position %d: %s\n",
3590 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3591 ret = -1;
3592 } else {
3593 /* Load immediate constants */
3594 if(lconst_map) {
3595 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3596 const float *value = (const float *)lconst->value;
3597 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3601 HeapFree(GetProcessHeap(), 0, lconst_map);
3603 return ret;
3606 static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps)
3608 struct arb_pshader_private *shader_priv = ps->backend_priv;
3609 int i;
3610 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)ps->baseShader.device)->adapter->gl_info;
3612 /* See if we can use fragment.texcoord[7] for clipplane emulation
3614 * Don't do this if it is not supported, or fragment.texcoord[7] is used
3616 if(ps->baseShader.reg_maps.shader_version.major < 3)
3618 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3620 if(!ps->baseShader.reg_maps.texcoord[i - 1])
3622 shader_priv->clipplane_emulation = i;
3623 return;
3626 WARN("Did not find a free clip reg(2.0)\n");
3628 else
3630 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3632 if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
3634 shader_priv->clipplane_emulation = i;
3635 return;
3638 WARN("Did not find a free clip reg(3.0)\n");
3642 /* GL locking is done by the caller */
3643 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3645 UINT i;
3646 DWORD new_size;
3647 struct arb_ps_compiled_shader *new_array;
3648 SHADER_BUFFER buffer;
3649 struct arb_pshader_private *shader_data;
3650 GLuint ret;
3652 if(!shader->backend_priv) {
3653 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3654 struct shader_arb_priv *priv = device->shader_priv;
3656 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3657 shader_data = shader->backend_priv;
3658 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
3660 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
3661 else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
3663 shader_data->has_signature_idx = TRUE;
3664 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
3666 if(!device->vs_clipping) find_clip_texcoord(shader);
3668 shader_data = shader->backend_priv;
3670 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3671 * so a linear search is more performant than a hashmap or a binary search
3672 * (cache coherency etc)
3674 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3675 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3676 return &shader_data->gl_shaders[i];
3680 TRACE("No matching GL shader found, compiling a new shader\n");
3681 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3682 if (shader_data->num_gl_shaders)
3684 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3685 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3686 new_size * sizeof(*shader_data->gl_shaders));
3687 } else {
3688 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3689 new_size = 1;
3692 if(!new_array) {
3693 ERR("Out of memory\n");
3694 return 0;
3696 shader_data->gl_shaders = new_array;
3697 shader_data->shader_array_size = new_size;
3700 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3702 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3703 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3705 shader_buffer_init(&buffer);
3706 ret = shader_arb_generate_pshader(shader, &buffer, args,
3707 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3708 shader_buffer_free(&buffer);
3709 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3711 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3714 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
3715 const DWORD use_map, BOOL skip_int) {
3716 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
3717 if(stored->super.fog_src != new->super.fog_src) return FALSE;
3718 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
3719 if(stored->ps_signature != new->ps_signature) return FALSE;
3720 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
3721 if(skip_int) return TRUE;
3723 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
3726 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
3728 UINT i;
3729 DWORD new_size;
3730 struct arb_vs_compiled_shader *new_array;
3731 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3732 SHADER_BUFFER buffer;
3733 struct arb_vshader_private *shader_data;
3734 GLuint ret;
3735 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3737 if(!shader->backend_priv) {
3738 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3740 shader_data = shader->backend_priv;
3742 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3743 * so a linear search is more performant than a hashmap or a binary search
3744 * (cache coherency etc)
3746 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3747 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
3748 return &shader_data->gl_shaders[i];
3752 TRACE("No matching GL shader found, compiling a new shader\n");
3754 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3755 if (shader_data->num_gl_shaders)
3757 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3758 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3759 new_size * sizeof(*shader_data->gl_shaders));
3760 } else {
3761 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3762 new_size = 1;
3765 if(!new_array) {
3766 ERR("Out of memory\n");
3767 return 0;
3769 shader_data->gl_shaders = new_array;
3770 shader_data->shader_array_size = new_size;
3773 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3775 shader_buffer_init(&buffer);
3776 ret = shader_arb_generate_vshader(shader, &buffer, args,
3777 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3778 shader_buffer_free(&buffer);
3779 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3781 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3784 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3785 struct arb_ps_compile_args *args)
3787 int i;
3788 WORD int_skip;
3789 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3790 find_ps_compile_args(shader, stateblock, &args->super);
3792 /* This forces all local boolean constants to 1 to make them stateblock independent */
3793 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3795 for(i = 0; i < MAX_CONST_B; i++)
3797 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
3800 /* Skip if unused or local, or supported natively */
3801 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3802 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
3804 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3805 return;
3808 for(i = 0; i < MAX_CONST_I; i++)
3810 if(int_skip & (1 << i))
3812 args->loop_ctrl[i][0] = 0;
3813 args->loop_ctrl[i][1] = 0;
3814 args->loop_ctrl[i][2] = 0;
3816 else
3818 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
3819 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
3820 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
3825 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3826 struct arb_vs_compile_args *args)
3828 int i;
3829 WORD int_skip;
3830 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
3831 const WineD3D_GL_Info *gl_info = &dev->adapter->gl_info;
3832 find_vs_compile_args(shader, stateblock, &args->super);
3834 /* This forces all local boolean constants to 1 to make them stateblock independent */
3835 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
3837 if(use_ps(stateblock))
3839 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
3840 struct arb_pshader_private *shader_priv = ps->backend_priv;
3841 args->ps_signature = shader_priv->input_signature_idx;
3843 args->boolclip.clip_control[0] = shader_priv->clipplane_emulation;
3845 else
3847 args->ps_signature = ~0;
3848 if(dev->vs_clipping)
3850 args->boolclip.clip_control[0] = 0;
3852 else
3854 args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
3858 if(args->boolclip.clip_control[0])
3860 if(stateblock->renderState[WINED3DRS_CLIPPING])
3862 args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
3864 else
3866 args->boolclip.clip_control[1] = 0;
3870 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
3871 for(i = 0; i < MAX_CONST_B; i++)
3873 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
3876 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
3877 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
3878 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
3879 args->vertex_samplers[3] = 0;
3881 /* Skip if unused or local */
3882 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3883 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
3885 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3886 return;
3889 for(i = 0; i < MAX_CONST_I; i++)
3891 if(int_skip & (1 << i))
3893 args->loop_ctrl[i][0] = 0;
3894 args->loop_ctrl[i][1] = 0;
3895 args->loop_ctrl[i][2] = 0;
3897 else
3899 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
3900 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
3901 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
3906 /* GL locking is done by the caller */
3907 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3908 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3909 struct shader_arb_priv *priv = This->shader_priv;
3910 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3911 int i;
3913 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
3914 if (usePS) {
3915 struct arb_ps_compile_args compile_args;
3916 struct arb_ps_compiled_shader *compiled;
3917 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
3919 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
3920 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
3921 compiled = find_arb_pshader(ps, &compile_args);
3922 priv->current_fprogram_id = compiled->prgId;
3923 priv->compiled_fprog = compiled;
3925 /* Bind the fragment program */
3926 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3927 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
3929 if(!priv->use_arbfp_fixed_func) {
3930 /* Enable OpenGL fragment programs */
3931 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3932 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3934 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3936 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
3937 * a 1.x and newer shader, reload the first 8 constants
3939 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
3941 priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
3942 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
3943 for(i = 0; i < 8; i++)
3945 This->activeContext->pshader_const_dirty[i] = 1;
3947 /* Also takes care of loading local constants */
3948 shader_arb_load_constants(iface, TRUE, FALSE);
3950 else
3952 shader_arb_ps_local_constants(This);
3954 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
3955 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
3956 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
3957 * replacement shader
3959 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3960 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3961 priv->current_fprogram_id = 0;
3964 if (useVS) {
3965 struct arb_vs_compile_args compile_args;
3966 struct arb_vs_compiled_shader *compiled;
3968 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
3969 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
3970 compiled = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
3971 priv->current_vprogram_id = compiled->prgId;
3972 priv->compiled_vprog = compiled;
3974 /* Bind the vertex program */
3975 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3976 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
3978 /* Enable OpenGL vertex programs */
3979 glEnable(GL_VERTEX_PROGRAM_ARB);
3980 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3981 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3982 shader_arb_vs_local_constants(This);
3983 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3984 priv->current_vprogram_id = 0;
3985 glDisable(GL_VERTEX_PROGRAM_ARB);
3986 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3990 /* GL locking is done by the caller */
3991 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3992 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3993 struct shader_arb_priv *priv = This->shader_priv;
3994 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
3995 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3997 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
3998 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
3999 glEnable(GL_VERTEX_PROGRAM_ARB);
4001 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4002 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4003 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4006 /* GL locking is done by the caller */
4007 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4008 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4009 struct shader_arb_priv *priv = This->shader_priv;
4010 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4012 if (priv->current_vprogram_id) {
4013 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4014 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4016 glEnable(GL_VERTEX_PROGRAM_ARB);
4017 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4019 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4020 } else {
4021 glDisable(GL_VERTEX_PROGRAM_ARB);
4022 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4025 if (priv->current_fprogram_id) {
4026 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4027 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4029 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4030 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4032 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4033 } else {
4034 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4035 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4039 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4040 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4041 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4042 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
4044 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4046 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4048 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
4049 struct arb_pshader_private *shader_data = This->backend_priv;
4050 UINT i;
4052 if(!shader_data) return; /* This can happen if a shader was never compiled */
4053 ENTER_GL();
4054 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4055 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4056 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4058 LEAVE_GL();
4059 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4060 HeapFree(GetProcessHeap(), 0, shader_data);
4061 This->backend_priv = NULL;
4062 } else {
4063 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4064 struct arb_vshader_private *shader_data = This->backend_priv;
4065 UINT i;
4067 if(!shader_data) return; /* This can happen if a shader was never compiled */
4068 ENTER_GL();
4069 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4070 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4071 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4073 LEAVE_GL();
4074 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4075 HeapFree(GetProcessHeap(), 0, shader_data);
4076 This->backend_priv = NULL;
4080 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4082 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4083 return compare_sig(key, e->sig);
4086 struct wine_rb_functions sig_tree_functions =
4088 wined3d_rb_alloc,
4089 wined3d_rb_realloc,
4090 wined3d_rb_free,
4091 sig_tree_compare
4094 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4095 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4096 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4097 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4099 ERR("RB tree init failed\n");
4100 HeapFree(GetProcessHeap(), 0, priv);
4101 return E_OUTOFMEMORY;
4103 This->shader_priv = priv;
4104 return WINED3D_OK;
4107 static void release_signature(struct wine_rb_entry *entry, void *context)
4109 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4110 int i;
4111 for(i = 0; i < MAX_REG_INPUT; i++)
4113 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4115 HeapFree(GetProcessHeap(), 0, sig->sig);
4116 HeapFree(GetProcessHeap(), 0, sig);
4119 static void shader_arb_free(IWineD3DDevice *iface) {
4120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4121 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4122 struct shader_arb_priv *priv = This->shader_priv;
4123 int i;
4125 ENTER_GL();
4126 if(priv->depth_blt_vprogram_id) {
4127 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4129 for (i = 0; i < tex_type_count; ++i) {
4130 if (priv->depth_blt_fprogram_id[i]) {
4131 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4134 LEAVE_GL();
4136 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4137 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4140 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4141 return TRUE;
4144 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4146 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4147 * then overwrite the shader specific ones
4149 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4151 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4152 if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
4154 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4155 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4157 else if(GL_LIMITS(vshader_constantsF) >= 256)
4159 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4160 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4161 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4163 else
4165 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4166 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4168 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4171 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4172 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
4174 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4175 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4177 else if(GL_LIMITS(vshader_constantsF) >= 32)
4179 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4180 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4181 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4183 else
4185 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4186 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4188 pCaps->PixelShader1xMaxValue = 8.0;
4189 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4192 pCaps->VSClipping = use_nv_clip(gl_info);
4195 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4197 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4199 TRACE("Checking support for color_fixup:\n");
4200 dump_color_fixup_desc(fixup);
4203 /* We support everything except YUV conversions. */
4204 if (!is_yuv_fixup(fixup))
4206 TRACE("[OK]\n");
4207 return TRUE;
4210 TRACE("[FAILED]\n");
4211 return FALSE;
4214 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4215 DWORD shift;
4216 char write_mask[20], regstr[50];
4217 SHADER_BUFFER *buffer = ins->ctx->buffer;
4218 BOOL is_color = FALSE;
4219 const struct wined3d_shader_dst_param *dst;
4221 if (!ins->dst_count) return;
4223 dst = &ins->dst[0];
4224 shift = dst->shift;
4225 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4227 shader_arb_get_write_mask(ins, dst, write_mask);
4228 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4230 /* Generate a line that does the output modifier computation
4231 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4232 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4234 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4235 regstr, write_mask, regstr, shift_tab[shift]);
4238 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4240 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4241 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4242 /* WINED3DSIH_BEM */ pshader_hw_bem,
4243 /* WINED3DSIH_BREAK */ shader_hw_break,
4244 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4245 /* WINED3DSIH_BREAKP */ NULL,
4246 /* WINED3DSIH_CALL */ NULL,
4247 /* WINED3DSIH_CALLNZ */ NULL,
4248 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4249 /* WINED3DSIH_CND */ pshader_hw_cnd,
4250 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4251 /* WINED3DSIH_DCL */ NULL,
4252 /* WINED3DSIH_DEF */ NULL,
4253 /* WINED3DSIH_DEFB */ NULL,
4254 /* WINED3DSIH_DEFI */ NULL,
4255 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4256 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4257 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4258 /* WINED3DSIH_DST */ shader_hw_map2gl,
4259 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4260 /* WINED3DSIH_DSY */ shader_hw_dsy,
4261 /* WINED3DSIH_ELSE */ shader_hw_else,
4262 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4263 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4264 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4265 /* WINED3DSIH_EXP */ shader_hw_map2gl,
4266 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
4267 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4268 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4269 /* WINED3DSIH_IFC */ shader_hw_ifc,
4270 /* WINED3DSIH_LABEL */ NULL,
4271 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4272 /* WINED3DSIH_LOG */ shader_hw_map2gl,
4273 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
4274 /* WINED3DSIH_LOOP */ shader_hw_loop,
4275 /* WINED3DSIH_LRP */ shader_hw_lrp,
4276 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4277 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4278 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4279 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4280 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4281 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4282 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4283 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4284 /* WINED3DSIH_MOV */ shader_hw_mov,
4285 /* WINED3DSIH_MOVA */ shader_hw_mov,
4286 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4287 /* WINED3DSIH_NOP */ shader_hw_nop,
4288 /* WINED3DSIH_NRM */ shader_hw_nrm,
4289 /* WINED3DSIH_PHASE */ NULL,
4290 /* WINED3DSIH_POW */ shader_hw_map2gl,
4291 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
4292 /* WINED3DSIH_REP */ shader_hw_rep,
4293 /* WINED3DSIH_RET */ NULL,
4294 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
4295 /* WINED3DSIH_SETP */ NULL,
4296 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4297 /* WINED3DSIH_SGN */ shader_hw_sgn,
4298 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4299 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4300 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4301 /* WINED3DSIH_TEX */ pshader_hw_tex,
4302 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4303 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4304 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4305 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4306 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4307 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4308 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4309 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4310 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4311 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4312 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4313 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4314 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4315 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4316 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4317 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4318 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4319 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4320 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4321 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4322 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4325 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4327 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4328 WORD bools = 0;
4329 WORD flag = (1 << idx);
4330 const local_constant *constant;
4331 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4333 if(This->baseShader.reg_maps.local_bool_consts & flag)
4335 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4336 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4338 if (constant->idx == idx)
4340 return constant->value[0];
4343 ERR("Local constant not found\n");
4344 return FALSE;
4346 else
4348 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4349 else bools = priv->cur_ps_args->bools;
4350 return bools & flag;
4354 static inline void get_int_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx, int *ret)
4356 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4357 WORD flag = (1 << idx);
4358 const local_constant *constant;
4359 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4361 /* Integer constants can either be a local constant, or they can be stored in the shader
4362 * type specific compile args
4364 if(This->baseShader.reg_maps.local_int_consts & flag)
4366 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4368 if (constant->idx == idx)
4370 ret[0] = constant->value[0];
4371 ret[1] = constant->value[1];
4372 /* Step / stride is signed */
4373 ret[2] = (int) constant->value[2];
4374 return;
4377 /* If this happens the flag was set incorrectly */
4378 ERR("Local constant not found\n");
4379 ret[0] = 0;
4380 ret[1] = 0;
4381 ret[2] = 0;
4382 return;
4384 else
4386 if(vshader)
4388 /* Count and aL start value are unsigned */
4389 ret[0] = priv->cur_vs_args->loop_ctrl[idx][0];
4390 ret[1] = priv->cur_vs_args->loop_ctrl[idx][1];
4391 /* The step/stride is signed */
4392 ret[2] = ((char) priv->cur_vs_args->loop_ctrl[idx][2]);
4394 else
4396 ret[0] = priv->cur_ps_args->loop_ctrl[idx][0];
4397 ret[1] = priv->cur_ps_args->loop_ctrl[idx][1];
4398 ret[2] = ((char) priv->cur_ps_args->loop_ctrl[idx][2]);
4400 return;
4404 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4406 unsigned int i;
4407 struct wined3d_shader_dst_param *dst_param = NULL;
4408 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4409 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4410 if(!rec)
4412 ERR("Out of memory\n");
4413 return;
4416 rec->ins = *ins;
4417 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4418 if(!dst_param) goto free;
4419 *dst_param = *ins->dst;
4420 if(ins->dst->reg.rel_addr)
4422 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4423 if(!rel_addr) goto free;
4424 *rel_addr = *ins->dst->reg.rel_addr;
4425 dst_param->reg.rel_addr = rel_addr;
4427 rec->ins.dst = dst_param;
4429 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4430 if(!src_param) goto free;
4431 for(i = 0; i < ins->src_count; i++)
4433 src_param[i] = ins->src[i];
4434 if(ins->src[i].reg.rel_addr)
4436 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4437 if(!rel_addr) goto free;
4438 *rel_addr = *ins->src[i].reg.rel_addr;
4439 src_param[i].reg.rel_addr = rel_addr;
4442 rec->ins.src = src_param;
4443 list_add_tail(list, &rec->entry);
4444 return;
4446 free:
4447 ERR("Out of memory\n");
4448 if(dst_param)
4450 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4451 HeapFree(GetProcessHeap(), 0, dst_param);
4453 if(src_param)
4455 for(i = 0; i < ins->src_count; i++)
4457 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4459 HeapFree(GetProcessHeap(), 0, src_param);
4461 HeapFree(GetProcessHeap(), 0, rec);
4464 static void free_recorded_instruction(struct list *list)
4466 struct recorded_instruction *rec_ins, *entry2;
4467 unsigned int i;
4469 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4471 list_remove(&rec_ins->entry);
4472 if(rec_ins->ins.dst)
4474 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4475 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4477 if(rec_ins->ins.src)
4479 for(i = 0; i < rec_ins->ins.src_count; i++)
4481 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4483 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4485 HeapFree(GetProcessHeap(), 0, rec_ins);
4489 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4490 SHADER_HANDLER hw_fct;
4491 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4492 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4493 struct control_frame *control_frame;
4494 SHADER_BUFFER *buffer = ins->ctx->buffer;
4496 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4498 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4499 list_add_head(&priv->control_frames, &control_frame->entry);
4501 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4502 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4504 if(priv->target_version >= NV2)
4506 control_frame->loop_no = priv->num_loops++;
4507 priv->loop_depth++;
4509 else
4511 /* Don't bother recording when we're in a not used if branch */
4512 if(priv->muted)
4514 return;
4517 if(!priv->recording)
4519 int control_values[3];
4520 get_int_const(ins, This, ins->src[0].reg.idx, control_values);
4521 list_init(&priv->record);
4522 priv->recording = TRUE;
4523 control_frame->outer_loop = TRUE;
4524 control_frame->loop_control[0] = control_values[0];
4525 control_frame->loop_control[1] = control_values[1];
4526 control_frame->loop_control[2] = control_values[2];
4527 return; /* Instruction is handled */
4529 /* Record this loop in the outer loop's recording */
4532 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4534 if(priv->target_version >= NV2)
4536 /* Nothing to do. The control frame is popped after the HW instr handler */
4538 else
4540 struct list *e = list_head(&priv->control_frames);
4541 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4542 list_remove(&control_frame->entry);
4544 if(control_frame->outer_loop)
4546 int iteration, aL = 0;
4547 struct list copy;
4549 /* Turn off recording before playback */
4550 priv->recording = FALSE;
4552 /* Move the recorded instructions to a separate list and get them out of the private data
4553 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4554 * be recorded again, thus priv->record might be overwritten
4556 list_init(&copy);
4557 list_move_tail(&copy, &priv->record);
4558 list_init(&priv->record);
4560 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4562 shader_addline(buffer, "#unrolling loop: %d iterations, aL=%d, inc %d\n",
4563 control_frame->loop_control[0], control_frame->loop_control[1],
4564 control_frame->loop_control[2]);
4565 aL = control_frame->loop_control[1];
4567 else
4569 shader_addline(buffer, "#unrolling rep: %d iterations\n", control_frame->loop_control[0]);
4572 for(iteration = 0; iteration < control_frame->loop_control[0]; iteration++)
4574 struct recorded_instruction *rec_ins;
4575 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4577 priv->aL = aL;
4578 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4580 else
4582 shader_addline(buffer, "#Iteration %d\n", iteration);
4585 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
4587 shader_arb_handle_instruction(&rec_ins->ins);
4590 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4592 aL += control_frame->loop_control[2];
4595 shader_addline(buffer, "#end loop/rep\n");
4597 free_recorded_instruction(&copy);
4598 HeapFree(GetProcessHeap(), 0, control_frame);
4599 return; /* Instruction is handled */
4601 else
4603 /* This is a nested loop. Proceed to the normal recording function */
4604 HeapFree(GetProcessHeap(), 0, control_frame);
4609 if(priv->recording)
4611 record_instruction(&priv->record, ins);
4612 return;
4615 /* boolean if */
4616 if(ins->handler_idx == WINED3DSIH_IF)
4618 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4619 list_add_head(&priv->control_frames, &control_frame->entry);
4620 control_frame->type = IF;
4622 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
4624 shader_addline(buffer, "#if(FALSE){\n");
4625 priv->muted = TRUE;
4626 control_frame->muting = TRUE;
4628 else shader_addline(buffer, "#if(TRUE) {\n");
4630 return; /* Instruction is handled */
4632 else if(ins->handler_idx == WINED3DSIH_IFC)
4634 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4635 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4636 control_frame->type = IFC;
4637 control_frame->ifc_no = priv->num_ifcs++;
4638 list_add_head(&priv->control_frames, &control_frame->entry);
4640 else if(ins->handler_idx == WINED3DSIH_ELSE)
4642 struct list *e = list_head(&priv->control_frames);
4643 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4645 if(control_frame->type == IF)
4647 shader_addline(buffer, "#} else {\n");
4648 if(!priv->muted && !control_frame->muting)
4650 priv->muted = TRUE;
4651 control_frame->muting = TRUE;
4653 else if(control_frame->muting) priv->muted = FALSE;
4654 return; /* Instruction is handled. */
4656 /* In case of an ifc, generate a HW shader instruction */
4658 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4660 struct list *e = list_head(&priv->control_frames);
4661 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4663 if(control_frame->type == IF)
4665 shader_addline(buffer, "#} endif\n");
4666 if(control_frame->muting) priv->muted = FALSE;
4667 list_remove(&control_frame->entry);
4668 HeapFree(GetProcessHeap(), 0, control_frame);
4669 return; /* Instruction is handled */
4673 if(priv->muted) return;
4675 /* Select handler */
4676 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
4678 /* Unhandled opcode */
4679 if (!hw_fct)
4681 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4682 return;
4684 hw_fct(ins);
4686 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4688 struct list *e = list_head(&priv->control_frames);
4689 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4690 list_remove(&control_frame->entry);
4691 HeapFree(GetProcessHeap(), 0, control_frame);
4692 priv->loop_depth--;
4694 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4696 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
4697 struct list *e = list_head(&priv->control_frames);
4698 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4699 list_remove(&control_frame->entry);
4700 HeapFree(GetProcessHeap(), 0, control_frame);
4704 shader_arb_add_instruction_modifiers(ins);
4707 const shader_backend_t arb_program_shader_backend = {
4708 shader_arb_handle_instruction,
4709 shader_arb_select,
4710 shader_arb_select_depth_blt,
4711 shader_arb_deselect_depth_blt,
4712 shader_arb_update_float_vertex_constants,
4713 shader_arb_update_float_pixel_constants,
4714 shader_arb_load_constants,
4715 shader_arb_load_np2fixup_constants,
4716 shader_arb_destroy,
4717 shader_arb_alloc,
4718 shader_arb_free,
4719 shader_arb_dirty_const,
4720 shader_arb_get_caps,
4721 shader_arb_color_fixup_supported,
4724 /* ARB_fragment_program fixed function pipeline replacement definitions */
4725 #define ARB_FFP_CONST_TFACTOR 0
4726 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
4727 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
4728 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
4729 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
4731 struct arbfp_ffp_desc
4733 struct ffp_frag_desc parent;
4734 GLuint shader;
4735 unsigned int num_textures_used;
4738 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
4739 ENTER_GL();
4740 if(enable) {
4741 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4742 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4743 } else {
4744 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4745 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4747 LEAVE_GL();
4750 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
4751 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4752 struct shader_arb_priv *priv;
4753 /* Share private data between the shader backend and the pipeline replacement, if both
4754 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
4755 * if no pixel shader is bound or not
4757 if(This->shader_backend == &arb_program_shader_backend) {
4758 This->fragment_priv = This->shader_priv;
4759 } else {
4760 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
4761 if(!This->fragment_priv) return E_OUTOFMEMORY;
4763 priv = This->fragment_priv;
4764 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
4766 ERR("Failed to initialize rbtree.\n");
4767 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4768 return E_OUTOFMEMORY;
4770 priv->use_arbfp_fixed_func = TRUE;
4771 return WINED3D_OK;
4774 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
4776 const WineD3D_GL_Info *gl_info = context;
4777 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
4779 ENTER_GL();
4780 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
4781 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
4782 HeapFree(GetProcessHeap(), 0, entry_arb);
4783 LEAVE_GL();
4786 static void arbfp_free(IWineD3DDevice *iface) {
4787 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4788 struct shader_arb_priv *priv = This->fragment_priv;
4790 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
4791 priv->use_arbfp_fixed_func = FALSE;
4793 if(This->shader_backend != &arb_program_shader_backend) {
4794 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4798 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
4800 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
4801 WINED3DTEXOPCAPS_SELECTARG1 |
4802 WINED3DTEXOPCAPS_SELECTARG2 |
4803 WINED3DTEXOPCAPS_MODULATE4X |
4804 WINED3DTEXOPCAPS_MODULATE2X |
4805 WINED3DTEXOPCAPS_MODULATE |
4806 WINED3DTEXOPCAPS_ADDSIGNED2X |
4807 WINED3DTEXOPCAPS_ADDSIGNED |
4808 WINED3DTEXOPCAPS_ADD |
4809 WINED3DTEXOPCAPS_SUBTRACT |
4810 WINED3DTEXOPCAPS_ADDSMOOTH |
4811 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
4812 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
4813 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
4814 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
4815 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
4816 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
4817 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
4818 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
4819 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
4820 WINED3DTEXOPCAPS_DOTPRODUCT3 |
4821 WINED3DTEXOPCAPS_MULTIPLYADD |
4822 WINED3DTEXOPCAPS_LERP |
4823 WINED3DTEXOPCAPS_BUMPENVMAP |
4824 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
4826 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
4828 caps->MaxTextureBlendStages = 8;
4829 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
4831 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
4833 #undef GLINFO_LOCATION
4835 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
4836 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4837 float col[4];
4838 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4840 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4841 * application provided constants
4843 if(device->shader_backend == &arb_program_shader_backend) {
4844 if (use_ps(stateblock)) return;
4846 device = stateblock->wineD3DDevice;
4847 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
4848 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
4851 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
4852 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
4853 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
4857 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4858 float col[4];
4859 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4861 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4862 * application provided constants
4864 if(device->shader_backend == &arb_program_shader_backend) {
4865 if (use_ps(stateblock)) return;
4867 device = stateblock->wineD3DDevice;
4868 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
4869 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
4872 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
4873 /* The specular color has no alpha */
4874 col[0] = 1.0; col[1] = 1.0;
4875 col[2] = 1.0; col[3] = 0.0;
4876 } else {
4877 col[0] = 0.0; col[1] = 0.0;
4878 col[2] = 0.0; col[3] = 0.0;
4880 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
4881 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
4884 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4885 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4886 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4887 float mat[2][2];
4889 if (use_ps(stateblock))
4891 if(stage != 0 &&
4892 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
4893 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
4894 * anyway
4896 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4897 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4901 if(device->shader_backend == &arb_program_shader_backend) {
4902 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4903 return;
4905 } else if(device->shader_backend == &arb_program_shader_backend) {
4906 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
4907 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
4910 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
4911 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
4912 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
4913 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
4915 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
4916 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
4919 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4920 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4921 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4922 float param[4];
4924 if (use_ps(stateblock))
4926 if(stage != 0 &&
4927 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
4928 /* The pixel shader has to know the luminance offset. Do a constants update if it
4929 * isn't scheduled anyway
4931 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4932 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4936 if(device->shader_backend == &arb_program_shader_backend) {
4937 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4938 return;
4940 } else if(device->shader_backend == &arb_program_shader_backend) {
4941 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
4942 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
4945 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
4946 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
4947 param[2] = 0.0;
4948 param[3] = 0.0;
4950 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
4951 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
4954 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
4955 const char *ret;
4957 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
4959 switch(arg & WINED3DTA_SELECTMASK) {
4960 case WINED3DTA_DIFFUSE:
4961 ret = "fragment.color.primary"; break;
4963 case WINED3DTA_CURRENT:
4964 if(stage == 0) ret = "fragment.color.primary";
4965 else ret = "ret";
4966 break;
4968 case WINED3DTA_TEXTURE:
4969 switch(stage) {
4970 case 0: ret = "tex0"; break;
4971 case 1: ret = "tex1"; break;
4972 case 2: ret = "tex2"; break;
4973 case 3: ret = "tex3"; break;
4974 case 4: ret = "tex4"; break;
4975 case 5: ret = "tex5"; break;
4976 case 6: ret = "tex6"; break;
4977 case 7: ret = "tex7"; break;
4978 default: ret = "unknown texture";
4980 break;
4982 case WINED3DTA_TFACTOR:
4983 ret = "tfactor"; break;
4985 case WINED3DTA_SPECULAR:
4986 ret = "fragment.color.secondary"; break;
4988 case WINED3DTA_TEMP:
4989 ret = "tempreg"; break;
4991 case WINED3DTA_CONSTANT:
4992 FIXME("Implement perstage constants\n");
4993 switch(stage) {
4994 case 0: ret = "const0"; break;
4995 case 1: ret = "const1"; break;
4996 case 2: ret = "const2"; break;
4997 case 3: ret = "const3"; break;
4998 case 4: ret = "const4"; break;
4999 case 5: ret = "const5"; break;
5000 case 6: ret = "const6"; break;
5001 case 7: ret = "const7"; break;
5002 default: ret = "unknown constant";
5004 break;
5006 default:
5007 return "unknown";
5010 if(arg & WINED3DTA_COMPLEMENT) {
5011 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5012 if(argnum == 0) ret = "arg0";
5013 if(argnum == 1) ret = "arg1";
5014 if(argnum == 2) ret = "arg2";
5016 if(arg & WINED3DTA_ALPHAREPLICATE) {
5017 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5018 if(argnum == 0) ret = "arg0";
5019 if(argnum == 1) ret = "arg1";
5020 if(argnum == 2) ret = "arg2";
5022 return ret;
5025 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
5026 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
5027 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5028 unsigned int mul = 1;
5029 BOOL mul_final_dest = FALSE;
5031 if(color && alpha) dstmask = "";
5032 else if(color) dstmask = ".xyz";
5033 else dstmask = ".w";
5035 if(dst == tempreg) dstreg = "tempreg";
5036 else dstreg = "ret";
5038 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5039 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5040 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5042 switch(op) {
5043 case WINED3DTOP_DISABLE:
5044 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5045 break;
5047 case WINED3DTOP_SELECTARG2:
5048 arg1 = arg2;
5049 case WINED3DTOP_SELECTARG1:
5050 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5051 break;
5053 case WINED3DTOP_MODULATE4X:
5054 mul = 2;
5055 case WINED3DTOP_MODULATE2X:
5056 mul *= 2;
5057 if(strcmp(dstreg, "result.color") == 0) {
5058 dstreg = "ret";
5059 mul_final_dest = TRUE;
5061 case WINED3DTOP_MODULATE:
5062 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5063 break;
5065 case WINED3DTOP_ADDSIGNED2X:
5066 mul = 2;
5067 if(strcmp(dstreg, "result.color") == 0) {
5068 dstreg = "ret";
5069 mul_final_dest = TRUE;
5071 case WINED3DTOP_ADDSIGNED:
5072 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5073 arg2 = "arg2";
5074 case WINED3DTOP_ADD:
5075 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5076 break;
5078 case WINED3DTOP_SUBTRACT:
5079 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5080 break;
5082 case WINED3DTOP_ADDSMOOTH:
5083 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5084 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5085 break;
5087 case WINED3DTOP_BLENDCURRENTALPHA:
5088 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5089 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5090 break;
5091 case WINED3DTOP_BLENDFACTORALPHA:
5092 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5093 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5094 break;
5095 case WINED3DTOP_BLENDTEXTUREALPHA:
5096 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5097 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5098 break;
5099 case WINED3DTOP_BLENDDIFFUSEALPHA:
5100 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5101 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5102 break;
5104 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5105 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5106 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5107 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5108 break;
5110 /* D3DTOP_PREMODULATE ???? */
5112 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5113 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5114 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5115 break;
5116 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5117 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5118 break;
5119 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5120 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5121 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5122 break;
5123 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5124 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5125 break;
5127 case WINED3DTOP_DOTPRODUCT3:
5128 mul = 4;
5129 if(strcmp(dstreg, "result.color") == 0) {
5130 dstreg = "ret";
5131 mul_final_dest = TRUE;
5133 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5134 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5135 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5136 break;
5138 case WINED3DTOP_MULTIPLYADD:
5139 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5140 break;
5142 case WINED3DTOP_LERP:
5143 /* The msdn is not quite right here */
5144 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5145 break;
5147 case WINED3DTOP_BUMPENVMAP:
5148 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5149 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5150 break;
5152 default:
5153 FIXME("Unhandled texture op %08x\n", op);
5156 if(mul == 2) {
5157 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5158 } else if(mul == 4) {
5159 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5163 /* The stateblock is passed for GLINFO_LOCATION */
5164 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5166 unsigned int stage;
5167 SHADER_BUFFER buffer;
5168 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5169 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5170 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5171 const char *textype;
5172 const char *instr, *sat;
5173 char colorcor_dst[8];
5174 GLuint ret;
5175 DWORD arg0, arg1, arg2;
5176 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5177 BOOL op_equal;
5178 const char *final_combiner_src = "ret";
5180 /* Find out which textures are read */
5181 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5182 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5183 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5184 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5185 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5186 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5187 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5188 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5190 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5191 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5192 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5193 bump_used[stage] = TRUE;
5194 tex_read[stage] = TRUE;
5196 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5197 bump_used[stage] = TRUE;
5198 tex_read[stage] = TRUE;
5199 luminance_used[stage] = TRUE;
5200 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5201 tfactor_used = TRUE;
5204 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5205 tfactor_used = TRUE;
5208 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5209 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5210 tempreg_used = TRUE;
5213 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5214 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5215 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5216 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5217 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5218 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5219 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5221 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5222 tempreg_used = TRUE;
5224 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5225 tfactor_used = TRUE;
5229 /* Shader header */
5230 shader_buffer_init(&buffer);
5232 shader_addline(&buffer, "!!ARBfp1.0\n");
5234 switch(settings->fog) {
5235 case FOG_OFF: break;
5236 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5237 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5238 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5239 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5242 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5243 shader_addline(&buffer, "TEMP TMP;\n");
5244 shader_addline(&buffer, "TEMP ret;\n");
5245 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5246 shader_addline(&buffer, "TEMP arg0;\n");
5247 shader_addline(&buffer, "TEMP arg1;\n");
5248 shader_addline(&buffer, "TEMP arg2;\n");
5249 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5250 if(!tex_read[stage]) continue;
5251 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5252 if(!bump_used[stage]) continue;
5253 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5254 if(!luminance_used[stage]) continue;
5255 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5257 if(tfactor_used) {
5258 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5260 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5262 if(settings->sRGB_write) {
5263 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5264 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5265 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5266 srgb_sub_high, 0.0, 0.0, 0.0);
5269 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5271 /* Generate texture sampling instructions) */
5272 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5273 if(!tex_read[stage]) continue;
5275 switch(settings->op[stage].tex_type) {
5276 case tex_1d: textype = "1D"; break;
5277 case tex_2d: textype = "2D"; break;
5278 case tex_3d: textype = "3D"; break;
5279 case tex_cube: textype = "CUBE"; break;
5280 case tex_rect: textype = "RECT"; break;
5281 default: textype = "unexpected_textype"; break;
5284 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5285 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5286 sat = "";
5287 } else {
5288 sat = "_SAT";
5291 if(settings->op[stage].projected == proj_none) {
5292 instr = "TEX";
5293 } else if(settings->op[stage].projected == proj_count4 ||
5294 settings->op[stage].projected == proj_count3) {
5295 instr = "TXP";
5296 } else {
5297 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5298 instr = "TXP";
5301 if(stage > 0 &&
5302 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5303 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5304 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5305 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5306 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5307 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5309 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5310 * so multiply the displacement with the dividing parameter before passing it to TXP
5312 if (settings->op[stage].projected != proj_none) {
5313 if(settings->op[stage].projected == proj_count4) {
5314 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5315 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5316 } else {
5317 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5318 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5320 } else {
5321 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5324 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5325 instr, sat, stage, stage, textype);
5326 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5327 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5328 stage - 1, stage - 1, stage - 1);
5329 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5331 } else if(settings->op[stage].projected == proj_count3) {
5332 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5333 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5334 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5335 instr, sat, stage, stage, textype);
5336 } else {
5337 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5338 instr, sat, stage, stage, stage, textype);
5341 sprintf(colorcor_dst, "tex%u", stage);
5342 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5343 settings->op[stage].color_fixup);
5346 /* Generate the main shader */
5347 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5348 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5349 if(stage == 0) {
5350 final_combiner_src = "fragment.color.primary";
5352 break;
5355 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5356 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5357 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5358 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5359 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5360 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5361 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5362 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5363 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5364 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5365 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5366 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5367 } else {
5368 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5369 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5370 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5371 settings->op[stage].carg2 == settings->op[stage].aarg2;
5374 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5375 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5376 settings->op[stage].cop, settings->op[stage].carg0,
5377 settings->op[stage].carg1, settings->op[stage].carg2);
5378 if(stage == 0) {
5379 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5381 } else if(op_equal) {
5382 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5383 settings->op[stage].cop, settings->op[stage].carg0,
5384 settings->op[stage].carg1, settings->op[stage].carg2);
5385 } else {
5386 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5387 settings->op[stage].cop, settings->op[stage].carg0,
5388 settings->op[stage].carg1, settings->op[stage].carg2);
5389 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5390 settings->op[stage].aop, settings->op[stage].aarg0,
5391 settings->op[stage].aarg1, settings->op[stage].aarg2);
5395 if(settings->sRGB_write) {
5396 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5397 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5398 } else {
5399 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5402 /* Footer */
5403 shader_addline(&buffer, "END\n");
5405 /* Generate the shader */
5406 GL_EXTCALL(glGenProgramsARB(1, &ret));
5407 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5408 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5410 if (glGetError() == GL_INVALID_OPERATION) {
5411 GLint pos;
5412 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5413 FIXME("Fragment program error at position %d: %s\n", pos,
5414 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5416 shader_buffer_free(&buffer);
5417 return ret;
5420 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5421 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5422 struct shader_arb_priv *priv = device->fragment_priv;
5423 BOOL use_pshader = use_ps(stateblock);
5424 BOOL use_vshader = use_vs(stateblock);
5425 struct ffp_frag_settings settings;
5426 const struct arbfp_ffp_desc *desc;
5427 unsigned int i;
5429 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5431 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5432 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5433 /* Reload fixed function constants since they collide with the pixel shader constants */
5434 for(i = 0; i < MAX_TEXTURES; i++) {
5435 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5437 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5438 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5439 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5440 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
5442 return;
5445 if(!use_pshader) {
5446 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5447 gen_ffp_frag_op(stateblock, &settings, FALSE);
5448 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5449 if(!desc) {
5450 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5451 if (!new_desc)
5453 ERR("Out of memory\n");
5454 return;
5456 new_desc->num_textures_used = 0;
5457 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5458 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5459 new_desc->num_textures_used = i;
5462 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5463 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5464 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5465 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5466 desc = new_desc;
5469 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5470 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5471 * deactivate it.
5473 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5474 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5475 priv->current_fprogram_id = desc->shader;
5477 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5478 /* Reload fixed function constants since they collide with the pixel shader constants */
5479 for(i = 0; i < MAX_TEXTURES; i++) {
5480 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5482 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5483 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5485 context->last_was_pshader = FALSE;
5486 } else {
5487 context->last_was_pshader = TRUE;
5490 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5491 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5492 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5493 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5494 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5496 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5497 * shader handler
5499 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5500 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
5502 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5503 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5506 if(use_pshader) {
5507 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5511 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5512 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5513 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5514 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5515 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5517 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5518 enum fogsource new_source;
5520 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5522 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5523 fragment_prog_arbfp(state, stateblock, context);
5526 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5528 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5529 if(use_vs(stateblock)) {
5530 new_source = FOGSOURCE_VS;
5531 } else {
5532 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5533 new_source = FOGSOURCE_COORD;
5534 } else {
5535 new_source = FOGSOURCE_FFP;
5538 } else {
5539 new_source = FOGSOURCE_FFP;
5541 if(new_source != context->fog_source) {
5542 context->fog_source = new_source;
5543 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5547 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5548 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5549 fragment_prog_arbfp(state, stateblock, context);
5553 #undef GLINFO_LOCATION
5555 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5556 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5557 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5558 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5559 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5560 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5561 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5562 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5563 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5564 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5565 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5566 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5567 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5568 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5569 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5570 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5571 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5572 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5573 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5574 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5575 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5576 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5577 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5578 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5579 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5580 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5581 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5582 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5583 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5584 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5585 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5586 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5587 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5588 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5589 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5590 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5591 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5592 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5593 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5594 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5595 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5596 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5597 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5598 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5599 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5600 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5601 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5602 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5603 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5604 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5605 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5606 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5607 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5608 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5609 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5610 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5611 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5612 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5613 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5614 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5615 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5616 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5617 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5618 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5619 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5620 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5621 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5622 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5623 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5624 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5625 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5626 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5627 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5628 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5629 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5630 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5631 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5632 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5633 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5634 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5635 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5636 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5637 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5638 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5639 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5640 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5641 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5642 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5643 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5644 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5645 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5646 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5647 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5648 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5649 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5650 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5651 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5652 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5653 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5654 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5655 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5656 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5657 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5658 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5659 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5660 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5661 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5662 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5663 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5664 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5665 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5666 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5667 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5668 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5669 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5670 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5671 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5672 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5673 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5674 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5675 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5676 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5677 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5678 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5679 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5680 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5681 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5682 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5683 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5684 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5685 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5686 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5687 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5688 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5689 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5690 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5691 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5692 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5693 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5694 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5695 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5696 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5697 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5698 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5699 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5700 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5701 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5702 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
5703 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5706 const struct fragment_pipeline arbfp_fragment_pipeline = {
5707 arbfp_enable,
5708 arbfp_get_caps,
5709 arbfp_alloc,
5710 arbfp_free,
5711 shader_arb_color_fixup_supported,
5712 arbfp_fragmentstate_template,
5713 TRUE /* We can disable projected textures */
5716 #define GLINFO_LOCATION device->adapter->gl_info
5718 struct arbfp_blit_priv {
5719 GLenum yuy2_rect_shader, yuy2_2d_shader;
5720 GLenum uyvy_rect_shader, uyvy_2d_shader;
5721 GLenum yv12_rect_shader, yv12_2d_shader;
5724 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
5725 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5726 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
5727 if(!device->blit_priv) {
5728 ERR("Out of memory\n");
5729 return E_OUTOFMEMORY;
5731 return WINED3D_OK;
5733 static void arbfp_blit_free(IWineD3DDevice *iface) {
5734 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5735 struct arbfp_blit_priv *priv = device->blit_priv;
5737 ENTER_GL();
5738 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
5739 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
5740 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
5741 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
5742 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
5743 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
5744 checkGLcall("Delete yuv programs\n");
5745 LEAVE_GL();
5748 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
5750 char chroma;
5751 const char *tex, *texinstr;
5753 if (yuv_fixup == YUV_FIXUP_UYVY) {
5754 chroma = 'x';
5755 *luminance = 'w';
5756 } else {
5757 chroma = 'w';
5758 *luminance = 'x';
5760 switch(textype) {
5761 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
5762 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
5763 default:
5764 /* This is more tricky than just replacing the texture type - we have to navigate
5765 * properly in the texture to find the correct chroma values
5767 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
5768 return FALSE;
5771 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
5772 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
5773 * filtering when we sample the texture.
5775 * These are the rules for reading the chroma:
5777 * Even pixel: Cr
5778 * Even pixel: U
5779 * Odd pixel: V
5781 * So we have to get the sampling x position in non-normalized coordinates in integers
5783 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
5784 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
5785 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
5786 } else {
5787 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5789 /* We must not allow filtering between pixel x and x+1, this would mix U and V
5790 * Vertical filtering is ok. However, bear in mind that the pixel center is at
5791 * 0.5, so add 0.5.
5793 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
5794 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
5796 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
5797 * even and odd pixels respectively
5799 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
5800 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
5802 /* Sample Pixel 1 */
5803 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5805 /* Put the value into either of the chroma values */
5806 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5807 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
5808 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5809 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
5811 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
5812 * the pixel right to the current one. Otherwise, sample the left pixel.
5813 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
5815 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
5816 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
5817 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5819 /* Put the value into the other chroma */
5820 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5821 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
5822 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5823 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
5825 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
5826 * the current one and lerp the two U and V values
5829 /* This gives the correctly filtered luminance value */
5830 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
5832 return TRUE;
5835 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
5837 const char *tex;
5839 switch(textype) {
5840 case GL_TEXTURE_2D: tex = "2D"; break;
5841 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
5842 default:
5843 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
5844 return FALSE;
5847 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
5848 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
5849 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
5850 * pitch of the luminance plane, the packing into the gl texture is a bit
5851 * unfortunate. If the whole texture is interpreted as luminance data it looks
5852 * approximately like this:
5854 * +----------------------------------+----
5855 * | |
5856 * | |
5857 * | |
5858 * | |
5859 * | | 2
5860 * | LUMINANCE | -
5861 * | | 3
5862 * | |
5863 * | |
5864 * | |
5865 * | |
5866 * +----------------+-----------------+----
5867 * | | |
5868 * | U even rows | U odd rows |
5869 * | | | 1
5870 * +----------------+------------------ -
5871 * | | | 3
5872 * | V even rows | V odd rows |
5873 * | | |
5874 * +----------------+-----------------+----
5875 * | | |
5876 * | 0.5 | 0.5 |
5878 * So it appears as if there are 4 chroma images, but in fact the odd rows
5879 * in the chroma images are in the same row as the even ones. So its is
5880 * kinda tricky to read
5882 * When reading from rectangle textures, keep in mind that the input y coordinates
5883 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
5885 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
5886 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
5888 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5889 /* the chroma planes have only half the width */
5890 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
5892 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
5893 * the coordinate. Also read the right side of the image when reading odd lines
5895 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
5896 * bleeding
5898 if(textype == GL_TEXTURE_2D) {
5900 shader_addline(buffer, "RCP chroma.w, size.y;\n");
5902 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
5904 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
5905 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
5907 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5908 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5909 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5910 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5911 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5913 /* clamp, keep the half pixel origin in mind */
5914 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
5915 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5916 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
5917 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5918 } else {
5919 /* Read from [size - size+size/4] */
5920 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5921 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
5923 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5924 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5925 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5926 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5927 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
5928 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5930 /* Make sure to read exactly from the pixel center */
5931 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5932 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
5934 /* Clamp */
5935 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
5936 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
5937 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5938 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
5939 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5941 /* Read the texture, put the result into the output register */
5942 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5943 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
5945 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
5946 * No need to clamp because we're just reusing the already clamped value from above
5948 if(textype == GL_TEXTURE_2D) {
5949 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
5950 } else {
5951 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
5953 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5954 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
5956 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
5957 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
5958 * values due to filtering
5960 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5961 if(textype == GL_TEXTURE_2D) {
5962 /* Multiply the y coordinate by 2/3 and clamp it */
5963 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
5964 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
5965 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5966 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5967 } else {
5968 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
5969 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
5970 * is bigger
5972 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
5973 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
5974 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5976 *luminance = 'a';
5978 return TRUE;
5981 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
5983 GLenum shader;
5984 SHADER_BUFFER buffer;
5985 char luminance_component;
5986 struct arbfp_blit_priv *priv = device->blit_priv;
5988 /* Shader header */
5989 shader_buffer_init(&buffer);
5991 ENTER_GL();
5992 GL_EXTCALL(glGenProgramsARB(1, &shader));
5993 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
5994 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5995 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
5996 LEAVE_GL();
5997 if(!shader) {
5998 shader_buffer_free(&buffer);
5999 return 0;
6002 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6003 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6004 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6005 * each single pixel it contains, and one U and one V value shared between both
6006 * pixels.
6008 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6009 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6010 * take the format into account when generating the read swizzles
6012 * Reading the Y value is straightforward - just sample the texture. The hardware
6013 * takes care of filtering in the horizontal and vertical direction.
6015 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6016 * because that would mix the U and V values of one pixel or two adjacent pixels.
6017 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6018 * regardless of the filtering setting. Vertical filtering works automatically
6019 * though - the U and V values of two rows are mixed nicely.
6021 * Appart of avoiding filtering issues, the code has to know which value it just
6022 * read, and where it can find the other one. To determine this, it checks if
6023 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6025 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6026 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6028 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6029 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6030 * in an unfiltered situation. Finding the luminance on the other hand requires
6031 * finding out if it is an odd or even pixel. The real drawback of this approach
6032 * is filtering. This would have to be emulated completely in the shader, reading
6033 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6034 * vertically. Beyond that it would require adjustments to the texture handling
6035 * code to deal with the width scaling
6037 shader_addline(&buffer, "!!ARBfp1.0\n");
6038 shader_addline(&buffer, "TEMP luminance;\n");
6039 shader_addline(&buffer, "TEMP temp;\n");
6040 shader_addline(&buffer, "TEMP chroma;\n");
6041 shader_addline(&buffer, "TEMP texcrd;\n");
6042 shader_addline(&buffer, "TEMP texcrd2;\n");
6043 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6044 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6045 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6047 switch (yuv_fixup)
6049 case YUV_FIXUP_UYVY:
6050 case YUV_FIXUP_YUY2:
6051 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6053 shader_buffer_free(&buffer);
6054 return 0;
6056 break;
6058 case YUV_FIXUP_YV12:
6059 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6061 shader_buffer_free(&buffer);
6062 return 0;
6064 break;
6066 default:
6067 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6068 shader_buffer_free(&buffer);
6069 return 0;
6072 /* Calculate the final result. Formula is taken from
6073 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6074 * ranges from -0.5 to 0.5
6076 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6078 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6079 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6080 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6081 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6082 shader_addline(&buffer, "END\n");
6084 ENTER_GL();
6085 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
6087 if (glGetError() == GL_INVALID_OPERATION) {
6088 GLint pos;
6089 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6090 FIXME("Fragment program error at position %d: %s\n", pos,
6091 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6093 shader_buffer_free(&buffer);
6094 LEAVE_GL();
6096 switch (yuv_fixup)
6098 case YUV_FIXUP_YUY2:
6099 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6100 else priv->yuy2_2d_shader = shader;
6101 break;
6103 case YUV_FIXUP_UYVY:
6104 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6105 else priv->uyvy_2d_shader = shader;
6106 break;
6108 case YUV_FIXUP_YV12:
6109 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6110 else priv->yv12_2d_shader = shader;
6111 break;
6114 return shader;
6117 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6118 GLenum textype, UINT width, UINT height)
6120 GLenum shader;
6121 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6122 float size[4] = {width, height, 1, 1};
6123 struct arbfp_blit_priv *priv = device->blit_priv;
6124 enum yuv_fixup yuv_fixup;
6126 if (!is_yuv_fixup(format_desc->color_fixup))
6128 TRACE("Fixup:\n");
6129 dump_color_fixup_desc(format_desc->color_fixup);
6130 /* Don't bother setting up a shader for unconverted formats */
6131 ENTER_GL();
6132 glEnable(textype);
6133 checkGLcall("glEnable(textype)");
6134 LEAVE_GL();
6135 return WINED3D_OK;
6138 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6140 switch(yuv_fixup)
6142 case YUV_FIXUP_YUY2:
6143 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6144 break;
6146 case YUV_FIXUP_UYVY:
6147 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6148 break;
6150 case YUV_FIXUP_YV12:
6151 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6152 break;
6154 default:
6155 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6156 ENTER_GL();
6157 glEnable(textype);
6158 checkGLcall("glEnable(textype)");
6159 LEAVE_GL();
6160 return E_NOTIMPL;
6163 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6165 ENTER_GL();
6166 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6167 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6168 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6169 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6170 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6171 checkGLcall("glProgramLocalParameter4fvARB");
6172 LEAVE_GL();
6174 return WINED3D_OK;
6177 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6178 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6180 ENTER_GL();
6181 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6182 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6183 glDisable(GL_TEXTURE_2D);
6184 checkGLcall("glDisable(GL_TEXTURE_2D)");
6185 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6186 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6187 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6189 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6190 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6191 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6193 LEAVE_GL();
6196 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6198 enum yuv_fixup yuv_fixup;
6200 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6202 TRACE("Checking support for fixup:\n");
6203 dump_color_fixup_desc(fixup);
6206 if (is_identity_fixup(fixup))
6208 TRACE("[OK]\n");
6209 return TRUE;
6212 /* We only support YUV conversions. */
6213 if (!is_yuv_fixup(fixup))
6215 TRACE("[FAILED]\n");
6216 return FALSE;
6219 yuv_fixup = get_yuv_fixup(fixup);
6220 switch(yuv_fixup)
6222 case YUV_FIXUP_YUY2:
6223 case YUV_FIXUP_UYVY:
6224 case YUV_FIXUP_YV12:
6225 TRACE("[OK]\n");
6226 return TRUE;
6228 default:
6229 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6230 TRACE("[FAILED]\n");
6231 return FALSE;
6235 const struct blit_shader arbfp_blit = {
6236 arbfp_blit_alloc,
6237 arbfp_blit_free,
6238 arbfp_blit_set,
6239 arbfp_blit_unset,
6240 arbfp_blit_color_fixup_supported,
6243 #undef GLINFO_LOCATION