2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL
need_mova_const(IWineD3DBaseShader
*shader
, const 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 */
60 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const WineD3D_GL_Info
*gl_info
) {
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
++;
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 */
102 unsigned int loop_no
;
105 DWORD loop_control
[3];
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
;
122 struct arb_ps_compiled_shader
124 struct arb_ps_compile_args args
;
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
];
134 struct arb_vs_compile_args
136 struct vs_compile_args super
;
142 char clip_control
[2];
144 DWORD boolclip_compare
;
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
;
159 UINT int_consts
[MAX_CONST_I
];
164 struct recorded_instruction
166 struct wined3d_shader_instruction ins
;
170 struct shader_arb_ctx_priv
175 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
177 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
179 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
191 unsigned int num_loops
, loop_depth
, num_ifcs
;
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
];
205 struct wined3d_shader_signature_element
*sig
;
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
;
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
;
240 /********************************************************
241 * ARB_[vertex/fragment]_program helper functions follow
242 ********************************************************/
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
;
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)
271 for(i
= 0; i
< max_constants
; i
++) {
272 if(!dirty_consts
[i
]) continue;
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
));
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 */
307 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
311 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
314 for(i
= 0; i
< max_constants
; i
++) {
315 if(dirty_consts
[i
]) {
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 */
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 */
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
,
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
;
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)
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;
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
)
410 val
[0] = stateBlock
->pixelShaderConstantI
[4 * i
];
411 val
[1] = stateBlock
->pixelShaderConstantI
[4 * i
+ 1];
412 val
[2] = stateBlock
->pixelShaderConstantI
[4 * i
+ 2];
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
;
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
)
442 val
[0] = stateBlock
->vertexShaderConstantI
[4 * i
];
443 val
[1] = stateBlock
->vertexShaderConstantI
[4 * i
+ 1];
444 val
[2] = stateBlock
->vertexShaderConstantI
[4 * i
+ 2];
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
,
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
)
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
);
527 ERR("Out of memory\n");
531 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
532 ret
[lconst
->idx
] = idx
++;
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.
559 max_constantsF
= GL_LIMITS(pshader_constantsF
);
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
++)
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
));
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
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);
629 for(i
= 0; i
< max_constantsF
; i
++) {
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
);
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
)
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';
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
)
698 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
699 *ptr
++ = swizzle_chars
[swizzle_x
];
701 *ptr
++ = swizzle_chars
[swizzle_x
];
702 *ptr
++ = swizzle_chars
[swizzle_y
];
703 *ptr
++ = swizzle_chars
[swizzle_z
];
704 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
738 case WINED3DSPR_TEMP
:
739 sprintf(register_name
, "R%u", reg
->idx
);
742 case WINED3DSPR_INPUT
:
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");
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
]);
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
);
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
);
809 if(reg
->idx
< MAX_REG_INPUT
)
811 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
815 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
816 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
823 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
824 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
828 case WINED3DSPR_CONST
:
829 if (!pshader
&& reg
->rel_addr
)
833 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
834 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
835 sprintf(rel_reg
, "A0.x");
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) {
842 shader_arb_request_a0(ins
, rel_reg
);
843 sprintf(rel_reg
, "A0.x");
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
);
852 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
856 if (This
->baseShader
.reg_maps
.usesrelconstF
)
857 sprintf(register_name
, "C[%u]", reg
->idx
);
859 sprintf(register_name
, "C%u", reg
->idx
);
863 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
873 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
874 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
879 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
881 sprintf(register_name
, "A%u", reg
->idx
);
885 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
890 case WINED3DSPR_COLOROUT
:
891 if(ctx
->cur_ps_args
->super
.srgb_correction
&& reg
->idx
== 0)
893 strcpy(register_name
, "TMP_COLOR");
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
);
904 strcpy(register_name
, "result.color");
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
]);
914 case WINED3DSPR_DEPTHOUT
:
915 strcpy(register_name
, "result.depth");
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
]);
924 case WINED3DSPR_TEXCRDOUT
:
927 sprintf(register_name
, "oT[%u]", reg
->idx
);
931 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
933 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
937 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
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");
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
957 sprintf(register_name
, "**aL_emul**");
962 case WINED3DSPR_CONSTINT
:
963 sprintf(register_name
, "I%u", reg
->idx
);
966 case WINED3DSPR_MISCTYPE
:
969 sprintf(register_name
, "vpos");
971 else if(reg
->idx
== 1)
973 sprintf(register_name
, "fragment.facing.x");
977 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
982 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
983 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
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];
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";
1013 FIXME("Unhandled channel source %#x\n", channel_source
);
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
)
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
);
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
;
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
));
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
;
1054 char *ptr
= reg_mask
;
1056 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
)
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
;
1089 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1092 case WINED3DSPDM_SATURATE
:
1095 case WINED3DSPDM_PARTIALPRECISION
:
1102 FIXME("Unknown modifiers 0x%08x\n", mod
);
1107 #define TEX_PROJ 0x1
1108 #define TEX_BIAS 0x2
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
;
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
) {
1133 if(device
->stateBlock
->textures
[sampler_idx
] &&
1134 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
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");
1148 case WINED3DSTT_VOLUME
:
1152 case WINED3DSTT_CUBE
:
1157 ERR("Unexpected texture type %d\n", sampler_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";
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
);
1200 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
);
1234 case WINED3DSPSM_NEG
:
1235 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1238 case WINED3DSPSM_BIAS
:
1239 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1241 case WINED3DSPSM_BIASNEG
:
1242 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1244 case WINED3DSPSM_SIGN
:
1245 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
1247 case WINED3DSPSM_SIGNNEG
:
1248 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
1250 case WINED3DSPSM_COMP
:
1251 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
1253 case WINED3DSPSM_X2
:
1254 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1256 case WINED3DSPSM_X2NEG
:
1257 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1267 case WINED3DSPSM_ABS
:
1268 if(ctx
->target_version
>= NV2
) {
1269 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1272 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1275 case WINED3DSPSM_ABSNEG
:
1276 if(ctx
->target_version
>= NV2
) {
1277 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1279 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1280 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1285 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1289 /* Return modified or original register, with swizzle */
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
;
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
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
;
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
);
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]);
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
;
1358 char src_name
[3][50];
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
;
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]);
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];
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
);
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
)
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];
1507 if(ctx
->target_version
>= NV2
) {
1508 shader_hw_map2gl(ins
);
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
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");
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");
1568 shader_hw_map2gl(ins
);
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
;
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
);
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
);
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
;
1620 DWORD reg_sampler_code
;
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
;
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
);
1638 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
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
;
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
);
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
);
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
;
1710 DWORD reg1
= ins
->dst
[0].reg
.idx
;
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
;
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
;
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
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");
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];
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
;
1828 DWORD reg
= ins
->dst
[0].reg
.idx
;
1829 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
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
;
1877 char src0_name
[50], dst_name
[50];
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
;
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
;
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
;
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
;
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.
1956 * dst_reg.xyz = 2 * --------- * N - E
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
;
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
;
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];
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];
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];
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
)
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
:
2102 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2104 case WINED3DSIH_M4x3
:
2106 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2108 case WINED3DSIH_M3x4
:
2110 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2112 case WINED3DSIH_M3x3
:
2114 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2116 case WINED3DSIH_M3x2
:
2118 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2121 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
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
;
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
);
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
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
;
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
);
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
,
2190 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2192 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
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
);
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
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];
2222 char src_name0
[50], src_name1
[50], src_name2
[50];
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
);
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):
2261 * (x/2)^4 = x^4 / 16
2262 * (x/2)^5 = x^5 / 32
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 */
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) */
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
) {
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
) {
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
;
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
);
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
);
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
);
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
;
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
;
2381 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2384 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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
);
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
;
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 */
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
);
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
);
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");
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
);
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");
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");
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
);
2497 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->loop_no
);
2501 shader_addline(buffer
, "BRK;\n");
2505 static const char *get_compare(COMPARISON_TYPE 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";
2516 FIXME("Unrecognized comparison value: %u\n", flags
);
2521 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE 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
;
2532 FIXME("Unrecognized comparison value: %u\n", flags
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
;
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
);
2623 if(control_frame
->had_else
)
2625 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->ifc_no
);
2629 shader_addline(buffer
, "#No else branch. else is endif\n");
2630 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->ifc_no
);
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
;
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
;
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
=
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"
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
) {
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
)));
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
] =
2710 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
2711 "MOV result.depth.z, R0.x;\n"
2718 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2719 "MOV result.depth.z, R0.x;\n"
2724 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2725 "MOV result.depth.z, R0.x;\n"
2729 if (!blt_fprograms
[tex_type
])
2731 FIXME("tex_type %#x not supported\n", tex_type
);
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
) {
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
)));
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 */
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
);
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
;
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]"
2816 const struct wined3d_shader_signature_element
*sig
= This
->input_signature
;
2817 const char *semantic_name
;
2820 switch(args
->super
.vp_mode
)
2822 case pretransformed
:
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";
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
]);
2868 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
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";
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
;
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
;
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
);
2909 if(found
== 4) break;
2914 case 4: dcl_tmp
= FALSE
; break;
2916 sprintf(srgbtmp
[0], "TA");
2917 sprintf(srgbtmp
[1], "TB");
2918 sprintf(srgbtmp
[2], "TC");
2919 sprintf(srgbtmp
[3], "TD");
2923 sprintf(srgbtmp
[1], "TA");
2924 sprintf(srgbtmp
[2], "TB");
2925 sprintf(srgbtmp
[3], "TC");
2928 sprintf(srgbtmp
[2], "TA");
2929 sprintf(srgbtmp
[3], "TB");
2932 sprintf(srgbtmp
[3], "TA");
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
;
2970 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2973 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\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
) {
2990 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
2993 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
2996 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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");
3017 if(args
->super
.srgb_correction
) {
3018 if(This
->color0_mov
) {
3019 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3021 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3022 strcpy(fragcolor
, "TMP_COLOR");
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
);
3079 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3080 control_values
[0], control_values
[1], control_values
[2]);
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
++);
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");
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
) {
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
)));
3148 /* Load immediate constants */
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
);
3161 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
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;
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;
3186 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3188 struct wined3d_shader_signature_element
*new;
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
)
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
;
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
;
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
)
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"
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";
3305 priv_ctx
->vs_output
[i
] = "TA";
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
)
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";
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";
3377 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
3379 if(sig
[j
].semantic_name
== NULL
)
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
;
3403 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
3404 struct shader_arb_ctx_priv priv_ctx
;
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");
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
);
3455 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3456 control_values
[0], control_values
[1], control_values
[2]);
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
) {
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
);
3545 shader_addline(buffer
, "MOV TA, -helper_const.w;\n");
3548 shader_addline(buffer
, "MOV TA.yzw, -helper_const.w;\n");
3551 shader_addline(buffer
, "MOV TA.zw, -helper_const.w;\n");
3554 shader_addline(buffer
, "MOV TA.w, -helper_const.w;\n");
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");
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
) {
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
)));
3593 /* Load immediate constants */
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
);
3606 static void find_clip_texcoord(IWineD3DPixelShaderImpl
*ps
)
3608 struct arb_pshader_private
*shader_priv
= ps
->backend_priv
;
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
;
3626 WARN("Did not find a free clip reg(2.0)\n");
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
;
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
)
3647 struct arb_ps_compiled_shader
*new_array
;
3648 SHADER_BUFFER buffer
;
3649 struct arb_pshader_private
*shader_data
;
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
));
3688 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
3693 ERR("Out of memory\n");
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
)
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
;
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
));
3761 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
3766 ERR("Out of memory\n");
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
)
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
));
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;
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
)
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
;
3847 args
->ps_signature
= ~0;
3848 if(dev
->vs_clipping
)
3850 args
->boolclip
.clip_control
[0] = 0;
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
];
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
));
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;
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
;
3913 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
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
);
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;
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
);
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
);
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
;
4052 if(!shader_data
) return; /* This can happen if a shader was never compiled */
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))");
4059 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4060 HeapFree(GetProcessHeap(), 0, shader_data
);
4061 This
->backend_priv
= NULL
;
4063 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
4064 struct arb_vshader_private
*shader_data
= This
->backend_priv
;
4067 if(!shader_data
) return; /* This can happen if a shader was never compiled */
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))");
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
=
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
;
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
);
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
;
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
]));
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
) {
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");
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");
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
))
4210 TRACE("[FAILED]\n");
4214 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
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;
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
);
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");
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];
4377 /* If this happens the flag was set incorrectly */
4378 ERR("Local constant not found\n");
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]);
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]);
4404 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
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
));
4412 ERR("Out of memory\n");
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
);
4447 ERR("Out of memory\n");
4450 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
4451 HeapFree(GetProcessHeap(), 0, dst_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
;
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
++;
4511 /* Don't bother recording when we're in a not used if branch */
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 */
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;
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
4557 list_move_tail(©
, &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];
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
)
4578 shader_addline(buffer
, "#Iteration %d, aL=%d\n", iteration
, aL
);
4582 shader_addline(buffer
, "#Iteration %d\n", iteration
);
4585 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, 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(©
);
4598 HeapFree(GetProcessHeap(), 0, control_frame
);
4599 return; /* Instruction is handled */
4603 /* This is a nested loop. Proceed to the normal recording function */
4604 HeapFree(GetProcessHeap(), 0, control_frame
);
4611 record_instruction(&priv
->record
, ins
);
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");
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
)
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 */
4681 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
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
);
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
,
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
,
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
;
4735 unsigned int num_textures_used
;
4738 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
4741 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4742 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4744 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4745 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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
;
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
;
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
);
4780 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
4781 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
4782 HeapFree(GetProcessHeap(), 0, entry_arb
);
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
) {
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
) {
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;
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
;
4889 if (use_ps(stateblock
))
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
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 */
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
;
4924 if (use_ps(stateblock
))
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 */
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
]);
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
) {
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";
4968 case WINED3DTA_TEXTURE
:
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";
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");
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";
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";
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
);
5043 case WINED3DTOP_DISABLE
:
5044 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5047 case WINED3DTOP_SELECTARG2
:
5049 case WINED3DTOP_SELECTARG1
:
5050 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5053 case WINED3DTOP_MODULATE4X
:
5055 case WINED3DTOP_MODULATE2X
:
5057 if(strcmp(dstreg
, "result.color") == 0) {
5059 mul_final_dest
= TRUE
;
5061 case WINED3DTOP_MODULATE
:
5062 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5065 case WINED3DTOP_ADDSIGNED2X
:
5067 if(strcmp(dstreg
, "result.color") == 0) {
5069 mul_final_dest
= TRUE
;
5071 case WINED3DTOP_ADDSIGNED
:
5072 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5074 case WINED3DTOP_ADD
:
5075 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5078 case WINED3DTOP_SUBTRACT
:
5079 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
5116 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5117 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
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
);
5123 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5124 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5127 case WINED3DTOP_DOTPRODUCT3
:
5129 if(strcmp(dstreg
, "result.color") == 0) {
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
);
5138 case WINED3DTOP_MULTIPLYADD
:
5139 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
5153 FIXME("Unhandled texture op %08x\n", op
);
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
)
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];
5175 DWORD arg0
, arg1
, arg2
;
5176 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
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
;
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
));
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
) {
5291 if(settings
->op
[stage
].projected
== proj_none
) {
5293 } else if(settings
->op
[stage
].projected
== proj_count4
||
5294 settings
->op
[stage
].projected
== proj_count3
) {
5297 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
);
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
);
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
);
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
) {
5350 final_combiner_src
= "fragment.color.primary";
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
;
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
);
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
);
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
);
5399 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
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
) {
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
);
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
;
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
);
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
);
5450 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
5453 ERR("Out of memory\n");
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
);
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
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
;
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
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
);
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
;
5532 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
5533 new_source
= FOGSOURCE_COORD
;
5535 new_source
= FOGSOURCE_FFP
;
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
= {
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
;
5733 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
5734 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
5735 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
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");
5748 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
5751 const char *tex
, *texinstr
;
5753 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
5761 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
5762 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
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");
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:
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");
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
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
);
5835 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
5840 case GL_TEXTURE_2D
: tex
= "2D"; break;
5841 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
5843 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
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 * +----------------------------------+----
5866 * +----------------+-----------------+----
5868 * | U even rows | U odd rows |
5870 * +----------------+------------------ -
5872 * | V even rows | V odd rows |
5874 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
5981 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
5984 SHADER_BUFFER buffer
;
5985 char luminance_component
;
5986 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
5989 shader_buffer_init(&buffer
);
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)");
5998 shader_buffer_free(&buffer
);
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
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");
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
);
6058 case YUV_FIXUP_YV12
:
6059 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6061 shader_buffer_free(&buffer
);
6067 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6068 shader_buffer_free(&buffer
);
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");
6085 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
6087 if (glGetError() == GL_INVALID_OPERATION
) {
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
);
6098 case YUV_FIXUP_YUY2
:
6099 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6100 else priv
->yuy2_2d_shader
= shader
;
6103 case YUV_FIXUP_UYVY
:
6104 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6105 else priv
->uyvy_2d_shader
= shader
;
6108 case YUV_FIXUP_YV12
:
6109 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6110 else priv
->yv12_2d_shader
= shader
;
6117 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
6118 GLenum textype
, UINT width
, UINT height
)
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
))
6129 dump_color_fixup_desc(format_desc
->color_fixup
);
6130 /* Don't bother setting up a shader for unconverted formats */
6133 checkGLcall("glEnable(textype)");
6138 yuv_fixup
= get_yuv_fixup(format_desc
->color_fixup
);
6142 case YUV_FIXUP_YUY2
:
6143 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
6146 case YUV_FIXUP_UYVY
:
6147 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
6150 case YUV_FIXUP_YV12
:
6151 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
6155 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
6158 checkGLcall("glEnable(textype)");
6163 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
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");
6177 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
6178 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
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)");
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
))
6212 /* We only support YUV conversions. */
6213 if (!is_yuv_fixup(fixup
))
6215 TRACE("[FAILED]\n");
6219 yuv_fixup
= get_yuv_fixup(fixup
);
6222 case YUV_FIXUP_YUY2
:
6223 case YUV_FIXUP_UYVY
:
6224 case YUV_FIXUP_YV12
:
6229 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6230 TRACE("[FAILED]\n");
6235 const struct blit_shader arbfp_blit
= {
6240 arbfp_blit_color_fixup_supported
,
6243 #undef GLINFO_LOCATION