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[wine/wine-gecko.git] / dlls / wined3d / arb_program_shader.c
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1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
45 char *p, *q;
47 p = *ptr;
48 if (!(q = strstr(p, "\n")))
50 if (!*p) return NULL;
51 *ptr += strlen(p);
52 return p;
54 *q = '\0';
55 *ptr = q + 1;
57 return p;
60 static void shader_arb_dump_program_source(const char *source)
62 ULONG source_size;
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67 if (!tmp)
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70 return;
72 memcpy(tmp, source, source_size);
74 ptr = tmp;
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
76 FIXME("\n");
78 HeapFree(GetProcessHeap(), 0, tmp);
81 /* GL locking for state handlers is done by the caller. */
82 static BOOL need_rel_addr_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
84 if (shader->baseShader.reg_maps.shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
86 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset) return TRUE;
88 if (!shader->baseShader.reg_maps.usesmova) return FALSE;
89 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
92 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
93 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
95 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
96 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
99 static BOOL need_helper_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
101 if (need_rel_addr_const(shader, gl_info)) return TRUE;
102 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
103 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
104 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
105 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
106 if (shader->baseShader.reg_maps.usesnrm) return TRUE; /* 0.0 */
107 if (shader->baseShader.reg_maps.usesrcp) return TRUE; /* EPS */
108 return FALSE;
111 static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
113 unsigned int ret = 1;
114 /* We use one PARAM for the pos fixup, and in some cases one to load
115 * some immediate values into the shader
117 if(need_helper_const(shader, gl_info)) ret++;
118 if(need_rel_addr_const(shader, gl_info)) ret++;
119 return ret;
122 enum arb_helper_value
124 ARB_ZERO,
125 ARB_ONE,
126 ARB_TWO,
127 ARB_0001,
128 ARB_EPS,
130 ARB_VS_REL_OFFSET
133 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
135 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
137 ERR("Geometry shaders are unsupported\n");
138 return "bad";
141 if (shader == WINED3D_SHADER_TYPE_PIXEL)
143 switch (value)
145 case ARB_ZERO: return "ps_helper_const.x";
146 case ARB_ONE: return "ps_helper_const.y";
147 case ARB_TWO: return "coefmul.x";
148 case ARB_0001: return "helper_const.xxxy";
149 case ARB_EPS: return "ps_helper_const.z";
150 default: break;
153 else
155 switch (value)
157 case ARB_ZERO: return "helper_const.x";
158 case ARB_ONE: return "helper_const.y";
159 case ARB_TWO: return "helper_const.z";
160 case ARB_EPS: return "helper_const.w";
161 case ARB_0001: return "helper_const.xxxy";
162 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
165 FIXME("Unmanaged %s shader helper constant requested: %u\n",
166 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
167 switch (value)
169 case ARB_ZERO: return "0.0";
170 case ARB_ONE: return "1.0";
171 case ARB_TWO: return "2.0";
172 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
173 case ARB_EPS: return "1e-8";
174 default: return "bad";
178 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
180 return state->lowest_disabled_stage < 7;
183 /* ARB_program_shader private data */
185 struct control_frame
187 struct list entry;
188 enum
191 IFC,
192 LOOP,
194 } type;
195 BOOL muting;
196 BOOL outer_loop;
197 union
199 unsigned int loop;
200 unsigned int ifc;
201 } no;
202 struct wined3d_shader_loop_control loop_control;
203 BOOL had_else;
206 struct arb_ps_np2fixup_info
208 struct ps_np2fixup_info super;
209 /* For ARB we need a offset value:
210 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
211 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
212 * array we need an offset to the index inside the program local parameter array. */
213 UINT offset;
216 struct arb_ps_compile_args
218 struct ps_compile_args super;
219 WORD bools;
220 WORD clip; /* only a boolean, use a WORD for alignment */
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct stb_const_desc
226 unsigned char texunit;
227 UINT const_num;
230 struct arb_ps_compiled_shader
232 struct arb_ps_compile_args args;
233 struct arb_ps_np2fixup_info np2fixup_info;
234 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
235 struct stb_const_desc luminanceconst[MAX_TEXTURES];
236 UINT int_consts[MAX_CONST_I];
237 GLuint prgId;
238 UINT ycorrection;
239 unsigned char numbumpenvmatconsts;
240 char num_int_consts;
243 struct arb_vs_compile_args
245 struct vs_compile_args super;
246 union
248 struct
250 WORD bools;
251 unsigned char clip_texcoord;
252 unsigned char clipplane_mask;
253 } boolclip;
254 DWORD boolclip_compare;
255 } clip;
256 DWORD ps_signature;
257 union
259 unsigned char samplers[4];
260 DWORD samplers_compare;
261 } vertex;
262 unsigned char loop_ctrl[MAX_CONST_I][3];
265 struct arb_vs_compiled_shader
267 struct arb_vs_compile_args args;
268 GLuint prgId;
269 UINT int_consts[MAX_CONST_I];
270 char num_int_consts;
271 char need_color_unclamp;
272 UINT pos_fixup;
275 struct recorded_instruction
277 struct wined3d_shader_instruction ins;
278 struct list entry;
281 struct shader_arb_ctx_priv
283 char addr_reg[20];
284 enum
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
287 ARB,
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
289 NV2,
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
292 } target_version;
294 const struct arb_vs_compile_args *cur_vs_args;
295 const struct arb_ps_compile_args *cur_ps_args;
296 const struct arb_ps_compiled_shader *compiled_fprog;
297 const struct arb_vs_compiled_shader *compiled_vprog;
298 struct arb_ps_np2fixup_info *cur_np2fixup_info;
299 struct list control_frames;
300 struct list record;
301 BOOL recording;
302 BOOL muted;
303 unsigned int num_loops, loop_depth, num_ifcs;
304 int aL;
306 unsigned int vs_clipplanes;
307 BOOL footer_written;
308 BOOL in_main_func;
310 /* For 3.0 vertex shaders */
311 const char *vs_output[MAX_REG_OUTPUT];
312 /* For 2.x and earlier vertex shaders */
313 const char *texcrd_output[8], *color_output[2], *fog_output;
315 /* 3.0 pshader input for compatibility with fixed function */
316 const char *ps_input[MAX_REG_INPUT];
319 struct ps_signature
321 struct wined3d_shader_signature_element *sig;
322 DWORD idx;
323 struct wine_rb_entry entry;
326 struct arb_pshader_private {
327 struct arb_ps_compiled_shader *gl_shaders;
328 UINT num_gl_shaders, shader_array_size;
329 BOOL has_signature_idx;
330 DWORD input_signature_idx;
331 DWORD clipplane_emulation;
332 BOOL clamp_consts;
335 struct arb_vshader_private {
336 struct arb_vs_compiled_shader *gl_shaders;
337 UINT num_gl_shaders, shader_array_size;
340 struct shader_arb_priv
342 GLuint current_vprogram_id;
343 GLuint current_fprogram_id;
344 const struct arb_ps_compiled_shader *compiled_fprog;
345 const struct arb_vs_compiled_shader *compiled_vprog;
346 GLuint depth_blt_vprogram_id;
347 GLuint depth_blt_fprogram_id_full[tex_type_count];
348 GLuint depth_blt_fprogram_id_masked[tex_type_count];
349 BOOL use_arbfp_fixed_func;
350 struct wine_rb_tree fragment_shaders;
351 BOOL last_ps_const_clamped;
352 BOOL last_vs_color_unclamp;
354 struct wine_rb_tree signature_tree;
355 DWORD ps_sig_number;
358 /********************************************************
359 * ARB_[vertex/fragment]_program helper functions follow
360 ********************************************************/
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
370 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
372 local_constant* lconst;
373 DWORD i, j;
374 unsigned int ret;
376 if (TRACE_ON(d3d_constants))
378 for(i = 0; i < max_constants; i++) {
379 if(!dirty_consts[i]) continue;
380 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
381 constants[i * 4 + 0], constants[i * 4 + 1],
382 constants[i * 4 + 2], constants[i * 4 + 3]);
386 i = 0;
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
391 float lcl_const[4];
392 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393 * shaders, the first 8 constants are marked dirty for reload
395 for(; i < min(8, max_constants); i++) {
396 if(!dirty_consts[i]) continue;
397 dirty_consts[i] = 0;
399 j = 4 * i;
400 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
401 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
402 else lcl_const[0] = constants[j + 0];
404 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
405 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
406 else lcl_const[1] = constants[j + 1];
408 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
409 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
410 else lcl_const[2] = constants[j + 2];
412 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
413 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
414 else lcl_const[3] = constants[j + 3];
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
419 /* If further constants are dirty, reload them without clamping.
421 * The alternative is not to touch them, but then we cannot reset the dirty constant count
422 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423 * above would always re-check the first 8 constants since max_constant remains at the init
424 * value
428 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
435 for(; i < max_constants; i++) {
436 if(!dirty_consts[i]) continue;
438 /* Find the next block of dirty constants */
439 dirty_consts[i] = 0;
440 j = i;
441 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
442 dirty_consts[i] = 0;
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
447 } else {
448 for(; i < max_constants; i++) {
449 if(dirty_consts[i]) {
450 dirty_consts[i] = 0;
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
455 checkGLcall("glProgramEnvParameter4fvARB()");
457 /* Load immediate constants */
458 if(This->baseShader.load_local_constsF) {
459 if (TRACE_ON(d3d_shader)) {
460 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
461 GLfloat* values = (GLfloat*)lconst->value;
462 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
463 values[0], values[1], values[2], values[3]);
466 /* Immediate constants are clamped for 1.X shaders at loading times */
467 ret = 0;
468 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
469 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470 ret = max(ret, lconst->idx + 1);
471 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
473 checkGLcall("glProgramEnvParameter4fvARB()");
474 return ret; /* The loaded immediate constants need reloading for the next shader */
475 } else {
476 return 0; /* No constants are dirty now */
481 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
483 static void shader_arb_load_np2fixup_constants(void *shader_priv,
484 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
486 const struct shader_arb_priv * priv = shader_priv;
488 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
489 if (!use_ps(state)) return;
491 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
492 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
493 UINT i;
494 WORD active = fixup->super.active;
495 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
497 for (i = 0; active; active >>= 1, ++i)
499 const IWineD3DBaseTextureImpl *tex = state->textures[i];
500 const unsigned char idx = fixup->super.idx[i];
501 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
503 if (!(active & 1)) continue;
505 if (!tex) {
506 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
507 continue;
510 if (idx % 2) {
511 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
512 } else {
513 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
517 for (i = 0; i < fixup->super.num_consts; ++i) {
518 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
519 fixup->offset + i, &np2fixup_constants[i * 4]));
524 /* GL locking is done by the caller. */
525 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
526 const struct wined3d_context *context, const struct wined3d_state *state, float rt_height)
528 const struct wined3d_gl_info *gl_info = context->gl_info;
529 unsigned char i;
531 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
533 int texunit = gl_shader->bumpenvmatconst[i].texunit;
535 /* The state manager takes care that this function is always called if the bump env matrix changes */
536 const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
537 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
538 gl_shader->bumpenvmatconst[i].const_num, data));
540 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
542 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
543 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
544 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
545 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
547 const float *scale = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
548 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
549 gl_shader->luminanceconst[i].const_num, scale));
552 checkGLcall("Load bumpmap consts");
554 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
556 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
557 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
558 * ycorrection.z: 1.0
559 * ycorrection.w: 0.0
561 float val[4];
562 val[0] = context->render_offscreen ? 0.0f : rt_height;
563 val[1] = context->render_offscreen ? 1.0f : -1.0f;
564 val[2] = 1.0f;
565 val[3] = 0.0f;
566 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
567 checkGLcall("y correction loading");
570 if (!gl_shader->num_int_consts) return;
572 for(i = 0; i < MAX_CONST_I; i++)
574 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
576 float val[4];
577 val[0] = (float)state->ps_consts_i[4 * i];
578 val[1] = (float)state->ps_consts_i[4 * i + 1];
579 val[2] = (float)state->ps_consts_i[4 * i + 2];
580 val[3] = -1.0f;
582 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
585 checkGLcall("Load ps int consts");
588 /* GL locking is done by the caller. */
589 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
590 const struct wined3d_context *context, const struct wined3d_state *state)
592 const struct wined3d_gl_info *gl_info = context->gl_info;
593 float position_fixup[4];
594 unsigned char i;
596 /* Upload the position fixup */
597 shader_get_position_fixup(context, state, position_fixup);
598 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
600 if (!gl_shader->num_int_consts) return;
602 for(i = 0; i < MAX_CONST_I; i++)
604 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
606 float val[4];
607 val[0] = (float)state->vs_consts_i[4 * i];
608 val[1] = (float)state->vs_consts_i[4 * i + 1];
609 val[2] = (float)state->vs_consts_i[4 * i + 2];
610 val[3] = -1.0f;
612 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
615 checkGLcall("Load vs int consts");
619 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
621 * We only support float constants in ARB at the moment, so don't
622 * worry about the Integers or Booleans
624 /* GL locking is done by the caller (state handler) */
625 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
627 IWineD3DDeviceImpl *device = context->swapchain->device;
628 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
629 const struct wined3d_gl_info *gl_info = context->gl_info;
630 struct shader_arb_priv *priv = device->shader_priv;
632 if (useVertexShader)
634 IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
635 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
637 /* Load DirectX 9 float constants for vertex shader */
638 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
639 device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
640 shader_arb_vs_local_constants(gl_shader, context, &stateBlock->state);
643 if (usePixelShader)
645 IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
646 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
647 float rt_height = device->render_targets[0]->currentDesc.Height;
649 /* Load DirectX 9 float constants for pixel shader */
650 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
651 device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
652 shader_arb_ps_local_constants(gl_shader, context, &stateBlock->state, rt_height);
656 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
658 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
659 struct wined3d_context *context = context_get_current();
661 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
662 * context. On a context switch the old context will be fully dirtified */
663 if (!context || context->swapchain->device != This) return;
665 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
666 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
669 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
671 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
672 struct wined3d_context *context = context_get_current();
674 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
675 * context. On a context switch the old context will be fully dirtified */
676 if (!context || context->swapchain->device != This) return;
678 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
679 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
682 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
684 DWORD *ret;
685 DWORD idx = 0;
686 const local_constant *lconst;
688 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
690 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
691 if(!ret) {
692 ERR("Out of memory\n");
693 return NULL;
696 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
697 ret[lconst->idx] = idx++;
699 return ret;
702 /* Generate the variable & register declarations for the ARB_vertex_program output target */
703 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
704 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
705 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
707 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
708 DWORD i, next_local = 0;
709 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
710 unsigned max_constantsF;
711 const local_constant *lconst;
712 DWORD map;
714 /* In pixel shaders, all private constants are program local, we don't need anything
715 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
716 * If we need a private constant the GL implementation will squeeze it in somewhere
718 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
719 * immediate values. The posFixup is loaded using program.env for now, so always
720 * subtract one from the number of constants. If the shader uses indirect addressing,
721 * account for the helper const too because we have to declare all availabke d3d constants
722 * and don't know which are actually used.
724 if (pshader)
726 max_constantsF = gl_info->limits.arb_ps_native_constants;
727 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
728 if (max_constantsF < 24)
729 max_constantsF = gl_info->limits.arb_ps_float_constants;
731 else
733 max_constantsF = gl_info->limits.arb_vs_native_constants;
734 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
735 * Also prevents max_constantsF from becoming less than 0 and
736 * wrapping . */
737 if (max_constantsF < 96)
738 max_constantsF = gl_info->limits.arb_vs_float_constants;
740 if(This->baseShader.reg_maps.usesrelconstF) {
741 DWORD highest_constf = 0, clip_limit;
743 max_constantsF -= reserved_vs_const(This, gl_info);
744 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
746 for(i = 0; i < This->baseShader.limits.constant_float; i++)
748 DWORD idx = i >> 5;
749 DWORD shift = i & 0x1f;
750 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
753 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
755 if(ctx->cur_vs_args->super.clip_enabled)
756 clip_limit = gl_info->limits.clipplanes;
757 else
758 clip_limit = 0;
760 else
762 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
763 clip_limit = min(count_bits(mask), 4);
765 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
766 max_constantsF -= *num_clipplanes;
767 if(*num_clipplanes < clip_limit)
769 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
772 else
774 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
775 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
779 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
781 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
784 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
786 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
789 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
791 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
793 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
797 /* Load local constants using the program-local space,
798 * this avoids reloading them each time the shader is used
800 if(lconst_map) {
801 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
802 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
803 lconst_map[lconst->idx]);
804 next_local = max(next_local, lconst_map[lconst->idx] + 1);
808 /* After subtracting privately used constants from the hardware limit(they are loaded as
809 * local constants), make sure the shader doesn't violate the env constant limit
811 if(pshader)
813 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
815 else
817 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
820 /* Avoid declaring more constants than needed */
821 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
823 /* we use the array-based constants array if the local constants are marked for loading,
824 * because then we use indirect addressing, or when the local constant list is empty,
825 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
826 * local constants do not declare the loaded constants as an array because ARB compilers usually
827 * do not optimize unused constants away
829 if(This->baseShader.reg_maps.usesrelconstF) {
830 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
831 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
832 max_constantsF, max_constantsF - 1);
833 } else {
834 for(i = 0; i < max_constantsF; i++) {
835 DWORD idx, mask;
836 idx = i >> 5;
837 mask = 1 << (i & 0x1f);
838 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
839 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
844 return next_local;
847 static const char * const shift_tab[] = {
848 "dummy", /* 0 (none) */
849 "coefmul.x", /* 1 (x2) */
850 "coefmul.y", /* 2 (x4) */
851 "coefmul.z", /* 3 (x8) */
852 "coefmul.w", /* 4 (x16) */
853 "dummy", /* 5 (x32) */
854 "dummy", /* 6 (x64) */
855 "dummy", /* 7 (x128) */
856 "dummy", /* 8 (d256) */
857 "dummy", /* 9 (d128) */
858 "dummy", /* 10 (d64) */
859 "dummy", /* 11 (d32) */
860 "coefdiv.w", /* 12 (d16) */
861 "coefdiv.z", /* 13 (d8) */
862 "coefdiv.y", /* 14 (d4) */
863 "coefdiv.x" /* 15 (d2) */
866 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
867 const struct wined3d_shader_dst_param *dst, char *write_mask)
869 char *ptr = write_mask;
871 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
873 *ptr++ = '.';
874 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
875 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
876 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
877 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
880 *ptr = '\0';
883 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
885 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
886 * but addressed as "rgba". To fix this we need to swap the register's x
887 * and z components. */
888 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
889 char *ptr = swizzle_str;
891 /* swizzle bits fields: wwzzyyxx */
892 DWORD swizzle = param->swizzle;
893 DWORD swizzle_x = swizzle & 0x03;
894 DWORD swizzle_y = (swizzle >> 2) & 0x03;
895 DWORD swizzle_z = (swizzle >> 4) & 0x03;
896 DWORD swizzle_w = (swizzle >> 6) & 0x03;
898 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
899 * generate a swizzle string. Unless we need to our own swizzling. */
900 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
902 *ptr++ = '.';
903 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
904 *ptr++ = swizzle_chars[swizzle_x];
905 } else {
906 *ptr++ = swizzle_chars[swizzle_x];
907 *ptr++ = swizzle_chars[swizzle_y];
908 *ptr++ = swizzle_chars[swizzle_z];
909 *ptr++ = swizzle_chars[swizzle_w];
913 *ptr = '\0';
916 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
918 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
919 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
921 if (!strcmp(priv->addr_reg, src)) return;
923 strcpy(priv->addr_reg, src);
924 shader_addline(buffer, "ARL A0.x, %s;\n", src);
927 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
928 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
930 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
931 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
933 /* oPos, oFog and oPts in D3D */
934 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
935 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
936 const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
937 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
938 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
940 *is_color = FALSE;
942 switch (reg->type)
944 case WINED3DSPR_TEMP:
945 sprintf(register_name, "R%u", reg->idx);
946 break;
948 case WINED3DSPR_INPUT:
949 if (pshader)
951 if (reg_maps->shader_version.major < 3)
953 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
954 else strcpy(register_name, "fragment.color.secondary");
956 else
958 if(reg->rel_addr)
960 char rel_reg[50];
961 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
963 if (!strcmp(rel_reg, "**aL_emul**"))
965 DWORD idx = ctx->aL + reg->idx;
966 if(idx < MAX_REG_INPUT)
968 strcpy(register_name, ctx->ps_input[idx]);
970 else
972 ERR("Pixel shader input register out of bounds: %u\n", idx);
973 sprintf(register_name, "out_of_bounds_%u", idx);
976 else if (reg_maps->input_registers & 0x0300)
978 /* There are two ways basically:
980 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
981 * That means trouble if the loop also contains a breakc or if the control values
982 * aren't local constants.
983 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
984 * source dynamically. The trouble is that we cannot simply read aL.y because it
985 * is an ADDRESS register. We could however push it, load .zw with a value and use
986 * ADAC to load the condition code register and pop it again afterwards
988 FIXME("Relative input register addressing with more than 8 registers\n");
990 /* This is better than nothing for now */
991 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
993 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
995 /* This is problematic because we'd have to consult the ctx->ps_input strings
996 * for where to find the varying. Some may be "0.0", others can be texcoords or
997 * colors. This needs either a pipeline replacement to make the vertex shader feed
998 * proper varyings, or loop unrolling
1000 * For now use the texcoords and hope for the best
1002 FIXME("Non-vertex shader varying input with indirect addressing\n");
1003 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1005 else
1007 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1008 * pulls GL_NV_fragment_program2 in
1010 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1013 else
1015 if(reg->idx < MAX_REG_INPUT)
1017 strcpy(register_name, ctx->ps_input[reg->idx]);
1019 else
1021 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1022 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1027 else
1029 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1030 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1032 break;
1034 case WINED3DSPR_CONST:
1035 if (!pshader && reg->rel_addr)
1037 BOOL aL = FALSE;
1038 char rel_reg[50];
1039 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
1040 if (reg_maps->shader_version.major < 2)
1042 sprintf(rel_reg, "A0.x");
1043 } else {
1044 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1045 if(ctx->target_version == ARB) {
1046 if (!strcmp(rel_reg, "**aL_emul**"))
1048 aL = TRUE;
1049 } else {
1050 shader_arb_request_a0(ins, rel_reg);
1051 sprintf(rel_reg, "A0.x");
1055 if(aL)
1056 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1057 else if (reg->idx >= rel_offset)
1058 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1059 else
1060 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1062 else
1064 if (reg_maps->usesrelconstF)
1065 sprintf(register_name, "C[%u]", reg->idx);
1066 else
1067 sprintf(register_name, "C%u", reg->idx);
1069 break;
1071 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1072 if (pshader)
1074 if (reg_maps->shader_version.major == 1
1075 && reg_maps->shader_version.minor <= 3)
1077 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1078 * and as source to most instructions. For some instructions it is the texcoord
1079 * input. Those instructions know about the special use
1081 sprintf(register_name, "T%u", reg->idx);
1082 } else {
1083 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1084 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1087 else
1089 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1091 sprintf(register_name, "A%u", reg->idx);
1093 else
1095 sprintf(register_name, "A%u_SHADOW", reg->idx);
1098 break;
1100 case WINED3DSPR_COLOROUT:
1101 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1103 strcpy(register_name, "TMP_COLOR");
1105 else
1107 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1108 if (reg_maps->highest_render_target > 0)
1110 sprintf(register_name, "result.color[%u]", reg->idx);
1112 else
1114 strcpy(register_name, "result.color");
1117 break;
1119 case WINED3DSPR_RASTOUT:
1120 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1121 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1122 break;
1124 case WINED3DSPR_DEPTHOUT:
1125 strcpy(register_name, "result.depth");
1126 break;
1128 case WINED3DSPR_ATTROUT:
1129 /* case WINED3DSPR_OUTPUT: */
1130 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1131 else strcpy(register_name, ctx->color_output[reg->idx]);
1132 break;
1134 case WINED3DSPR_TEXCRDOUT:
1135 if (pshader)
1137 sprintf(register_name, "oT[%u]", reg->idx);
1139 else
1141 if (reg_maps->shader_version.major < 3)
1143 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1145 else
1147 strcpy(register_name, ctx->vs_output[reg->idx]);
1150 break;
1152 case WINED3DSPR_LOOP:
1153 if(ctx->target_version >= NV2)
1155 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1156 if(pshader) sprintf(register_name, "A0.x");
1157 else sprintf(register_name, "aL.y");
1159 else
1161 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1162 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1163 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1164 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1165 * indexing
1167 sprintf(register_name, "**aL_emul**");
1170 break;
1172 case WINED3DSPR_CONSTINT:
1173 sprintf(register_name, "I%u", reg->idx);
1174 break;
1176 case WINED3DSPR_MISCTYPE:
1177 if (!reg->idx)
1179 sprintf(register_name, "vpos");
1181 else if(reg->idx == 1)
1183 sprintf(register_name, "fragment.facing.x");
1185 else
1187 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1189 break;
1191 default:
1192 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1193 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1194 break;
1198 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1199 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1201 char register_name[255];
1202 char write_mask[6];
1203 BOOL is_color;
1205 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1206 strcpy(str, register_name);
1208 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1209 strcat(str, write_mask);
1212 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1214 switch(channel_source)
1216 case CHANNEL_SOURCE_ZERO: return "0";
1217 case CHANNEL_SOURCE_ONE: return "1";
1218 case CHANNEL_SOURCE_X: return "x";
1219 case CHANNEL_SOURCE_Y: return "y";
1220 case CHANNEL_SOURCE_Z: return "z";
1221 case CHANNEL_SOURCE_W: return "w";
1222 default:
1223 FIXME("Unhandled channel source %#x\n", channel_source);
1224 return "undefined";
1228 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1229 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1231 DWORD mask;
1233 if (is_complex_fixup(fixup))
1235 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1236 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1237 return;
1240 mask = 0;
1241 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1242 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1243 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1244 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1245 mask &= dst_mask;
1247 if (mask)
1249 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1250 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1251 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1254 mask = 0;
1255 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1256 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1257 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1258 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1259 mask &= dst_mask;
1261 if (mask)
1263 char reg_mask[6];
1264 char *ptr = reg_mask;
1266 if (mask != WINED3DSP_WRITEMASK_ALL)
1268 *ptr++ = '.';
1269 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1270 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1271 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1272 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1274 *ptr = '\0';
1276 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1280 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1282 DWORD mod;
1283 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1284 if (!ins->dst_count) return "";
1286 mod = ins->dst[0].modifiers;
1288 /* Silently ignore PARTIALPRECISION if its not supported */
1289 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1291 if(mod & WINED3DSPDM_MSAMPCENTROID)
1293 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1294 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1297 switch(mod)
1299 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1300 return "H_SAT";
1302 case WINED3DSPDM_SATURATE:
1303 return "_SAT";
1305 case WINED3DSPDM_PARTIALPRECISION:
1306 return "H";
1308 case 0:
1309 return "";
1311 default:
1312 FIXME("Unknown modifiers 0x%08x\n", mod);
1313 return "";
1317 #define TEX_PROJ 0x1
1318 #define TEX_BIAS 0x2
1319 #define TEX_LOD 0x4
1320 #define TEX_DERIV 0x10
1322 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1323 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1325 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1326 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1327 IWineD3DBaseTextureImpl *texture;
1328 const char *tex_type;
1329 BOOL np2_fixup = FALSE;
1330 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1331 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1332 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1333 const char *mod;
1334 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1336 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1337 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1339 switch(sampler_type) {
1340 case WINED3DSTT_1D:
1341 tex_type = "1D";
1342 break;
1344 case WINED3DSTT_2D:
1345 texture = device->stateBlock->state.textures[sampler_idx];
1346 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1348 tex_type = "RECT";
1349 } else {
1350 tex_type = "2D";
1352 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1354 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1356 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1357 else np2_fixup = TRUE;
1360 break;
1362 case WINED3DSTT_VOLUME:
1363 tex_type = "3D";
1364 break;
1366 case WINED3DSTT_CUBE:
1367 tex_type = "CUBE";
1368 break;
1370 default:
1371 ERR("Unexpected texture type %d\n", sampler_type);
1372 tex_type = "";
1375 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1376 * so don't use shader_arb_get_modifier
1378 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1379 else mod = "";
1381 /* Fragment samplers always have indentity mapping */
1382 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1384 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1387 if (flags & TEX_DERIV)
1389 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1390 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1391 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1392 dsx, dsy,sampler_idx, tex_type);
1394 else if(flags & TEX_LOD)
1396 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1397 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1398 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1399 sampler_idx, tex_type);
1401 else if (flags & TEX_BIAS)
1403 /* Shouldn't be possible, but let's check for it */
1404 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1405 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1406 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1408 else if (flags & TEX_PROJ)
1410 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1412 else
1414 if (np2_fixup)
1416 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1417 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1418 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1420 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1422 else
1423 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1426 if (pshader)
1428 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1429 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1430 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1431 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1435 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1436 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1438 /* Generate a line that does the input modifier computation and return the input register to use */
1439 BOOL is_color = FALSE;
1440 char regstr[256];
1441 char swzstr[20];
1442 int insert_line;
1443 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1444 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1445 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1446 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1448 /* Assume a new line will be added */
1449 insert_line = 1;
1451 /* Get register name */
1452 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1453 shader_arb_get_swizzle(src, is_color, swzstr);
1455 switch (src->modifiers)
1457 case WINED3DSPSM_NONE:
1458 sprintf(outregstr, "%s%s", regstr, swzstr);
1459 insert_line = 0;
1460 break;
1461 case WINED3DSPSM_NEG:
1462 sprintf(outregstr, "-%s%s", regstr, swzstr);
1463 insert_line = 0;
1464 break;
1465 case WINED3DSPSM_BIAS:
1466 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1467 break;
1468 case WINED3DSPSM_BIASNEG:
1469 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1470 break;
1471 case WINED3DSPSM_SIGN:
1472 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1473 break;
1474 case WINED3DSPSM_SIGNNEG:
1475 shader_addline(buffer, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg, regstr, two, one);
1476 break;
1477 case WINED3DSPSM_COMP:
1478 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1479 break;
1480 case WINED3DSPSM_X2:
1481 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1482 break;
1483 case WINED3DSPSM_X2NEG:
1484 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1485 break;
1486 case WINED3DSPSM_DZ:
1487 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1488 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1489 break;
1490 case WINED3DSPSM_DW:
1491 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1492 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1493 break;
1494 case WINED3DSPSM_ABS:
1495 if(ctx->target_version >= NV2) {
1496 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1497 insert_line = 0;
1498 } else {
1499 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1501 break;
1502 case WINED3DSPSM_ABSNEG:
1503 if(ctx->target_version >= NV2) {
1504 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1505 } else {
1506 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1507 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1509 insert_line = 0;
1510 break;
1511 default:
1512 sprintf(outregstr, "%s%s", regstr, swzstr);
1513 insert_line = 0;
1516 /* Return modified or original register, with swizzle */
1517 if (insert_line)
1518 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1521 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1523 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1524 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1525 char dst_name[50];
1526 char src_name[2][50];
1527 DWORD sampler_code = dst->reg.idx;
1529 shader_arb_get_dst_param(ins, dst, dst_name);
1531 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1533 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1534 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1535 * temps is done.
1537 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1538 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1539 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1540 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1541 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1543 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1544 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1547 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1549 *extra_char = ' ';
1550 switch(mod)
1552 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1553 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1554 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1555 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1556 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1557 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1558 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1559 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1560 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1561 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1562 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1563 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1564 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1566 FIXME("Unknown modifier %u\n", mod);
1567 return mod;
1570 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1572 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1573 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1574 char dst_name[50];
1575 char src_name[3][50];
1576 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1577 ins->ctx->reg_maps->shader_version.minor);
1578 BOOL is_color;
1580 shader_arb_get_dst_param(ins, dst, dst_name);
1581 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1583 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1584 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1586 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1587 } else {
1588 struct wined3d_shader_src_param src0_copy = ins->src[0];
1589 char extra_neg;
1591 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1592 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1594 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1595 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1596 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1597 /* No modifiers supported on CMP */
1598 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1600 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1601 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1603 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1604 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1609 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1611 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1612 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1613 char dst_name[50];
1614 char src_name[3][50];
1615 BOOL is_color;
1617 shader_arb_get_dst_param(ins, dst, dst_name);
1619 /* Generate input register names (with modifiers) */
1620 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1621 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1622 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1624 /* No modifiers are supported on CMP */
1625 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1626 src_name[0], src_name[2], src_name[1]);
1628 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1630 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1631 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1635 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1636 * dst = dot2(src0, src1) + src2 */
1637 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1639 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1640 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1641 char dst_name[50];
1642 char src_name[3][50];
1643 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1645 shader_arb_get_dst_param(ins, dst, dst_name);
1646 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1647 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1649 if(ctx->target_version >= NV3)
1651 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1652 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1653 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1654 dst_name, src_name[0], src_name[1], src_name[2]);
1656 else if(ctx->target_version >= NV2)
1658 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1659 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1660 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1661 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1663 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1665 * .xyxy and other swizzles that we could get with this are not valid in
1666 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1668 struct wined3d_shader_src_param tmp_param = ins->src[1];
1669 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1670 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1672 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1674 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1675 dst_name, src_name[2], src_name[0], src_name[1]);
1677 else
1679 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1680 /* 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]
1681 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1683 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1684 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1685 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1686 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1690 /* Map the opcode 1-to-1 to the GL code */
1691 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1693 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1694 const char *instruction;
1695 char arguments[256], dst_str[50];
1696 unsigned int i;
1697 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1699 switch (ins->handler_idx)
1701 case WINED3DSIH_ABS: instruction = "ABS"; break;
1702 case WINED3DSIH_ADD: instruction = "ADD"; break;
1703 case WINED3DSIH_CRS: instruction = "XPD"; break;
1704 case WINED3DSIH_DP3: instruction = "DP3"; break;
1705 case WINED3DSIH_DP4: instruction = "DP4"; break;
1706 case WINED3DSIH_DST: instruction = "DST"; break;
1707 case WINED3DSIH_FRC: instruction = "FRC"; break;
1708 case WINED3DSIH_LIT: instruction = "LIT"; break;
1709 case WINED3DSIH_LRP: instruction = "LRP"; break;
1710 case WINED3DSIH_MAD: instruction = "MAD"; break;
1711 case WINED3DSIH_MAX: instruction = "MAX"; break;
1712 case WINED3DSIH_MIN: instruction = "MIN"; break;
1713 case WINED3DSIH_MOV: instruction = "MOV"; break;
1714 case WINED3DSIH_MUL: instruction = "MUL"; break;
1715 case WINED3DSIH_SGE: instruction = "SGE"; break;
1716 case WINED3DSIH_SLT: instruction = "SLT"; break;
1717 case WINED3DSIH_SUB: instruction = "SUB"; break;
1718 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1719 case WINED3DSIH_DSX: instruction = "DDX"; break;
1720 default: instruction = "";
1721 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1722 break;
1725 /* Note that shader_arb_add_dst_param() adds spaces. */
1726 arguments[0] = '\0';
1727 shader_arb_get_dst_param(ins, dst, dst_str);
1728 for (i = 0; i < ins->src_count; ++i)
1730 char operand[100];
1731 strcat(arguments, ", ");
1732 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1733 strcat(arguments, operand);
1735 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1738 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1740 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1741 shader_addline(buffer, "NOP;\n");
1744 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1746 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1747 const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1748 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1749 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1750 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1751 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1752 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1754 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1755 char src0_param[256];
1757 if(ins->handler_idx == WINED3DSIH_MOVA) {
1758 char write_mask[6];
1759 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1761 if(ctx->target_version >= NV2) {
1762 shader_hw_map2gl(ins);
1763 return;
1765 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1766 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1768 /* This implements the mova formula used in GLSL. The first two instructions
1769 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1770 * in this case:
1771 * mova A0.x, 0.0
1773 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1775 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1776 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1778 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1779 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1781 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1782 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1783 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1784 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1786 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1788 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1790 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1792 else if (reg_maps->shader_version.major == 1
1793 && !shader_is_pshader_version(reg_maps->shader_version.type)
1794 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1796 src0_param[0] = '\0';
1797 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1799 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1800 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1801 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1802 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1804 else
1806 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1807 * with more than one component. Thus replicate the first source argument over all
1808 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1809 struct wined3d_shader_src_param tmp_src = ins->src[0];
1810 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1811 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1812 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1815 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1817 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1818 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1820 shader_addline(buffer, "#mov handled in srgb write code\n");
1821 return;
1823 shader_hw_map2gl(ins);
1825 else
1827 shader_hw_map2gl(ins);
1831 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1833 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1834 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1835 char reg_dest[40];
1837 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1838 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1840 shader_arb_get_dst_param(ins, dst, reg_dest);
1842 if (ins->ctx->reg_maps->shader_version.major >= 2)
1844 const char *kilsrc = "TA";
1845 BOOL is_color;
1847 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1848 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1850 kilsrc = reg_dest;
1852 else
1854 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1855 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1856 * masked out components to 0(won't kill)
1858 char x = '0', y = '0', z = '0', w = '0';
1859 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1860 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1861 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1862 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1863 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1865 shader_addline(buffer, "KIL %s;\n", kilsrc);
1866 } else {
1867 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1868 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1870 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1871 * or pass in any temporary register(in shader phase 2)
1873 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1874 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1875 } else {
1876 shader_arb_get_dst_param(ins, dst, reg_dest);
1878 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1879 shader_addline(buffer, "KIL TA;\n");
1883 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1885 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1886 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1887 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1888 ins->ctx->reg_maps->shader_version.minor);
1889 struct wined3d_shader_src_param src;
1891 char reg_dest[40];
1892 char reg_coord[40];
1893 DWORD reg_sampler_code;
1894 WORD myflags = 0;
1896 /* All versions have a destination register */
1897 shader_arb_get_dst_param(ins, dst, reg_dest);
1899 /* 1.0-1.4: Use destination register number as texture code.
1900 2.0+: Use provided sampler number as texure code. */
1901 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1902 reg_sampler_code = dst->reg.idx;
1903 else
1904 reg_sampler_code = ins->src[1].reg.idx;
1906 /* 1.0-1.3: Use the texcoord varying.
1907 1.4+: Use provided coordinate source register. */
1908 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1909 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1910 else {
1911 /* TEX is the only instruction that can handle DW and DZ natively */
1912 src = ins->src[0];
1913 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1914 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1915 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1918 /* projection flag:
1919 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1920 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1921 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1923 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1925 DWORD flags = 0;
1926 if (reg_sampler_code < MAX_TEXTURES)
1927 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1928 if (flags & WINED3D_PSARGS_PROJECTED)
1929 myflags |= TEX_PROJ;
1931 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1933 DWORD src_mod = ins->src[0].modifiers;
1934 if (src_mod == WINED3DSPSM_DZ) {
1935 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1936 * varying register, so we need a temp reg
1938 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1939 strcpy(reg_coord, "TA");
1940 myflags |= TEX_PROJ;
1941 } else if(src_mod == WINED3DSPSM_DW) {
1942 myflags |= TEX_PROJ;
1944 } else {
1945 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1946 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1948 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1951 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1953 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1954 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1955 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1956 ins->ctx->reg_maps->shader_version.minor);
1957 char dst_str[50];
1959 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1961 DWORD reg = dst->reg.idx;
1963 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1964 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1965 } else {
1966 char reg_src[40];
1968 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1969 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1970 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1974 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1976 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1977 DWORD flags = 0;
1979 DWORD reg1 = ins->dst[0].reg.idx;
1980 char dst_str[50];
1981 char src_str[50];
1983 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1984 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1985 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1986 /* Move .x first in case src_str is "TA" */
1987 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1988 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1989 if (reg1 < MAX_TEXTURES)
1991 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1992 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1994 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1997 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1999 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2001 DWORD reg1 = ins->dst[0].reg.idx;
2002 char dst_str[50];
2003 char src_str[50];
2005 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2006 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2007 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2008 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2009 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2010 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2013 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2015 DWORD reg1 = ins->dst[0].reg.idx;
2016 char dst_str[50];
2017 char src_str[50];
2019 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2020 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2021 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2022 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2025 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2027 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2028 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2029 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2030 char reg_coord[40], dst_reg[50], src_reg[50];
2031 DWORD reg_dest_code;
2033 /* All versions have a destination register. The Tx where the texture coordinates come
2034 * from is the varying incarnation of the texture register
2036 reg_dest_code = dst->reg.idx;
2037 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2038 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2039 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2041 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2042 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2044 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2045 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2047 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2048 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2049 * extension.
2051 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2052 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2053 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2054 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2056 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2057 * so we can't let the GL handle this.
2059 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2060 & WINED3D_PSARGS_PROJECTED)
2062 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2063 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2064 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2065 } else {
2066 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2069 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2071 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2073 /* No src swizzles are allowed, so this is ok */
2074 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2075 src_reg, reg_dest_code, reg_dest_code);
2076 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2080 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2082 DWORD reg = ins->dst[0].reg.idx;
2083 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2084 char src0_name[50], dst_name[50];
2085 BOOL is_color;
2086 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2088 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2089 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2090 * T<reg+1> register. Use this register to store the calculated vector
2092 tmp_reg.idx = reg + 1;
2093 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2094 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2097 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2099 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2100 DWORD flags;
2101 DWORD reg = ins->dst[0].reg.idx;
2102 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2103 char dst_str[50];
2104 char src0_name[50];
2105 char dst_reg[50];
2106 BOOL is_color;
2108 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2109 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2111 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2112 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2113 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2114 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2115 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2118 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2120 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2121 DWORD reg = ins->dst[0].reg.idx;
2122 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2123 char src0_name[50], dst_name[50];
2124 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2125 BOOL is_color;
2127 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2128 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2129 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2131 tmp_reg.idx = reg + 2 - tex_mx->current_row;
2132 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2134 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2135 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2136 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2137 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2140 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2142 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2143 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2144 DWORD flags;
2145 DWORD reg = ins->dst[0].reg.idx;
2146 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2147 char dst_str[50];
2148 char src0_name[50], dst_name[50];
2149 BOOL is_color;
2151 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2152 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2153 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2155 /* Sample the texture using the calculated coordinates */
2156 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2157 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2158 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2159 tex_mx->current_row = 0;
2162 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2164 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2165 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2166 DWORD flags;
2167 DWORD reg = ins->dst[0].reg.idx;
2168 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2169 char dst_str[50];
2170 char src0_name[50];
2171 char dst_reg[50];
2172 BOOL is_color;
2174 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2175 * components for temporary data storage
2177 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2178 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2179 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2181 /* Construct the eye-ray vector from w coordinates */
2182 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2183 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2184 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2186 /* Calculate reflection vector
2188 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2189 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2190 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2191 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2192 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2193 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2194 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2196 /* Sample the texture using the calculated coordinates */
2197 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2198 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2199 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2200 tex_mx->current_row = 0;
2203 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2205 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2206 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2207 DWORD flags;
2208 DWORD reg = ins->dst[0].reg.idx;
2209 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2210 char dst_str[50];
2211 char src0_name[50];
2212 char src1_name[50];
2213 char dst_reg[50];
2214 BOOL is_color;
2216 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2217 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2218 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2219 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2220 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2222 /* Calculate reflection vector.
2224 * dot(N, E)
2225 * dst_reg.xyz = 2 * --------- * N - E
2226 * dot(N, N)
2228 * Which normalizes the normal vector
2230 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2231 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2232 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2233 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2234 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2235 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2237 /* Sample the texture using the calculated coordinates */
2238 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2239 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2240 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2241 tex_mx->current_row = 0;
2244 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2246 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2247 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2248 char dst_name[50];
2249 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2250 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2252 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2253 * which is essentially an input, is the destination register because it is the first
2254 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2255 * here(writemasks/swizzles are not valid on texdepth)
2257 shader_arb_get_dst_param(ins, dst, dst_name);
2259 /* According to the msdn, the source register(must be r5) is unusable after
2260 * the texdepth instruction, so we're free to modify it
2262 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2264 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2265 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2266 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2268 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2269 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2270 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2271 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2274 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2275 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2276 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2277 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2279 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2280 DWORD sampler_idx = ins->dst[0].reg.idx;
2281 char src0[50];
2282 char dst_str[50];
2284 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2285 shader_addline(buffer, "MOV TB, 0.0;\n");
2286 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2288 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2289 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2292 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2293 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2294 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2296 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2297 char src0[50];
2298 char dst_str[50];
2299 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2301 /* Handle output register */
2302 shader_arb_get_dst_param(ins, dst, dst_str);
2303 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2304 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2307 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2308 * Perform the 3rd row of a 3x3 matrix multiply */
2309 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2311 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2312 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2313 char dst_str[50], dst_name[50];
2314 char src0[50];
2315 BOOL is_color;
2317 shader_arb_get_dst_param(ins, dst, dst_str);
2318 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2319 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2320 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2321 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2324 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2325 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2326 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2327 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2329 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2331 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2332 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2333 char src0[50], dst_name[50];
2334 BOOL is_color;
2335 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2336 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2338 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2339 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2340 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2342 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2343 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2344 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2346 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2347 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2348 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2349 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2352 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2353 Vertex/Pixel shaders to ARB_vertex_program codes */
2354 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2356 int i;
2357 int nComponents = 0;
2358 struct wined3d_shader_dst_param tmp_dst = {{0}};
2359 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2360 struct wined3d_shader_instruction tmp_ins;
2362 memset(&tmp_ins, 0, sizeof(tmp_ins));
2364 /* Set constants for the temporary argument */
2365 tmp_ins.ctx = ins->ctx;
2366 tmp_ins.dst_count = 1;
2367 tmp_ins.dst = &tmp_dst;
2368 tmp_ins.src_count = 2;
2369 tmp_ins.src = tmp_src;
2371 switch(ins->handler_idx)
2373 case WINED3DSIH_M4x4:
2374 nComponents = 4;
2375 tmp_ins.handler_idx = WINED3DSIH_DP4;
2376 break;
2377 case WINED3DSIH_M4x3:
2378 nComponents = 3;
2379 tmp_ins.handler_idx = WINED3DSIH_DP4;
2380 break;
2381 case WINED3DSIH_M3x4:
2382 nComponents = 4;
2383 tmp_ins.handler_idx = WINED3DSIH_DP3;
2384 break;
2385 case WINED3DSIH_M3x3:
2386 nComponents = 3;
2387 tmp_ins.handler_idx = WINED3DSIH_DP3;
2388 break;
2389 case WINED3DSIH_M3x2:
2390 nComponents = 2;
2391 tmp_ins.handler_idx = WINED3DSIH_DP3;
2392 break;
2393 default:
2394 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2395 break;
2398 tmp_dst = ins->dst[0];
2399 tmp_src[0] = ins->src[0];
2400 tmp_src[1] = ins->src[1];
2401 for (i = 0; i < nComponents; i++) {
2402 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2403 shader_hw_map2gl(&tmp_ins);
2404 ++tmp_src[1].reg.idx;
2408 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2410 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2411 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2412 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2414 char dst[50];
2415 char src[50];
2417 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2418 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2419 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2421 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2422 * .w is used
2424 strcat(src, ".w");
2427 /* TODO: If the destination is readable, and not the same as the source, the destination
2428 * can be used instead of TA
2430 if (priv->target_version >= NV2)
2432 shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2433 shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2434 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2436 else
2438 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2439 shader_addline(buffer, "ABS TA.x, %s;\n", src);
2440 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2441 shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2442 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2446 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2448 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2449 const char *instruction;
2451 char dst[50];
2452 char src[50];
2454 switch(ins->handler_idx)
2456 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2457 case WINED3DSIH_RCP: instruction = "RCP"; break;
2458 case WINED3DSIH_EXP: instruction = "EX2"; break;
2459 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2460 default: instruction = "";
2461 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2462 break;
2465 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2466 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2467 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2469 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2470 * .w is used
2472 strcat(src, ".w");
2475 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2478 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2480 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2481 char dst_name[50];
2482 char src_name[50];
2483 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2484 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2485 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2487 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2488 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2490 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2491 * otherwise NRM or RSQ would return NaN */
2492 if(pshader && priv->target_version >= NV3)
2494 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2496 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2498 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2499 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2500 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2502 else if(priv->target_version >= NV2)
2504 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2505 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2506 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2507 src_name);
2509 else
2511 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2513 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2514 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2515 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2517 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2518 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2520 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2521 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2522 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2523 src_name);
2527 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2529 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2530 char dst_name[50];
2531 char src_name[3][50];
2533 /* ARB_fragment_program has a convenient LRP instruction */
2534 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2535 shader_hw_map2gl(ins);
2536 return;
2539 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2540 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2541 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2542 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2544 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2545 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2546 dst_name, src_name[0], src_name[2]);
2549 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2551 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2552 * must contain fixed constants. So we need a separate function to filter those constants and
2553 * can't use map2gl
2555 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2556 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2557 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2558 char dst_name[50];
2559 char src_name0[50], src_name1[50], src_name2[50];
2560 BOOL is_color;
2562 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2563 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2564 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2565 /* No modifiers are supported on SCS */
2566 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2568 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2570 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2571 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2573 } else if(priv->target_version >= NV2) {
2574 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2576 /* Sincos writemask must be .x, .y or .xy */
2577 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2578 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2579 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2580 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2581 } else {
2582 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2583 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2585 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2586 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2588 * The constants we get are:
2590 * +1 +1, -1 -1 +1 +1 -1 -1
2591 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2592 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2594 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2596 * (x/2)^2 = x^2 / 4
2597 * (x/2)^3 = x^3 / 8
2598 * (x/2)^4 = x^4 / 16
2599 * (x/2)^5 = x^5 / 32
2600 * etc
2602 * To get the final result:
2603 * sin(x) = 2 * sin(x/2) * cos(x/2)
2604 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2605 * (from sin(x+y) and cos(x+y) rules)
2607 * As per MSDN, dst.z is undefined after the operation, and so is
2608 * dst.x and dst.y if they're masked out by the writemask. Ie
2609 * sincos dst.y, src1, c0, c1
2610 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2611 * vsa.exe also stops with an error if the dest register is the same register as the source
2612 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2613 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2615 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2616 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2617 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2619 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2620 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2621 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2622 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2623 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2624 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2626 /* sin(x/2)
2628 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2629 * properly merge that with MULs in the code above?
2630 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2631 * we can merge the sine and cosine MAD rows to calculate them together.
2633 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2634 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2635 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2636 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2638 /* cos(x/2) */
2639 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2640 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2641 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2643 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2644 /* cos x */
2645 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2646 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2648 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2649 /* sin x */
2650 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2651 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2656 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2658 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2659 char dst_name[50];
2660 char src_name[50];
2661 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2663 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2664 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2666 /* SGN is only valid in vertex shaders */
2667 if(ctx->target_version >= NV2) {
2668 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2669 return;
2672 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2673 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2675 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2676 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2677 } else {
2678 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2679 * Then use TA, and calculate the final result
2681 * Not reading from TA? Store the first result in TA to avoid overwriting the
2682 * destination if src reg = dst reg
2684 if(strstr(src_name, "TA"))
2686 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2687 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2688 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2690 else
2692 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2693 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2694 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2699 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2701 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2702 char src[50];
2703 char dst[50];
2704 char dst_name[50];
2705 BOOL is_color;
2707 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2708 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2709 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2711 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2712 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2715 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2717 *need_abs = FALSE;
2719 switch(mod)
2721 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2722 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2723 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2724 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2725 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2726 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2727 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2728 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2729 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2730 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2731 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2732 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2733 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2735 FIXME("Unknown modifier %u\n", mod);
2736 return mod;
2739 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2741 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2742 char src0[50], src1[50], dst[50];
2743 struct wined3d_shader_src_param src0_copy = ins->src[0];
2744 BOOL need_abs = FALSE;
2745 const char *instr;
2746 BOOL arg2 = FALSE;
2748 switch(ins->handler_idx)
2750 case WINED3DSIH_LOG: instr = "LG2"; break;
2751 case WINED3DSIH_LOGP: instr = "LOG"; break;
2752 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2753 default:
2754 ERR("Unexpected instruction %d\n", ins->handler_idx);
2755 return;
2758 /* LOG, LOGP and POW operate on the absolute value of the input */
2759 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2761 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2762 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2763 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2765 if(need_abs)
2767 shader_addline(buffer, "ABS TA, %s;\n", src0);
2768 if(arg2)
2770 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2772 else
2774 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2777 else if(arg2)
2779 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2781 else
2783 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2787 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2789 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2790 char src_name[50];
2791 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2793 /* src0 is aL */
2794 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2796 if(vshader)
2798 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2799 struct list *e = list_head(&priv->control_frames);
2800 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2802 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2803 /* The constant loader makes sure to load -1 into iX.w */
2804 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2805 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2806 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2808 else
2810 shader_addline(buffer, "LOOP %s;\n", src_name);
2814 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2816 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2817 char src_name[50];
2818 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2820 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2822 /* The constant loader makes sure to load -1 into iX.w */
2823 if(vshader)
2825 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2826 struct list *e = list_head(&priv->control_frames);
2827 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2829 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2831 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2832 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2833 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2835 else
2837 shader_addline(buffer, "REP %s;\n", src_name);
2841 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2843 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2844 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2846 if(vshader)
2848 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2849 struct list *e = list_head(&priv->control_frames);
2850 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2852 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2853 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2854 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2856 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2858 else
2860 shader_addline(buffer, "ENDLOOP;\n");
2864 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2866 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2867 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2869 if(vshader)
2871 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2872 struct list *e = list_head(&priv->control_frames);
2873 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2875 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2876 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2877 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2879 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2881 else
2883 shader_addline(buffer, "ENDREP;\n");
2887 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2889 struct control_frame *control_frame;
2891 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2893 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2895 ERR("Could not find loop for break\n");
2896 return NULL;
2899 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2901 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2902 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2903 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2905 if(vshader)
2907 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2909 else
2911 shader_addline(buffer, "BRK;\n");
2915 static const char *get_compare(COMPARISON_TYPE flags)
2917 switch (flags)
2919 case COMPARISON_GT: return "GT";
2920 case COMPARISON_EQ: return "EQ";
2921 case COMPARISON_GE: return "GE";
2922 case COMPARISON_LT: return "LT";
2923 case COMPARISON_NE: return "NE";
2924 case COMPARISON_LE: return "LE";
2925 default:
2926 FIXME("Unrecognized comparison value: %u\n", flags);
2927 return "(\?\?)";
2931 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2933 switch (flags)
2935 case COMPARISON_GT: return COMPARISON_LE;
2936 case COMPARISON_EQ: return COMPARISON_NE;
2937 case COMPARISON_GE: return COMPARISON_LT;
2938 case COMPARISON_LT: return COMPARISON_GE;
2939 case COMPARISON_NE: return COMPARISON_EQ;
2940 case COMPARISON_LE: return COMPARISON_GT;
2941 default:
2942 FIXME("Unrecognized comparison value: %u\n", flags);
2943 return -1;
2947 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2949 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2950 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2951 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2952 char src_name0[50];
2953 char src_name1[50];
2954 const char *comp = get_compare(ins->flags);
2956 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2957 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2959 if(vshader)
2961 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2962 * away the subtraction result
2964 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2965 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2967 else
2969 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2970 shader_addline(buffer, "BRK (%s.x);\n", comp);
2974 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2976 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2977 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2978 struct list *e = list_head(&priv->control_frames);
2979 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2980 const char *comp;
2981 char src_name0[50];
2982 char src_name1[50];
2983 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2985 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2986 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2988 if(vshader)
2990 /* Invert the flag. We jump to the else label if the condition is NOT true */
2991 comp = get_compare(invert_compare(ins->flags));
2992 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2993 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
2995 else
2997 comp = get_compare(ins->flags);
2998 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2999 shader_addline(buffer, "IF %s.x;\n", comp);
3003 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3005 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3006 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3007 struct list *e = list_head(&priv->control_frames);
3008 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3009 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3011 if(vshader)
3013 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3014 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3015 control_frame->had_else = TRUE;
3017 else
3019 shader_addline(buffer, "ELSE;\n");
3023 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3025 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3026 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3027 struct list *e = list_head(&priv->control_frames);
3028 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3029 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3031 if(vshader)
3033 if(control_frame->had_else)
3035 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3037 else
3039 shader_addline(buffer, "#No else branch. else is endif\n");
3040 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3043 else
3045 shader_addline(buffer, "ENDIF;\n");
3049 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3051 DWORD sampler_idx = ins->src[1].reg.idx;
3052 char reg_dest[40];
3053 char reg_src[3][40];
3054 WORD flags = TEX_DERIV;
3056 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3057 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3058 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3059 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3061 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3062 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3064 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3067 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3069 DWORD sampler_idx = ins->src[1].reg.idx;
3070 char reg_dest[40];
3071 char reg_coord[40];
3072 WORD flags = TEX_LOD;
3074 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3075 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3077 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3078 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3080 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3083 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3085 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3086 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3088 priv->in_main_func = FALSE;
3089 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3090 * subroutine, don't generate a label that will make GL complain
3092 if(priv->target_version == ARB) return;
3094 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3097 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3098 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
3100 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3101 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3102 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3103 unsigned int i;
3105 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3106 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3107 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3108 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3110 if(args->super.fog_src == VS_FOG_Z) {
3111 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3112 } else if (!reg_maps->fog) {
3113 /* posFixup.x is always 1.0, so we can savely use it */
3114 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3117 /* Write the final position.
3119 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3120 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3121 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3122 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3124 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3125 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3126 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3128 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3130 if(args->super.clip_enabled)
3132 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
3134 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3138 else if(args->clip.boolclip.clip_texcoord)
3140 unsigned int cur_clip = 0;
3141 char component[4] = {'x', 'y', 'z', 'w'};
3142 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3144 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3146 if(args->clip.boolclip.clipplane_mask & (1 << i))
3148 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3149 component[cur_clip++], i);
3152 switch(cur_clip)
3154 case 0:
3155 shader_addline(buffer, "MOV TA, %s;\n", zero);
3156 break;
3157 case 1:
3158 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3159 break;
3160 case 2:
3161 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3162 break;
3163 case 3:
3164 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3165 break;
3167 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3168 args->clip.boolclip.clip_texcoord - 1);
3171 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3172 * and the glsl equivalent
3174 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
3175 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3176 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3177 } else {
3178 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3179 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3182 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3184 priv_ctx->footer_written = TRUE;
3187 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3189 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3190 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3191 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3192 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3194 if(priv->target_version == ARB) return;
3196 if(vshader)
3198 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3201 shader_addline(buffer, "RET;\n");
3204 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3206 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3207 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3210 /* GL locking is done by the caller */
3211 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3213 GLuint program_id = 0;
3214 GLint pos;
3216 const char *blt_vprogram =
3217 "!!ARBvp1.0\n"
3218 "PARAM c[1] = { { 1, 0.5 } };\n"
3219 "MOV result.position, vertex.position;\n"
3220 "MOV result.color, c[0].x;\n"
3221 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3222 "END\n";
3224 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3225 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3226 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3227 strlen(blt_vprogram), blt_vprogram));
3228 checkGLcall("glProgramStringARB()");
3230 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3231 if (pos != -1)
3233 FIXME("Vertex program error at position %d: %s\n\n", pos,
3234 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3235 shader_arb_dump_program_source(blt_vprogram);
3237 else
3239 GLint native;
3241 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3242 checkGLcall("glGetProgramivARB()");
3243 if (!native) WARN("Program exceeds native resource limits.\n");
3246 return program_id;
3249 /* GL locking is done by the caller */
3250 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3251 enum tex_types tex_type, BOOL masked)
3253 GLuint program_id = 0;
3254 const char *fprogram;
3255 GLint pos;
3257 static const char * const blt_fprograms_full[tex_type_count] =
3259 /* tex_1d */
3260 NULL,
3261 /* tex_2d */
3262 "!!ARBfp1.0\n"
3263 "TEMP R0;\n"
3264 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3265 "MOV result.depth.z, R0.x;\n"
3266 "END\n",
3267 /* tex_3d */
3268 NULL,
3269 /* tex_cube */
3270 "!!ARBfp1.0\n"
3271 "TEMP R0;\n"
3272 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3273 "MOV result.depth.z, R0.x;\n"
3274 "END\n",
3275 /* tex_rect */
3276 "!!ARBfp1.0\n"
3277 "TEMP R0;\n"
3278 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3279 "MOV result.depth.z, R0.x;\n"
3280 "END\n",
3283 static const char * const blt_fprograms_masked[tex_type_count] =
3285 /* tex_1d */
3286 NULL,
3287 /* tex_2d */
3288 "!!ARBfp1.0\n"
3289 "PARAM mask = program.local[0];\n"
3290 "TEMP R0;\n"
3291 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3292 "MUL R0.x, R0.x, R0.y;\n"
3293 "KIL -R0.x;\n"
3294 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3295 "MOV result.depth.z, R0.x;\n"
3296 "END\n",
3297 /* tex_3d */
3298 NULL,
3299 /* tex_cube */
3300 "!!ARBfp1.0\n"
3301 "PARAM mask = program.local[0];\n"
3302 "TEMP R0;\n"
3303 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3304 "MUL R0.x, R0.x, R0.y;\n"
3305 "KIL -R0.x;\n"
3306 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3307 "MOV result.depth.z, R0.x;\n"
3308 "END\n",
3309 /* tex_rect */
3310 "!!ARBfp1.0\n"
3311 "PARAM mask = program.local[0];\n"
3312 "TEMP R0;\n"
3313 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3314 "MUL R0.x, R0.x, R0.y;\n"
3315 "KIL -R0.x;\n"
3316 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3317 "MOV result.depth.z, R0.x;\n"
3318 "END\n",
3321 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3322 if (!fprogram)
3324 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3325 tex_type = tex_2d;
3326 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3329 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3330 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3331 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3332 checkGLcall("glProgramStringARB()");
3334 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3335 if (pos != -1)
3337 FIXME("Fragment program error at position %d: %s\n\n", pos,
3338 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3339 shader_arb_dump_program_source(fprogram);
3341 else
3343 GLint native;
3345 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3346 checkGLcall("glGetProgramivARB()");
3347 if (!native) WARN("Program exceeds native resource limits.\n");
3350 return program_id;
3353 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3354 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3356 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3358 if(condcode)
3360 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3361 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3362 /* Calculate the > 0.0031308 case */
3363 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3364 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3365 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3366 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3368 /* Calculate the < case */
3369 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3371 else
3373 /* Calculate the > 0.0031308 case */
3374 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3375 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3376 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3377 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3378 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3379 /* Calculate the < case */
3380 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3381 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3382 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3383 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3384 /* Store the components > 0.0031308 in the destination */
3385 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3386 /* Add the components that are < 0.0031308 */
3387 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3388 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3389 * result.color writes(.rgb first, then .a), or handle overwriting already written
3390 * components. The assembler uses a temporary register in this case, which is usually
3391 * not allocated from one of our registers that were used earlier.
3394 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3397 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3399 const local_constant *constant;
3401 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3403 if (constant->idx == idx)
3405 return constant->value;
3408 return NULL;
3411 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3412 struct shader_arb_ctx_priv *priv)
3414 static const char * const texcoords[8] =
3416 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3417 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3419 unsigned int i;
3420 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3421 const char *semantic_name;
3422 DWORD semantic_idx;
3424 switch(args->super.vp_mode)
3426 case pretransformed:
3427 case fixedfunction:
3428 /* The pixelshader has to collect the varyings on its own. In any case properly load
3429 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3430 * other attribs to 0.0.
3432 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3433 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3434 * load the texcoord attrib pointers to match the pixel shader signature
3436 for(i = 0; i < MAX_REG_INPUT; i++)
3438 semantic_name = sig[i].semantic_name;
3439 semantic_idx = sig[i].semantic_idx;
3440 if (!semantic_name) continue;
3442 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3444 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3445 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3446 else priv->ps_input[i] = "0.0";
3448 else if(args->super.vp_mode == fixedfunction)
3450 priv->ps_input[i] = "0.0";
3452 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3454 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3455 else priv->ps_input[i] = "0.0";
3457 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3459 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3460 else priv->ps_input[i] = "0.0";
3462 else
3464 priv->ps_input[i] = "0.0";
3467 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3469 break;
3471 case vertexshader:
3472 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3473 * fragment.color
3475 for(i = 0; i < 8; i++)
3477 priv->ps_input[i] = texcoords[i];
3479 priv->ps_input[8] = "fragment.color.primary";
3480 priv->ps_input[9] = "fragment.color.secondary";
3481 break;
3485 /* GL locking is done by the caller */
3486 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3487 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3489 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3490 CONST DWORD *function = This->baseShader.function;
3491 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3492 const local_constant *lconst;
3493 GLuint retval;
3494 char fragcolor[16];
3495 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3496 struct shader_arb_ctx_priv priv_ctx;
3497 BOOL dcl_td = FALSE;
3498 BOOL want_nv_prog = FALSE;
3499 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3500 GLint errPos;
3501 DWORD map;
3503 char srgbtmp[4][4];
3504 unsigned int i, found = 0;
3506 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3508 if (!(map & 1)
3509 || (This->color0_mov && i == This->color0_reg)
3510 || (reg_maps->shader_version.major < 2 && !i))
3511 continue;
3513 sprintf(srgbtmp[found], "R%u", i);
3514 ++found;
3515 if (found == 4) break;
3518 switch(found) {
3519 case 0:
3520 sprintf(srgbtmp[0], "TA");
3521 sprintf(srgbtmp[1], "TB");
3522 sprintf(srgbtmp[2], "TC");
3523 sprintf(srgbtmp[3], "TD");
3524 dcl_td = TRUE;
3525 break;
3526 case 1:
3527 sprintf(srgbtmp[1], "TA");
3528 sprintf(srgbtmp[2], "TB");
3529 sprintf(srgbtmp[3], "TC");
3530 break;
3531 case 2:
3532 sprintf(srgbtmp[2], "TA");
3533 sprintf(srgbtmp[3], "TB");
3534 break;
3535 case 3:
3536 sprintf(srgbtmp[3], "TA");
3537 break;
3538 case 4:
3539 break;
3542 /* Create the hw ARB shader */
3543 memset(&priv_ctx, 0, sizeof(priv_ctx));
3544 priv_ctx.cur_ps_args = args;
3545 priv_ctx.compiled_fprog = compiled;
3546 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3547 init_ps_input(This, args, &priv_ctx);
3548 list_init(&priv_ctx.control_frames);
3550 /* Avoid enabling NV_fragment_program* if we do not need it.
3552 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3553 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3554 * is faster than what we gain from using higher native instructions. There are some things though
3555 * that cannot be emulated. In that case enable the extensions.
3556 * If the extension is enabled, instruction handlers that support both ways will use it.
3558 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3559 * So enable the best we can get.
3561 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3562 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3564 want_nv_prog = TRUE;
3567 shader_addline(buffer, "!!ARBfp1.0\n");
3568 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3570 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3571 priv_ctx.target_version = NV3;
3573 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3575 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3576 priv_ctx.target_version = NV2;
3577 } else {
3578 if(want_nv_prog)
3580 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3581 * limits properly
3583 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3584 ERR("Try GLSL\n");
3586 priv_ctx.target_version = ARB;
3589 if(This->baseShader.reg_maps.highest_render_target > 0)
3591 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3594 if (reg_maps->shader_version.major < 3)
3596 switch(args->super.fog) {
3597 case FOG_OFF:
3598 break;
3599 case FOG_LINEAR:
3600 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3601 break;
3602 case FOG_EXP:
3603 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3604 break;
3605 case FOG_EXP2:
3606 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3607 break;
3611 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3612 * unused temps away(but occupies them for the whole shader if they're used once). Always
3613 * declaring them avoids tricky bookkeeping work
3615 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3616 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3617 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3618 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3619 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3620 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3621 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3623 if (reg_maps->shader_version.major < 2)
3625 strcpy(fragcolor, "R0");
3626 } else {
3627 if(args->super.srgb_correction) {
3628 if(This->color0_mov) {
3629 sprintf(fragcolor, "R%u", This->color0_reg);
3630 } else {
3631 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3632 strcpy(fragcolor, "TMP_COLOR");
3634 } else {
3635 strcpy(fragcolor, "result.color");
3639 if(args->super.srgb_correction) {
3640 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3641 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3642 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3643 srgb_sub_high, 0.0, 0.0, 0.0);
3646 /* Base Declarations */
3647 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3648 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3650 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3652 if (!(map & 1)) continue;
3654 cur = compiled->numbumpenvmatconsts;
3655 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3656 compiled->bumpenvmatconst[cur].texunit = i;
3657 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3658 compiled->luminanceconst[cur].texunit = i;
3660 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3661 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3662 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3663 * textures due to conditional NP2 restrictions)
3665 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3666 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3667 * their location is shader dependent anyway and they cannot be loaded globally.
3669 compiled->bumpenvmatconst[cur].const_num = next_local++;
3670 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3671 i, compiled->bumpenvmatconst[cur].const_num);
3672 compiled->numbumpenvmatconsts = cur + 1;
3674 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3676 compiled->luminanceconst[cur].const_num = next_local++;
3677 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3678 i, compiled->luminanceconst[cur].const_num);
3681 for(i = 0; i < MAX_CONST_I; i++)
3683 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3684 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3686 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3688 if(control_values)
3690 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3691 control_values[0], control_values[1], control_values[2]);
3693 else
3695 compiled->int_consts[i] = next_local;
3696 compiled->num_int_consts++;
3697 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3702 if(reg_maps->vpos || reg_maps->usesdsy)
3704 compiled->ycorrection = next_local;
3705 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3707 if(reg_maps->vpos)
3709 shader_addline(buffer, "TEMP vpos;\n");
3710 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3711 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3712 * ycorrection.z: 1.0
3713 * ycorrection.w: 0.0
3715 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3716 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3719 else
3721 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3724 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3725 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3726 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3727 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3728 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3729 * shader compilation errors and the subsequent errors when drawing with this shader. */
3730 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3732 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3733 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3734 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3736 fixup->offset = next_local;
3737 fixup->super.active = 0;
3739 cur = 0;
3740 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3741 if (!(map & (1 << i))) continue;
3743 if (fixup->offset + (cur >> 1) < max_lconsts) {
3744 fixup->super.active |= (1 << i);
3745 fixup->super.idx[i] = cur++;
3746 } else {
3747 FIXME("No free constant found to load NP2 fixup data into shader. "
3748 "Sampling from this texture will probably look wrong.\n");
3749 break;
3753 fixup->super.num_consts = (cur + 1) >> 1;
3754 if (fixup->super.num_consts) {
3755 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3756 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3759 next_local += fixup->super.num_consts;
3762 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3764 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3767 /* Base Shader Body */
3768 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3770 if(args->super.srgb_correction) {
3771 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3772 priv_ctx.target_version >= NV2);
3775 if(strcmp(fragcolor, "result.color")) {
3776 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3778 shader_addline(buffer, "END\n");
3780 /* TODO: change to resource.glObjectHandle or something like that */
3781 GL_EXTCALL(glGenProgramsARB(1, &retval));
3783 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3784 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3786 TRACE("Created hw pixel shader, prg=%d\n", retval);
3787 /* Create the program and check for errors */
3788 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3789 buffer->bsize, buffer->buffer));
3790 checkGLcall("glProgramStringARB()");
3792 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3793 if (errPos != -1)
3795 FIXME("HW PixelShader Error at position %d: %s\n\n",
3796 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3797 shader_arb_dump_program_source(buffer->buffer);
3798 retval = 0;
3800 else
3802 GLint native;
3804 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3805 checkGLcall("glGetProgramivARB()");
3806 if (!native) WARN("Program exceeds native resource limits.\n");
3809 /* Load immediate constants */
3810 if(lconst_map) {
3811 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3812 const float *value = (const float *)lconst->value;
3813 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3814 checkGLcall("glProgramLocalParameter4fvARB");
3816 HeapFree(GetProcessHeap(), 0, lconst_map);
3819 return retval;
3822 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3824 unsigned int i;
3825 int ret;
3827 for(i = 0; i < MAX_REG_INPUT; i++)
3829 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3831 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3832 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3833 continue;
3836 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3837 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3838 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3839 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3840 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3841 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3843 return 0;
3846 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3848 struct wined3d_shader_signature_element *new;
3849 int i;
3850 char *name;
3852 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3853 for(i = 0; i < MAX_REG_INPUT; i++)
3855 if (!sig[i].semantic_name) continue;
3857 new[i] = sig[i];
3858 /* Clone the semantic string */
3859 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3860 strcpy(name, sig[i].semantic_name);
3861 new[i].semantic_name = name;
3863 return new;
3866 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3868 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3869 struct ps_signature *found_sig;
3871 if (entry)
3873 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3874 TRACE("Found existing signature %u\n", found_sig->idx);
3875 return found_sig->idx;
3877 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3878 found_sig->sig = clone_sig(sig);
3879 found_sig->idx = priv->ps_sig_number++;
3880 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3881 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3883 ERR("Failed to insert program entry.\n");
3885 return found_sig->idx;
3888 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3889 struct arb_vs_compiled_shader *compiled)
3891 unsigned int i, j;
3892 static const char * const texcoords[8] =
3894 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3895 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3897 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3898 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3899 const struct wined3d_shader_signature_element *sig;
3900 const char *semantic_name;
3901 DWORD semantic_idx, reg_idx;
3903 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3904 * and varying 9 to result.color.secondary
3906 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3908 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3909 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3910 "result.color.primary", "result.color.secondary"
3913 if(sig_num == ~0)
3915 TRACE("Pixel shader uses builtin varyings\n");
3916 /* Map builtins to builtins */
3917 for(i = 0; i < 8; i++)
3919 priv_ctx->texcrd_output[i] = texcoords[i];
3921 priv_ctx->color_output[0] = "result.color.primary";
3922 priv_ctx->color_output[1] = "result.color.secondary";
3923 priv_ctx->fog_output = "result.fogcoord";
3925 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3926 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3928 semantic_name = baseshader->output_signature[i].semantic_name;
3929 if (!semantic_name) continue;
3931 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3933 TRACE("o%u is TMP_OUT\n", i);
3934 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3935 else priv_ctx->vs_output[i] = "TA";
3937 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3939 TRACE("o%u is result.pointsize\n", i);
3940 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3941 else priv_ctx->vs_output[i] = "TA";
3943 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3945 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3946 if (!baseshader->output_signature[i].semantic_idx)
3947 priv_ctx->vs_output[i] = "result.color.primary";
3948 else if (baseshader->output_signature[i].semantic_idx == 1)
3949 priv_ctx->vs_output[i] = "result.color.secondary";
3950 else priv_ctx->vs_output[i] = "TA";
3952 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3954 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3955 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3956 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3958 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3960 TRACE("o%u is result.fogcoord\n", i);
3961 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3962 else priv_ctx->vs_output[i] = "result.fogcoord";
3964 else
3966 priv_ctx->vs_output[i] = "TA";
3969 return;
3972 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3973 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3975 sig = device->stateBlock->state.pixel_shader->baseShader.input_signature;
3976 TRACE("Pixel shader uses declared varyings\n");
3978 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3979 for(i = 0; i < 8; i++)
3981 priv_ctx->texcrd_output[i] = "TA";
3983 priv_ctx->color_output[0] = "TA";
3984 priv_ctx->color_output[1] = "TA";
3985 priv_ctx->fog_output = "TA";
3987 for(i = 0; i < MAX_REG_INPUT; i++)
3989 semantic_name = sig[i].semantic_name;
3990 semantic_idx = sig[i].semantic_idx;
3991 reg_idx = sig[i].register_idx;
3992 if (!semantic_name) continue;
3994 /* If a declared input register is not written by builtin arguments, don't write to it.
3995 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3997 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3998 * to TMP_OUT in any case
4000 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4002 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4004 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4006 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4008 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4010 if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4012 else
4014 continue;
4017 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4018 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4020 compiled->need_color_unclamp = TRUE;
4024 /* Map declared to declared */
4025 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
4027 /* Write unread output to TA to throw them away */
4028 priv_ctx->vs_output[i] = "TA";
4029 semantic_name = baseshader->output_signature[i].semantic_name;
4030 if (!semantic_name) continue;
4032 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4033 && !baseshader->output_signature[i].semantic_idx)
4035 priv_ctx->vs_output[i] = "TMP_OUT";
4036 continue;
4038 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4039 && !baseshader->output_signature[i].semantic_idx)
4041 priv_ctx->vs_output[i] = "result.pointsize";
4042 continue;
4045 for(j = 0; j < MAX_REG_INPUT; j++)
4047 if (!sig[j].semantic_name) continue;
4049 if (!strcmp(sig[j].semantic_name, semantic_name)
4050 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
4052 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4054 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4055 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4057 compiled->need_color_unclamp = TRUE;
4064 /* GL locking is done by the caller */
4065 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
4066 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4068 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4069 CONST DWORD *function = This->baseShader.function;
4070 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4071 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4072 const local_constant *lconst;
4073 GLuint ret;
4074 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
4075 struct shader_arb_ctx_priv priv_ctx;
4076 unsigned int i;
4077 GLint errPos;
4079 memset(&priv_ctx, 0, sizeof(priv_ctx));
4080 priv_ctx.cur_vs_args = args;
4081 list_init(&priv_ctx.control_frames);
4082 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
4084 /* Create the hw ARB shader */
4085 shader_addline(buffer, "!!ARBvp1.0\n");
4087 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4088 * mesurable performance penalty, and we can always make use of it for clipplanes.
4090 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4092 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4093 priv_ctx.target_version = NV3;
4094 shader_addline(buffer, "ADDRESS aL;\n");
4096 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4098 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4099 priv_ctx.target_version = NV2;
4100 shader_addline(buffer, "ADDRESS aL;\n");
4101 } else {
4102 priv_ctx.target_version = ARB;
4105 shader_addline(buffer, "TEMP TMP_OUT;\n");
4106 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4107 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4109 if(need_rel_addr_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4110 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", This->rel_offset);
4111 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4114 shader_addline(buffer, "TEMP TA;\n");
4116 /* Base Declarations */
4117 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
4118 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4120 for(i = 0; i < MAX_CONST_I; i++)
4122 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4123 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4125 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
4127 if(control_values)
4129 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4130 control_values[0], control_values[1], control_values[2]);
4132 else
4134 compiled->int_consts[i] = next_local;
4135 compiled->num_int_consts++;
4136 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4141 /* We need a constant to fixup the final position */
4142 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4143 compiled->pos_fixup = next_local++;
4145 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4146 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4147 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4148 * a replacement shader depend on the texcoord.w being set properly.
4150 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4151 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4152 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4153 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4154 * this can eat a number of instructions, so skip it unless this cap is set as well
4156 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4158 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4159 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4161 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4163 int i;
4164 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4165 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4167 if (This->baseShader.reg_maps.texcoord_mask[i]
4168 && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4169 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4174 /* The shader starts with the main function */
4175 priv_ctx.in_main_func = TRUE;
4176 /* Base Shader Body */
4177 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4179 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4181 shader_addline(buffer, "END\n");
4183 /* TODO: change to resource.glObjectHandle or something like that */
4184 GL_EXTCALL(glGenProgramsARB(1, &ret));
4186 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4187 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4189 TRACE("Created hw vertex shader, prg=%d\n", ret);
4190 /* Create the program and check for errors */
4191 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4192 buffer->bsize, buffer->buffer));
4193 checkGLcall("glProgramStringARB()");
4195 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4196 if (errPos != -1)
4198 FIXME("HW VertexShader Error at position %d: %s\n\n",
4199 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4200 shader_arb_dump_program_source(buffer->buffer);
4201 ret = -1;
4203 else
4205 GLint native;
4207 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4208 checkGLcall("glGetProgramivARB()");
4209 if (!native) WARN("Program exceeds native resource limits.\n");
4211 /* Load immediate constants */
4212 if(lconst_map) {
4213 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4214 const float *value = (const float *)lconst->value;
4215 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4219 HeapFree(GetProcessHeap(), 0, lconst_map);
4221 return ret;
4224 /* GL locking is done by the caller */
4225 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4227 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
4228 UINT i;
4229 DWORD new_size;
4230 struct arb_ps_compiled_shader *new_array;
4231 struct wined3d_shader_buffer buffer;
4232 struct arb_pshader_private *shader_data;
4233 GLuint ret;
4235 if (!shader->baseShader.backend_data)
4237 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4238 struct shader_arb_priv *priv = device->shader_priv;
4240 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4241 shader_data = shader->baseShader.backend_data;
4242 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4244 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4245 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4247 shader_data->has_signature_idx = TRUE;
4248 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4250 if (!device->vs_clipping)
4251 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4252 gl_info->limits.texture_stages - 1);
4253 else
4254 shader_data->clipplane_emulation = ~0U;
4256 shader_data = shader->baseShader.backend_data;
4258 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4259 * so a linear search is more performant than a hashmap or a binary search
4260 * (cache coherency etc)
4262 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4264 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4265 return &shader_data->gl_shaders[i];
4268 TRACE("No matching GL shader found, compiling a new shader\n");
4269 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4270 if (shader_data->num_gl_shaders)
4272 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4273 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4274 new_size * sizeof(*shader_data->gl_shaders));
4275 } else {
4276 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4277 new_size = 1;
4280 if(!new_array) {
4281 ERR("Out of memory\n");
4282 return 0;
4284 shader_data->gl_shaders = new_array;
4285 shader_data->shader_array_size = new_size;
4288 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4290 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4291 (IWineD3DBaseTexture **)device->stateBlock->state.textures);
4293 if (!shader_buffer_init(&buffer))
4295 ERR("Failed to initialize shader buffer.\n");
4296 return 0;
4299 ret = shader_arb_generate_pshader(shader, &buffer, args,
4300 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4301 shader_buffer_free(&buffer);
4302 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4304 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4307 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4308 const DWORD use_map, BOOL skip_int) {
4309 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4310 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4311 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4312 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4313 if(stored->ps_signature != new->ps_signature) return FALSE;
4314 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4315 if(skip_int) return TRUE;
4317 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4320 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4322 UINT i;
4323 DWORD new_size;
4324 struct arb_vs_compiled_shader *new_array;
4325 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4326 struct wined3d_shader_buffer buffer;
4327 struct arb_vshader_private *shader_data;
4328 GLuint ret;
4329 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4331 if (!shader->baseShader.backend_data)
4333 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4335 shader_data = shader->baseShader.backend_data;
4337 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4338 * so a linear search is more performant than a hashmap or a binary search
4339 * (cache coherency etc)
4341 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4342 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4343 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4345 return &shader_data->gl_shaders[i];
4349 TRACE("No matching GL shader found, compiling a new shader\n");
4351 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4352 if (shader_data->num_gl_shaders)
4354 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4355 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4356 new_size * sizeof(*shader_data->gl_shaders));
4357 } else {
4358 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4359 new_size = 1;
4362 if(!new_array) {
4363 ERR("Out of memory\n");
4364 return 0;
4366 shader_data->gl_shaders = new_array;
4367 shader_data->shader_array_size = new_size;
4370 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4372 if (!shader_buffer_init(&buffer))
4374 ERR("Failed to initialize shader buffer.\n");
4375 return 0;
4378 ret = shader_arb_generate_vshader(shader, &buffer, args,
4379 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4380 shader_buffer_free(&buffer);
4381 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4383 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4386 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4387 IWineD3DPixelShaderImpl *shader, struct arb_ps_compile_args *args)
4389 int i;
4390 WORD int_skip;
4391 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4393 find_ps_compile_args(state, shader, &args->super);
4395 /* This forces all local boolean constants to 1 to make them stateblock independent */
4396 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4398 for(i = 0; i < MAX_CONST_B; i++)
4400 if (state->ps_consts_b[i])
4401 args->bools |= ( 1 << i);
4404 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4405 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4406 * duplicate the shader than have a no-op KIL instruction in every shader
4408 if ((!((IWineD3DDeviceImpl *)shader->baseShader.device)->vs_clipping) && use_vs(state)
4409 && state->render_states[WINED3DRS_CLIPPING]
4410 && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4411 args->clip = 1;
4412 else
4413 args->clip = 0;
4415 /* Skip if unused or local, or supported natively */
4416 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4417 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4419 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4420 return;
4423 for(i = 0; i < MAX_CONST_I; i++)
4425 if(int_skip & (1 << i))
4427 args->loop_ctrl[i][0] = 0;
4428 args->loop_ctrl[i][1] = 0;
4429 args->loop_ctrl[i][2] = 0;
4431 else
4433 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4434 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4435 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4440 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4441 IWineD3DVertexShaderImpl *shader, struct arb_vs_compile_args *args)
4443 int i;
4444 WORD int_skip;
4445 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4446 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4448 find_vs_compile_args(state, shader, &args->super);
4450 args->clip.boolclip_compare = 0;
4451 if (use_ps(state))
4453 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4454 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4455 args->ps_signature = shader_priv->input_signature_idx;
4457 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4459 else
4461 args->ps_signature = ~0;
4462 if(!dev->vs_clipping)
4464 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4466 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4469 if (args->clip.boolclip.clip_texcoord)
4471 if (state->render_states[WINED3DRS_CLIPPING])
4472 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4473 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4476 /* This forces all local boolean constants to 1 to make them stateblock independent */
4477 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4478 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4479 for(i = 0; i < MAX_CONST_B; i++)
4481 if (state->vs_consts_b[i])
4482 args->clip.boolclip.bools |= ( 1 << i);
4485 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4486 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4487 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4488 args->vertex.samplers[3] = 0;
4490 /* Skip if unused or local */
4491 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4492 /* This is about flow control, not clipping. */
4493 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4495 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4496 return;
4499 for(i = 0; i < MAX_CONST_I; i++)
4501 if(int_skip & (1 << i))
4503 args->loop_ctrl[i][0] = 0;
4504 args->loop_ctrl[i][1] = 0;
4505 args->loop_ctrl[i][2] = 0;
4507 else
4509 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4510 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4511 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4516 /* GL locking is done by the caller */
4517 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4519 IWineD3DDeviceImpl *This = context->swapchain->device;
4520 struct shader_arb_priv *priv = This->shader_priv;
4521 const struct wined3d_gl_info *gl_info = context->gl_info;
4522 const struct wined3d_state *state = &This->stateBlock->state;
4523 int i;
4525 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4526 if (usePS)
4528 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4529 struct arb_ps_compile_args compile_args;
4530 struct arb_ps_compiled_shader *compiled;
4532 TRACE("Using pixel shader %p.\n", ps);
4533 find_arb_ps_compile_args(state, ps, &compile_args);
4534 compiled = find_arb_pshader(ps, &compile_args);
4535 priv->current_fprogram_id = compiled->prgId;
4536 priv->compiled_fprog = compiled;
4538 /* Bind the fragment program */
4539 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4540 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4542 if(!priv->use_arbfp_fixed_func) {
4543 /* Enable OpenGL fragment programs */
4544 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4545 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4547 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4549 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4550 * a 1.x and newer shader, reload the first 8 constants
4552 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4554 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4555 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4556 for(i = 0; i < 8; i++)
4558 context->pshader_const_dirty[i] = 1;
4560 /* Also takes care of loading local constants */
4561 shader_arb_load_constants(context, TRUE, FALSE);
4563 else
4565 float rt_height = This->render_targets[0]->currentDesc.Height;
4566 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4569 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4570 if (compiled->np2fixup_info.super.active)
4571 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4573 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4575 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4576 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4577 * replacement shader
4579 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4580 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4581 priv->current_fprogram_id = 0;
4584 if (useVS)
4586 IWineD3DVertexShaderImpl *vs = state->vertex_shader;
4587 struct arb_vs_compile_args compile_args;
4588 struct arb_vs_compiled_shader *compiled;
4590 TRACE("Using vertex shader %p\n", vs);
4591 find_arb_vs_compile_args(state, vs, &compile_args);
4592 compiled = find_arb_vshader(vs, &compile_args);
4593 priv->current_vprogram_id = compiled->prgId;
4594 priv->compiled_vprog = compiled;
4596 /* Bind the vertex program */
4597 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4598 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4600 /* Enable OpenGL vertex programs */
4601 glEnable(GL_VERTEX_PROGRAM_ARB);
4602 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4603 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4604 shader_arb_vs_local_constants(compiled, context, state);
4606 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4607 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4609 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4611 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4612 checkGLcall("glClampColorARB");
4613 } else {
4614 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4618 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4620 priv->current_vprogram_id = 0;
4621 glDisable(GL_VERTEX_PROGRAM_ARB);
4622 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4626 /* GL locking is done by the caller */
4627 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
4629 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4630 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4631 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4632 struct shader_arb_priv *priv = This->shader_priv;
4633 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4634 GLuint *blt_fprogram;
4636 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4637 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4638 glEnable(GL_VERTEX_PROGRAM_ARB);
4640 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4641 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4642 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4643 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4644 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4647 /* GL locking is done by the caller */
4648 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4649 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4650 struct shader_arb_priv *priv = This->shader_priv;
4651 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4653 if (priv->current_vprogram_id) {
4654 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4655 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4657 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4658 } else {
4659 glDisable(GL_VERTEX_PROGRAM_ARB);
4660 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4663 if (priv->current_fprogram_id) {
4664 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4665 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4667 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4668 } else if(!priv->use_arbfp_fixed_func) {
4669 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4670 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4674 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4675 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4676 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4677 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4679 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4681 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4682 UINT i;
4684 if(!shader_data) return; /* This can happen if a shader was never compiled */
4686 if (shader_data->num_gl_shaders)
4688 struct wined3d_context *context = context_acquire(device, NULL);
4690 ENTER_GL();
4691 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4693 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4694 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4696 LEAVE_GL();
4698 context_release(context);
4701 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4702 HeapFree(GetProcessHeap(), 0, shader_data);
4703 baseShader->baseShader.backend_data = NULL;
4705 else
4707 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4708 UINT i;
4710 if(!shader_data) return; /* This can happen if a shader was never compiled */
4712 if (shader_data->num_gl_shaders)
4714 struct wined3d_context *context = context_acquire(device, NULL);
4716 ENTER_GL();
4717 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4719 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4720 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4722 LEAVE_GL();
4724 context_release(context);
4727 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4728 HeapFree(GetProcessHeap(), 0, shader_data);
4729 baseShader->baseShader.backend_data = NULL;
4733 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4735 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4736 return compare_sig(key, e->sig);
4739 static const struct wine_rb_functions sig_tree_functions =
4741 wined3d_rb_alloc,
4742 wined3d_rb_realloc,
4743 wined3d_rb_free,
4744 sig_tree_compare
4747 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4748 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4749 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4750 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4752 ERR("RB tree init failed\n");
4753 HeapFree(GetProcessHeap(), 0, priv);
4754 return E_OUTOFMEMORY;
4756 This->shader_priv = priv;
4757 return WINED3D_OK;
4760 static void release_signature(struct wine_rb_entry *entry, void *context)
4762 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4763 int i;
4764 for(i = 0; i < MAX_REG_INPUT; i++)
4766 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4768 HeapFree(GetProcessHeap(), 0, sig->sig);
4769 HeapFree(GetProcessHeap(), 0, sig);
4772 /* Context activation is done by the caller. */
4773 static void shader_arb_free(IWineD3DDevice *iface) {
4774 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4775 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4776 struct shader_arb_priv *priv = This->shader_priv;
4777 int i;
4779 ENTER_GL();
4780 if(priv->depth_blt_vprogram_id) {
4781 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4783 for (i = 0; i < tex_type_count; ++i)
4785 if (priv->depth_blt_fprogram_id_full[i])
4787 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4789 if (priv->depth_blt_fprogram_id_masked[i])
4791 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4794 LEAVE_GL();
4796 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4797 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4800 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4801 return TRUE;
4804 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4806 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4808 DWORD vs_consts;
4810 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4811 * for vertex programs. If the native limit is less than that it's
4812 * not very useful, and e.g. Mesa swrast returns 0, probably to
4813 * indicate it's a software implementation. */
4814 if (gl_info->limits.arb_vs_native_constants < 96)
4815 vs_consts = gl_info->limits.arb_vs_float_constants;
4816 else
4817 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4819 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4821 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4822 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4824 else if (vs_consts >= 256)
4826 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4827 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4828 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4830 else
4832 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4833 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4835 pCaps->MaxVertexShaderConst = vs_consts;
4837 else
4839 pCaps->VertexShaderVersion = 0;
4840 pCaps->MaxVertexShaderConst = 0;
4843 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4845 DWORD ps_consts;
4847 /* Similar as above for vertex programs, but the minimum for fragment
4848 * programs is 24. */
4849 if (gl_info->limits.arb_ps_native_constants < 24)
4850 ps_consts = gl_info->limits.arb_ps_float_constants;
4851 else
4852 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4854 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4856 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4857 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4859 else if (ps_consts >= 32)
4861 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4862 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4863 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4865 else
4867 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4868 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4870 pCaps->PixelShader1xMaxValue = 8.0f;
4871 pCaps->MaxPixelShaderConst = ps_consts;
4873 else
4875 pCaps->PixelShaderVersion = 0;
4876 pCaps->PixelShader1xMaxValue = 0.0f;
4877 pCaps->MaxPixelShaderConst = 0;
4880 pCaps->VSClipping = use_nv_clip(gl_info);
4883 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4885 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4887 TRACE("Checking support for color_fixup:\n");
4888 dump_color_fixup_desc(fixup);
4891 /* We support everything except complex conversions. */
4892 if (!is_complex_fixup(fixup))
4894 TRACE("[OK]\n");
4895 return TRUE;
4898 TRACE("[FAILED]\n");
4899 return FALSE;
4902 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4903 DWORD shift;
4904 char write_mask[20], regstr[50];
4905 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4906 BOOL is_color = FALSE;
4907 const struct wined3d_shader_dst_param *dst;
4909 if (!ins->dst_count) return;
4911 dst = &ins->dst[0];
4912 shift = dst->shift;
4913 if (!shift) return; /* Saturate alone is handled by the instructions */
4915 shader_arb_get_write_mask(ins, dst, write_mask);
4916 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4918 /* Generate a line that does the output modifier computation
4919 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4920 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4922 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4923 regstr, write_mask, regstr, shift_tab[shift]);
4926 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4928 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4929 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4930 /* WINED3DSIH_AND */ NULL,
4931 /* WINED3DSIH_BEM */ pshader_hw_bem,
4932 /* WINED3DSIH_BREAK */ shader_hw_break,
4933 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4934 /* WINED3DSIH_BREAKP */ NULL,
4935 /* WINED3DSIH_CALL */ shader_hw_call,
4936 /* WINED3DSIH_CALLNZ */ NULL,
4937 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4938 /* WINED3DSIH_CND */ pshader_hw_cnd,
4939 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4940 /* WINED3DSIH_CUT */ NULL,
4941 /* WINED3DSIH_DCL */ NULL,
4942 /* WINED3DSIH_DEF */ NULL,
4943 /* WINED3DSIH_DEFB */ NULL,
4944 /* WINED3DSIH_DEFI */ NULL,
4945 /* WINED3DSIH_DIV */ NULL,
4946 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4947 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4948 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4949 /* WINED3DSIH_DST */ shader_hw_map2gl,
4950 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4951 /* WINED3DSIH_DSY */ shader_hw_dsy,
4952 /* WINED3DSIH_ELSE */ shader_hw_else,
4953 /* WINED3DSIH_EMIT */ NULL,
4954 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4955 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4956 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4957 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4958 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4959 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4960 /* WINED3DSIH_FTOI */ NULL,
4961 /* WINED3DSIH_IADD */ NULL,
4962 /* WINED3DSIH_IEQ */ NULL,
4963 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4964 /* WINED3DSIH_IFC */ shader_hw_ifc,
4965 /* WINED3DSIH_IGE */ NULL,
4966 /* WINED3DSIH_IMUL */ NULL,
4967 /* WINED3DSIH_ITOF */ NULL,
4968 /* WINED3DSIH_LABEL */ shader_hw_label,
4969 /* WINED3DSIH_LD */ NULL,
4970 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4971 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4972 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4973 /* WINED3DSIH_LOOP */ shader_hw_loop,
4974 /* WINED3DSIH_LRP */ shader_hw_lrp,
4975 /* WINED3DSIH_LT */ NULL,
4976 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4977 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4978 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4979 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4980 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4981 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4982 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4983 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4984 /* WINED3DSIH_MOV */ shader_hw_mov,
4985 /* WINED3DSIH_MOVA */ shader_hw_mov,
4986 /* WINED3DSIH_MOVC */ NULL,
4987 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4988 /* WINED3DSIH_NOP */ shader_hw_nop,
4989 /* WINED3DSIH_NRM */ shader_hw_nrm,
4990 /* WINED3DSIH_PHASE */ NULL,
4991 /* WINED3DSIH_POW */ shader_hw_log_pow,
4992 /* WINED3DSIH_RCP */ shader_hw_rcp,
4993 /* WINED3DSIH_REP */ shader_hw_rep,
4994 /* WINED3DSIH_RET */ shader_hw_ret,
4995 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4996 /* WINED3DSIH_SAMPLE */ NULL,
4997 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
4998 /* WINED3DSIH_SAMPLE_LOD */ NULL,
4999 /* WINED3DSIH_SETP */ NULL,
5000 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5001 /* WINED3DSIH_SGN */ shader_hw_sgn,
5002 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5003 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5004 /* WINED3DSIH_SQRT */ NULL,
5005 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5006 /* WINED3DSIH_TEX */ pshader_hw_tex,
5007 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5008 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5009 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5010 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5011 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5012 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5013 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5014 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5015 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5016 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5017 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5018 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5019 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5020 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5021 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5022 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5023 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5024 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5025 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5026 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5027 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5028 /* WINED3DSIH_UTOF */ NULL,
5031 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
5033 const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5034 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5035 WORD bools = 0;
5036 WORD flag = (1 << idx);
5037 const local_constant *constant;
5038 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5040 if (reg_maps->local_bool_consts & flag)
5042 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5043 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
5045 if (constant->idx == idx)
5047 return constant->value[0];
5050 ERR("Local constant not found\n");
5051 return FALSE;
5053 else
5055 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5056 else bools = priv->cur_ps_args->bools;
5057 return bools & flag;
5061 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5062 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
5064 const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5065 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5067 /* Integer constants can either be a local constant, or they can be stored in the shader
5068 * type specific compile args. */
5069 if (reg_maps->local_int_consts & (1 << idx))
5071 const local_constant *constant;
5073 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
5075 if (constant->idx == idx)
5077 loop_control->count = constant->value[0];
5078 loop_control->start = constant->value[1];
5079 /* Step is signed. */
5080 loop_control->step = (int)constant->value[2];
5081 return;
5084 /* If this happens the flag was set incorrectly */
5085 ERR("Local constant not found\n");
5086 loop_control->count = 0;
5087 loop_control->start = 0;
5088 loop_control->step = 0;
5089 return;
5092 switch (reg_maps->shader_version.type)
5094 case WINED3D_SHADER_TYPE_VERTEX:
5095 /* Count and aL start value are unsigned */
5096 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5097 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5098 /* Step is signed. */
5099 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5100 break;
5102 case WINED3D_SHADER_TYPE_PIXEL:
5103 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5104 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5105 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5106 break;
5108 default:
5109 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5110 break;
5114 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5116 unsigned int i;
5117 struct wined3d_shader_dst_param *dst_param = NULL;
5118 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5119 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5120 if(!rec)
5122 ERR("Out of memory\n");
5123 return;
5126 rec->ins = *ins;
5127 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5128 if(!dst_param) goto free;
5129 *dst_param = *ins->dst;
5130 if(ins->dst->reg.rel_addr)
5132 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5133 if(!rel_addr) goto free;
5134 *rel_addr = *ins->dst->reg.rel_addr;
5135 dst_param->reg.rel_addr = rel_addr;
5137 rec->ins.dst = dst_param;
5139 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5140 if(!src_param) goto free;
5141 for(i = 0; i < ins->src_count; i++)
5143 src_param[i] = ins->src[i];
5144 if(ins->src[i].reg.rel_addr)
5146 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5147 if(!rel_addr) goto free;
5148 *rel_addr = *ins->src[i].reg.rel_addr;
5149 src_param[i].reg.rel_addr = rel_addr;
5152 rec->ins.src = src_param;
5153 list_add_tail(list, &rec->entry);
5154 return;
5156 free:
5157 ERR("Out of memory\n");
5158 if(dst_param)
5160 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5161 HeapFree(GetProcessHeap(), 0, dst_param);
5163 if(src_param)
5165 for(i = 0; i < ins->src_count; i++)
5167 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5169 HeapFree(GetProcessHeap(), 0, src_param);
5171 HeapFree(GetProcessHeap(), 0, rec);
5174 static void free_recorded_instruction(struct list *list)
5176 struct recorded_instruction *rec_ins, *entry2;
5177 unsigned int i;
5179 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5181 list_remove(&rec_ins->entry);
5182 if(rec_ins->ins.dst)
5184 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5185 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5187 if(rec_ins->ins.src)
5189 for(i = 0; i < rec_ins->ins.src_count; i++)
5191 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5193 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5195 HeapFree(GetProcessHeap(), 0, rec_ins);
5199 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5200 SHADER_HANDLER hw_fct;
5201 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5202 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
5203 struct control_frame *control_frame;
5204 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5205 BOOL bool_const;
5207 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5209 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5210 list_add_head(&priv->control_frames, &control_frame->entry);
5212 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5213 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5215 if(priv->target_version >= NV2)
5217 control_frame->no.loop = priv->num_loops++;
5218 priv->loop_depth++;
5220 else
5222 /* Don't bother recording when we're in a not used if branch */
5223 if(priv->muted)
5225 return;
5228 if(!priv->recording)
5230 list_init(&priv->record);
5231 priv->recording = TRUE;
5232 control_frame->outer_loop = TRUE;
5233 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5234 return; /* Instruction is handled */
5236 /* Record this loop in the outer loop's recording */
5239 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5241 if(priv->target_version >= NV2)
5243 /* Nothing to do. The control frame is popped after the HW instr handler */
5245 else
5247 struct list *e = list_head(&priv->control_frames);
5248 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5249 list_remove(&control_frame->entry);
5251 if(control_frame->outer_loop)
5253 unsigned int iteration;
5254 int aL = 0;
5255 struct list copy;
5257 /* Turn off recording before playback */
5258 priv->recording = FALSE;
5260 /* Move the recorded instructions to a separate list and get them out of the private data
5261 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5262 * be recorded again, thus priv->record might be overwritten
5264 list_init(&copy);
5265 list_move_tail(&copy, &priv->record);
5266 list_init(&priv->record);
5268 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5270 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5271 control_frame->loop_control.count, control_frame->loop_control.start,
5272 control_frame->loop_control.step);
5273 aL = control_frame->loop_control.start;
5275 else
5277 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5280 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5282 struct recorded_instruction *rec_ins;
5283 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5285 priv->aL = aL;
5286 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5288 else
5290 shader_addline(buffer, "#Iteration %u\n", iteration);
5293 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5295 shader_arb_handle_instruction(&rec_ins->ins);
5298 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5300 aL += control_frame->loop_control.step;
5303 shader_addline(buffer, "#end loop/rep\n");
5305 free_recorded_instruction(&copy);
5306 HeapFree(GetProcessHeap(), 0, control_frame);
5307 return; /* Instruction is handled */
5309 else
5311 /* This is a nested loop. Proceed to the normal recording function */
5312 HeapFree(GetProcessHeap(), 0, control_frame);
5317 if(priv->recording)
5319 record_instruction(&priv->record, ins);
5320 return;
5323 /* boolean if */
5324 if(ins->handler_idx == WINED3DSIH_IF)
5326 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5327 list_add_head(&priv->control_frames, &control_frame->entry);
5328 control_frame->type = IF;
5330 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5331 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5332 if (!priv->muted && !bool_const)
5334 shader_addline(buffer, "#if(FALSE){\n");
5335 priv->muted = TRUE;
5336 control_frame->muting = TRUE;
5338 else shader_addline(buffer, "#if(TRUE) {\n");
5340 return; /* Instruction is handled */
5342 else if(ins->handler_idx == WINED3DSIH_IFC)
5344 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5345 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5346 control_frame->type = IFC;
5347 control_frame->no.ifc = priv->num_ifcs++;
5348 list_add_head(&priv->control_frames, &control_frame->entry);
5350 else if(ins->handler_idx == WINED3DSIH_ELSE)
5352 struct list *e = list_head(&priv->control_frames);
5353 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5355 if(control_frame->type == IF)
5357 shader_addline(buffer, "#} else {\n");
5358 if(!priv->muted && !control_frame->muting)
5360 priv->muted = TRUE;
5361 control_frame->muting = TRUE;
5363 else if(control_frame->muting) priv->muted = FALSE;
5364 return; /* Instruction is handled. */
5366 /* In case of an ifc, generate a HW shader instruction */
5368 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5370 struct list *e = list_head(&priv->control_frames);
5371 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5373 if(control_frame->type == IF)
5375 shader_addline(buffer, "#} endif\n");
5376 if(control_frame->muting) priv->muted = FALSE;
5377 list_remove(&control_frame->entry);
5378 HeapFree(GetProcessHeap(), 0, control_frame);
5379 return; /* Instruction is handled */
5383 if(priv->muted) return;
5385 /* Select handler */
5386 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5388 /* Unhandled opcode */
5389 if (!hw_fct)
5391 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5392 return;
5394 hw_fct(ins);
5396 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5398 struct list *e = list_head(&priv->control_frames);
5399 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5400 list_remove(&control_frame->entry);
5401 HeapFree(GetProcessHeap(), 0, control_frame);
5402 priv->loop_depth--;
5404 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5406 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5407 struct list *e = list_head(&priv->control_frames);
5408 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5409 list_remove(&control_frame->entry);
5410 HeapFree(GetProcessHeap(), 0, control_frame);
5414 shader_arb_add_instruction_modifiers(ins);
5417 const shader_backend_t arb_program_shader_backend = {
5418 shader_arb_handle_instruction,
5419 shader_arb_select,
5420 shader_arb_select_depth_blt,
5421 shader_arb_deselect_depth_blt,
5422 shader_arb_update_float_vertex_constants,
5423 shader_arb_update_float_pixel_constants,
5424 shader_arb_load_constants,
5425 shader_arb_load_np2fixup_constants,
5426 shader_arb_destroy,
5427 shader_arb_alloc,
5428 shader_arb_free,
5429 shader_arb_dirty_const,
5430 shader_arb_get_caps,
5431 shader_arb_color_fixup_supported,
5434 /* ARB_fragment_program fixed function pipeline replacement definitions */
5435 #define ARB_FFP_CONST_TFACTOR 0
5436 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5437 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5438 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5439 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5441 struct arbfp_ffp_desc
5443 struct ffp_frag_desc parent;
5444 GLuint shader;
5445 unsigned int num_textures_used;
5448 /* Context activation is done by the caller. */
5449 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5450 ENTER_GL();
5451 if(enable) {
5452 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5453 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5454 } else {
5455 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5456 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5458 LEAVE_GL();
5461 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5462 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5463 struct shader_arb_priv *priv;
5464 /* Share private data between the shader backend and the pipeline replacement, if both
5465 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5466 * if no pixel shader is bound or not
5468 if(This->shader_backend == &arb_program_shader_backend) {
5469 This->fragment_priv = This->shader_priv;
5470 } else {
5471 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5472 if(!This->fragment_priv) return E_OUTOFMEMORY;
5474 priv = This->fragment_priv;
5475 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5477 ERR("Failed to initialize rbtree.\n");
5478 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5479 return E_OUTOFMEMORY;
5481 priv->use_arbfp_fixed_func = TRUE;
5482 return WINED3D_OK;
5485 /* Context activation is done by the caller. */
5486 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5488 const struct wined3d_gl_info *gl_info = context;
5489 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5491 ENTER_GL();
5492 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5493 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5494 HeapFree(GetProcessHeap(), 0, entry_arb);
5495 LEAVE_GL();
5498 /* Context activation is done by the caller. */
5499 static void arbfp_free(IWineD3DDevice *iface) {
5500 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5501 struct shader_arb_priv *priv = This->fragment_priv;
5503 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5504 priv->use_arbfp_fixed_func = FALSE;
5506 if(This->shader_backend != &arb_program_shader_backend) {
5507 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5511 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5513 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5514 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5515 WINED3DTEXOPCAPS_SELECTARG1 |
5516 WINED3DTEXOPCAPS_SELECTARG2 |
5517 WINED3DTEXOPCAPS_MODULATE4X |
5518 WINED3DTEXOPCAPS_MODULATE2X |
5519 WINED3DTEXOPCAPS_MODULATE |
5520 WINED3DTEXOPCAPS_ADDSIGNED2X |
5521 WINED3DTEXOPCAPS_ADDSIGNED |
5522 WINED3DTEXOPCAPS_ADD |
5523 WINED3DTEXOPCAPS_SUBTRACT |
5524 WINED3DTEXOPCAPS_ADDSMOOTH |
5525 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5526 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5527 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5528 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5529 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5530 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5531 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5532 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5533 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5534 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5535 WINED3DTEXOPCAPS_MULTIPLYADD |
5536 WINED3DTEXOPCAPS_LERP |
5537 WINED3DTEXOPCAPS_BUMPENVMAP |
5538 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5540 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5542 caps->MaxTextureBlendStages = 8;
5543 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5546 static void state_texfactor_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5548 const struct wined3d_gl_info *gl_info = context->gl_info;
5549 const struct wined3d_state *state = &stateblock->state;
5550 IWineD3DDeviceImpl *device = stateblock->device;
5551 float col[4];
5553 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5554 * application provided constants
5556 if (device->shader_backend == &arb_program_shader_backend)
5558 if (use_ps(state)) return;
5560 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5561 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5564 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5565 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5566 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5570 static void state_arb_specularenable(DWORD state_id,
5571 IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5573 const struct wined3d_gl_info *gl_info = context->gl_info;
5574 const struct wined3d_state *state = &stateblock->state;
5575 IWineD3DDeviceImpl *device = stateblock->device;
5576 float col[4];
5578 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5579 * application provided constants
5581 if (device->shader_backend == &arb_program_shader_backend)
5583 if (use_ps(state)) return;
5585 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5586 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5589 if (state->render_states[WINED3DRS_SPECULARENABLE])
5591 /* The specular color has no alpha */
5592 col[0] = 1.0f; col[1] = 1.0f;
5593 col[2] = 1.0f; col[3] = 0.0f;
5594 } else {
5595 col[0] = 0.0f; col[1] = 0.0f;
5596 col[2] = 0.0f; col[3] = 0.0f;
5598 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5599 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5602 static void set_bumpmat_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5604 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5605 const struct wined3d_gl_info *gl_info = context->gl_info;
5606 const struct wined3d_state *state = &stateblock->state;
5607 IWineD3DDeviceImpl *device = stateblock->device;
5608 float mat[2][2];
5610 if (use_ps(state))
5612 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5613 if (stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
5615 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5616 * anyway
5618 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5619 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5622 if(device->shader_backend == &arb_program_shader_backend) {
5623 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5624 return;
5626 } else if(device->shader_backend == &arb_program_shader_backend) {
5627 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5628 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5631 mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5632 mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5633 mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5634 mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5636 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5637 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5640 static void tex_bumpenvlum_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5642 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5643 const struct wined3d_gl_info *gl_info = context->gl_info;
5644 const struct wined3d_state *state = &stateblock->state;
5645 IWineD3DDeviceImpl *device = stateblock->device;
5646 float param[4];
5648 if (use_ps(state))
5650 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5651 if (stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
5653 /* The pixel shader has to know the luminance offset. Do a constants update if it
5654 * isn't scheduled anyway
5656 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5657 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5660 if(device->shader_backend == &arb_program_shader_backend) {
5661 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5662 return;
5664 } else if(device->shader_backend == &arb_program_shader_backend) {
5665 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5666 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5669 param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5670 param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5671 param[2] = 0.0f;
5672 param[3] = 0.0f;
5674 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5675 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5678 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5680 const char *ret;
5682 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5684 switch(arg & WINED3DTA_SELECTMASK) {
5685 case WINED3DTA_DIFFUSE:
5686 ret = "fragment.color.primary"; break;
5688 case WINED3DTA_CURRENT:
5689 if (!stage) ret = "fragment.color.primary";
5690 else ret = "ret";
5691 break;
5693 case WINED3DTA_TEXTURE:
5694 switch(stage) {
5695 case 0: ret = "tex0"; break;
5696 case 1: ret = "tex1"; break;
5697 case 2: ret = "tex2"; break;
5698 case 3: ret = "tex3"; break;
5699 case 4: ret = "tex4"; break;
5700 case 5: ret = "tex5"; break;
5701 case 6: ret = "tex6"; break;
5702 case 7: ret = "tex7"; break;
5703 default: ret = "unknown texture";
5705 break;
5707 case WINED3DTA_TFACTOR:
5708 ret = "tfactor"; break;
5710 case WINED3DTA_SPECULAR:
5711 ret = "fragment.color.secondary"; break;
5713 case WINED3DTA_TEMP:
5714 ret = "tempreg"; break;
5716 case WINED3DTA_CONSTANT:
5717 FIXME("Implement perstage constants\n");
5718 switch(stage) {
5719 case 0: ret = "const0"; break;
5720 case 1: ret = "const1"; break;
5721 case 2: ret = "const2"; break;
5722 case 3: ret = "const3"; break;
5723 case 4: ret = "const4"; break;
5724 case 5: ret = "const5"; break;
5725 case 6: ret = "const6"; break;
5726 case 7: ret = "const7"; break;
5727 default: ret = "unknown constant";
5729 break;
5731 default:
5732 return "unknown";
5735 if(arg & WINED3DTA_COMPLEMENT) {
5736 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5737 if(argnum == 0) ret = "arg0";
5738 if(argnum == 1) ret = "arg1";
5739 if(argnum == 2) ret = "arg2";
5741 if(arg & WINED3DTA_ALPHAREPLICATE) {
5742 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5743 if(argnum == 0) ret = "arg0";
5744 if(argnum == 1) ret = "arg1";
5745 if(argnum == 2) ret = "arg2";
5747 return ret;
5750 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5751 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5753 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5754 unsigned int mul = 1;
5755 BOOL mul_final_dest = FALSE;
5757 if(color && alpha) dstmask = "";
5758 else if(color) dstmask = ".xyz";
5759 else dstmask = ".w";
5761 if(dst == tempreg) dstreg = "tempreg";
5762 else dstreg = "ret";
5764 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5765 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5766 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5768 switch(op) {
5769 case WINED3DTOP_DISABLE:
5770 if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5771 break;
5773 case WINED3DTOP_SELECTARG2:
5774 arg1 = arg2;
5775 case WINED3DTOP_SELECTARG1:
5776 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5777 break;
5779 case WINED3DTOP_MODULATE4X:
5780 mul = 2;
5781 case WINED3DTOP_MODULATE2X:
5782 mul *= 2;
5783 if (!strcmp(dstreg, "result.color"))
5785 dstreg = "ret";
5786 mul_final_dest = TRUE;
5788 case WINED3DTOP_MODULATE:
5789 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5790 break;
5792 case WINED3DTOP_ADDSIGNED2X:
5793 mul = 2;
5794 if (!strcmp(dstreg, "result.color"))
5796 dstreg = "ret";
5797 mul_final_dest = TRUE;
5799 case WINED3DTOP_ADDSIGNED:
5800 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5801 arg2 = "arg2";
5802 case WINED3DTOP_ADD:
5803 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5804 break;
5806 case WINED3DTOP_SUBTRACT:
5807 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5808 break;
5810 case WINED3DTOP_ADDSMOOTH:
5811 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5812 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5813 break;
5815 case WINED3DTOP_BLENDCURRENTALPHA:
5816 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5817 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5818 break;
5819 case WINED3DTOP_BLENDFACTORALPHA:
5820 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5821 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5822 break;
5823 case WINED3DTOP_BLENDTEXTUREALPHA:
5824 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5825 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5826 break;
5827 case WINED3DTOP_BLENDDIFFUSEALPHA:
5828 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5829 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5830 break;
5832 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5833 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5834 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5835 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5836 break;
5838 /* D3DTOP_PREMODULATE ???? */
5840 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5841 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5842 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5843 break;
5844 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5845 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5846 break;
5847 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5848 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5849 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5850 break;
5851 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5852 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5853 break;
5855 case WINED3DTOP_DOTPRODUCT3:
5856 mul = 4;
5857 if (!strcmp(dstreg, "result.color"))
5859 dstreg = "ret";
5860 mul_final_dest = TRUE;
5862 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5863 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5864 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5865 break;
5867 case WINED3DTOP_MULTIPLYADD:
5868 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5869 break;
5871 case WINED3DTOP_LERP:
5872 /* The msdn is not quite right here */
5873 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5874 break;
5876 case WINED3DTOP_BUMPENVMAP:
5877 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5878 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5879 break;
5881 default:
5882 FIXME("Unhandled texture op %08x\n", op);
5885 if(mul == 2) {
5886 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5887 } else if(mul == 4) {
5888 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5892 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5894 const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5895 unsigned int stage;
5896 struct wined3d_shader_buffer buffer;
5897 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5898 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5899 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5900 const char *textype;
5901 const char *instr, *sat;
5902 char colorcor_dst[8];
5903 GLuint ret;
5904 DWORD arg0, arg1, arg2;
5905 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5906 BOOL op_equal;
5907 const char *final_combiner_src = "ret";
5908 GLint pos;
5910 /* Find out which textures are read */
5911 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5912 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5913 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5914 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5915 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5916 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5917 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5918 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5920 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5921 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5922 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5923 bump_used[stage] = TRUE;
5924 tex_read[stage] = TRUE;
5926 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5927 bump_used[stage] = TRUE;
5928 tex_read[stage] = TRUE;
5929 luminance_used[stage] = TRUE;
5930 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5931 tfactor_used = TRUE;
5934 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5935 tfactor_used = TRUE;
5938 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5939 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5940 tempreg_used = TRUE;
5943 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5944 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5945 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5946 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5947 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5948 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5949 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5951 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5952 tempreg_used = TRUE;
5954 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5955 tfactor_used = TRUE;
5959 /* Shader header */
5960 if (!shader_buffer_init(&buffer))
5962 ERR("Failed to initialize shader buffer.\n");
5963 return 0;
5966 shader_addline(&buffer, "!!ARBfp1.0\n");
5968 switch(settings->fog) {
5969 case FOG_OFF: break;
5970 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5971 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5972 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5973 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5976 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5977 shader_addline(&buffer, "TEMP TMP;\n");
5978 shader_addline(&buffer, "TEMP ret;\n");
5979 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5980 shader_addline(&buffer, "TEMP arg0;\n");
5981 shader_addline(&buffer, "TEMP arg1;\n");
5982 shader_addline(&buffer, "TEMP arg2;\n");
5983 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5984 if(!tex_read[stage]) continue;
5985 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5986 if(!bump_used[stage]) continue;
5987 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5988 if(!luminance_used[stage]) continue;
5989 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5991 if(tfactor_used) {
5992 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5994 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5996 if(settings->sRGB_write) {
5997 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5998 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5999 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6000 srgb_sub_high, 0.0, 0.0, 0.0);
6003 if (ffp_clip_emul(&stateblock->state) && settings->emul_clipplanes)
6004 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6006 /* Generate texture sampling instructions) */
6007 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6008 if(!tex_read[stage]) continue;
6010 switch(settings->op[stage].tex_type) {
6011 case tex_1d: textype = "1D"; break;
6012 case tex_2d: textype = "2D"; break;
6013 case tex_3d: textype = "3D"; break;
6014 case tex_cube: textype = "CUBE"; break;
6015 case tex_rect: textype = "RECT"; break;
6016 default: textype = "unexpected_textype"; break;
6019 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6020 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6021 sat = "";
6022 } else {
6023 sat = "_SAT";
6026 if(settings->op[stage].projected == proj_none) {
6027 instr = "TEX";
6028 } else if(settings->op[stage].projected == proj_count4 ||
6029 settings->op[stage].projected == proj_count3) {
6030 instr = "TXP";
6031 } else {
6032 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6033 instr = "TXP";
6036 if(stage > 0 &&
6037 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6038 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6039 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6040 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6041 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6042 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6044 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6045 * so multiply the displacement with the dividing parameter before passing it to TXP
6047 if (settings->op[stage].projected != proj_none) {
6048 if(settings->op[stage].projected == proj_count4) {
6049 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6050 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6051 } else {
6052 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6053 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6055 } else {
6056 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6059 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6060 instr, sat, stage, stage, textype);
6061 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6062 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6063 stage - 1, stage - 1, stage - 1);
6064 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6066 } else if(settings->op[stage].projected == proj_count3) {
6067 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6068 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6069 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6070 instr, sat, stage, stage, textype);
6071 } else {
6072 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6073 instr, sat, stage, stage, stage, textype);
6076 sprintf(colorcor_dst, "tex%u", stage);
6077 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6078 settings->op[stage].color_fixup);
6081 /* Generate the main shader */
6082 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6084 if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6086 if (!stage) final_combiner_src = "fragment.color.primary";
6087 break;
6090 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6091 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6092 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6093 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6094 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6095 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6096 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6097 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6098 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6099 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6100 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6101 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6102 } else {
6103 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
6104 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6105 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6106 settings->op[stage].carg2 == settings->op[stage].aarg2;
6109 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6110 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6111 settings->op[stage].cop, settings->op[stage].carg0,
6112 settings->op[stage].carg1, settings->op[stage].carg2);
6113 if (!stage)
6114 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6116 else if (op_equal)
6118 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6119 settings->op[stage].cop, settings->op[stage].carg0,
6120 settings->op[stage].carg1, settings->op[stage].carg2);
6121 } else {
6122 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6123 settings->op[stage].cop, settings->op[stage].carg0,
6124 settings->op[stage].carg1, settings->op[stage].carg2);
6125 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6126 settings->op[stage].aop, settings->op[stage].aarg0,
6127 settings->op[stage].aarg1, settings->op[stage].aarg2);
6131 if(settings->sRGB_write) {
6132 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6133 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6134 shader_addline(&buffer, "MOV result.color, ret;\n");
6135 } else {
6136 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6139 /* Footer */
6140 shader_addline(&buffer, "END\n");
6142 /* Generate the shader */
6143 GL_EXTCALL(glGenProgramsARB(1, &ret));
6144 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6145 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6146 strlen(buffer.buffer), buffer.buffer));
6147 checkGLcall("glProgramStringARB()");
6149 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6150 if (pos != -1)
6152 FIXME("Fragment program error at position %d: %s\n\n", pos,
6153 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6154 shader_arb_dump_program_source(buffer.buffer);
6156 else
6158 GLint native;
6160 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6161 checkGLcall("glGetProgramivARB()");
6162 if (!native) WARN("Program exceeds native resource limits.\n");
6165 shader_buffer_free(&buffer);
6166 return ret;
6169 static void fragment_prog_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6171 const struct wined3d_gl_info *gl_info = context->gl_info;
6172 const struct wined3d_state *state = &stateblock->state;
6173 IWineD3DDeviceImpl *device = stateblock->device;
6174 struct shader_arb_priv *priv = device->fragment_priv;
6175 BOOL use_vshader = use_vs(state);
6176 BOOL use_pshader = use_ps(state);
6177 struct ffp_frag_settings settings;
6178 const struct arbfp_ffp_desc *desc;
6179 unsigned int i;
6181 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6183 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6184 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6185 /* Reload fixed function constants since they collide with the pixel shader constants */
6186 for(i = 0; i < MAX_TEXTURES; i++) {
6187 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6189 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6190 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6191 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6192 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6194 return;
6197 if(!use_pshader) {
6198 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6199 gen_ffp_frag_op(stateblock, &settings, FALSE);
6200 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6201 if(!desc) {
6202 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6203 if (!new_desc)
6205 ERR("Out of memory\n");
6206 return;
6208 new_desc->num_textures_used = 0;
6209 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6211 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6212 new_desc->num_textures_used = i;
6215 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6216 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6217 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6218 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6219 desc = new_desc;
6222 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6223 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6224 * deactivate it.
6226 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6227 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6228 priv->current_fprogram_id = desc->shader;
6230 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6231 /* Reload fixed function constants since they collide with the pixel shader constants */
6232 for(i = 0; i < MAX_TEXTURES; i++) {
6233 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6235 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6236 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6238 context->last_was_pshader = FALSE;
6239 } else {
6240 context->last_was_pshader = TRUE;
6243 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6244 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6245 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6246 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6247 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6249 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6250 * shader handler
6252 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6253 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6255 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6256 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6258 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6261 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6262 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6263 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6264 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6265 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6267 static void state_arbfp_fog(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6269 const struct wined3d_state *state = &stateblock->state;
6270 enum fogsource new_source;
6272 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6274 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6275 fragment_prog_arbfp(state_id, stateblock, context);
6278 if (!state->render_states[WINED3DRS_FOGENABLE]) return;
6280 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6282 if (use_vs(state))
6284 new_source = FOGSOURCE_VS;
6286 else
6288 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6289 new_source = FOGSOURCE_COORD;
6290 else
6291 new_source = FOGSOURCE_FFP;
6293 } else {
6294 new_source = FOGSOURCE_FFP;
6296 if(new_source != context->fog_source) {
6297 context->fog_source = new_source;
6298 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6302 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6304 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6305 fragment_prog_arbfp(state, stateblock, context);
6309 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6310 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6311 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6312 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6313 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6314 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6315 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6316 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6317 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6318 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6319 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6320 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6321 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6322 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6323 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6324 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6325 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6326 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6327 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6328 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6329 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6330 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6331 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6332 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6333 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6334 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6335 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6336 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6337 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6338 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6339 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6340 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6341 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6342 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6343 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6344 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6345 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6346 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6347 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6348 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6349 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6350 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6351 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6352 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6353 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6354 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6355 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6356 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6357 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6358 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6359 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6360 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6361 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6362 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6363 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6364 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6365 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6366 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6367 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6368 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6369 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6370 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6371 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6372 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6373 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6374 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6375 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6376 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6377 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6378 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6379 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6380 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6381 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6382 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6383 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6384 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6385 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6386 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6387 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6388 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6389 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6390 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6391 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6392 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6393 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6394 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6395 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6396 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6397 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6398 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6399 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6400 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6401 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6402 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6403 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6404 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6405 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6406 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6407 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6408 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6409 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6410 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6411 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6412 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6413 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6414 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6415 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6416 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6417 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6418 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6419 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6420 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6421 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6422 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6423 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6424 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6425 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6426 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6427 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6428 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6429 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6430 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6431 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6432 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6433 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6434 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6435 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6436 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6437 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6438 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6439 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6440 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6441 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6442 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6443 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6444 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6445 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6446 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6447 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6448 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6449 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6452 const struct fragment_pipeline arbfp_fragment_pipeline = {
6453 arbfp_enable,
6454 arbfp_get_caps,
6455 arbfp_alloc,
6456 arbfp_free,
6457 shader_arb_color_fixup_supported,
6458 arbfp_fragmentstate_template,
6459 TRUE /* We can disable projected textures */
6462 struct arbfp_blit_priv {
6463 GLenum yuy2_rect_shader, yuy2_2d_shader;
6464 GLenum uyvy_rect_shader, uyvy_2d_shader;
6465 GLenum yv12_rect_shader, yv12_2d_shader;
6466 GLenum p8_rect_shader, p8_2d_shader;
6467 GLuint palette_texture;
6470 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6471 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6472 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6473 if(!device->blit_priv) {
6474 ERR("Out of memory\n");
6475 return E_OUTOFMEMORY;
6477 return WINED3D_OK;
6480 /* Context activation is done by the caller. */
6481 static void arbfp_blit_free(IWineD3DDevice *iface) {
6482 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6483 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6484 struct arbfp_blit_priv *priv = device->blit_priv;
6486 ENTER_GL();
6487 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6488 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6489 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6490 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6491 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6492 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6493 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6494 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6495 checkGLcall("Delete yuv and p8 programs");
6497 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6498 LEAVE_GL();
6500 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6501 device->blit_priv = NULL;
6504 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6505 GLenum textype, char *luminance)
6507 char chroma;
6508 const char *tex, *texinstr;
6510 if (fixup == COMPLEX_FIXUP_UYVY) {
6511 chroma = 'x';
6512 *luminance = 'w';
6513 } else {
6514 chroma = 'w';
6515 *luminance = 'x';
6517 switch(textype) {
6518 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6519 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6520 default:
6521 /* This is more tricky than just replacing the texture type - we have to navigate
6522 * properly in the texture to find the correct chroma values
6524 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6525 return FALSE;
6528 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6529 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6530 * filtering when we sample the texture.
6532 * These are the rules for reading the chroma:
6534 * Even pixel: Cr
6535 * Even pixel: U
6536 * Odd pixel: V
6538 * So we have to get the sampling x position in non-normalized coordinates in integers
6540 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6541 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6542 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6543 } else {
6544 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6546 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6547 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6548 * 0.5, so add 0.5.
6550 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6551 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6553 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6554 * even and odd pixels respectively
6556 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6557 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6559 /* Sample Pixel 1 */
6560 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6562 /* Put the value into either of the chroma values */
6563 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6564 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6565 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6566 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6568 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6569 * the pixel right to the current one. Otherwise, sample the left pixel.
6570 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6572 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6573 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6574 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6576 /* Put the value into the other chroma */
6577 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6578 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6579 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6580 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6582 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6583 * the current one and lerp the two U and V values
6586 /* This gives the correctly filtered luminance value */
6587 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6589 return TRUE;
6592 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6594 const char *tex;
6596 switch(textype) {
6597 case GL_TEXTURE_2D: tex = "2D"; break;
6598 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6599 default:
6600 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6601 return FALSE;
6604 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6605 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6606 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6607 * pitch of the luminance plane, the packing into the gl texture is a bit
6608 * unfortunate. If the whole texture is interpreted as luminance data it looks
6609 * approximately like this:
6611 * +----------------------------------+----
6612 * | |
6613 * | |
6614 * | |
6615 * | |
6616 * | | 2
6617 * | LUMINANCE | -
6618 * | | 3
6619 * | |
6620 * | |
6621 * | |
6622 * | |
6623 * +----------------+-----------------+----
6624 * | | |
6625 * | U even rows | U odd rows |
6626 * | | | 1
6627 * +----------------+------------------ -
6628 * | | | 3
6629 * | V even rows | V odd rows |
6630 * | | |
6631 * +----------------+-----------------+----
6632 * | | |
6633 * | 0.5 | 0.5 |
6635 * So it appears as if there are 4 chroma images, but in fact the odd rows
6636 * in the chroma images are in the same row as the even ones. So its is
6637 * kinda tricky to read
6639 * When reading from rectangle textures, keep in mind that the input y coordinates
6640 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6642 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6643 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6645 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6646 /* the chroma planes have only half the width */
6647 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6649 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6650 * the coordinate. Also read the right side of the image when reading odd lines
6652 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6653 * bleeding
6655 if(textype == GL_TEXTURE_2D) {
6657 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6659 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6661 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6662 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6664 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6665 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6666 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6667 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6668 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6670 /* clamp, keep the half pixel origin in mind */
6671 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6672 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6673 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6674 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6675 } else {
6676 /* Read from [size - size+size/4] */
6677 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6678 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6680 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6681 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6682 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6683 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6684 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6685 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6687 /* Make sure to read exactly from the pixel center */
6688 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6689 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6691 /* Clamp */
6692 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6693 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6694 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6695 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6696 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6698 /* Read the texture, put the result into the output register */
6699 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6700 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6702 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6703 * No need to clamp because we're just reusing the already clamped value from above
6705 if(textype == GL_TEXTURE_2D) {
6706 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6707 } else {
6708 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6710 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6711 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6713 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6714 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6715 * values due to filtering
6717 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6718 if(textype == GL_TEXTURE_2D) {
6719 /* Multiply the y coordinate by 2/3 and clamp it */
6720 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6721 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6722 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6723 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6724 } else {
6725 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6726 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6727 * is bigger
6729 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6730 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6731 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6733 *luminance = 'a';
6735 return TRUE;
6738 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6740 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6741 GLenum shader;
6742 struct wined3d_shader_buffer buffer;
6743 struct arbfp_blit_priv *priv = device->blit_priv;
6744 GLint pos;
6746 /* Shader header */
6747 if (!shader_buffer_init(&buffer))
6749 ERR("Failed to initialize shader buffer.\n");
6750 return 0;
6753 ENTER_GL();
6754 GL_EXTCALL(glGenProgramsARB(1, &shader));
6755 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6756 LEAVE_GL();
6757 if(!shader) {
6758 shader_buffer_free(&buffer);
6759 return 0;
6762 shader_addline(&buffer, "!!ARBfp1.0\n");
6763 shader_addline(&buffer, "TEMP index;\n");
6765 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6766 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6768 /* The alpha-component contains the palette index */
6769 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6770 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6771 else
6772 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6774 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6775 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6777 /* Use the alpha-component as an index in the palette to get the final color */
6778 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6779 shader_addline(&buffer, "END\n");
6781 ENTER_GL();
6782 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6783 strlen(buffer.buffer), buffer.buffer));
6784 checkGLcall("glProgramStringARB()");
6786 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6787 if (pos != -1)
6789 FIXME("Fragment program error at position %d: %s\n\n", pos,
6790 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6791 shader_arb_dump_program_source(buffer.buffer);
6794 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6795 priv->p8_rect_shader = shader;
6796 else
6797 priv->p8_2d_shader = shader;
6799 shader_buffer_free(&buffer);
6800 LEAVE_GL();
6802 return shader;
6805 /* Context activation is done by the caller. */
6806 static void upload_palette(IWineD3DSurfaceImpl *surface)
6808 BYTE table[256][4];
6809 IWineD3DDeviceImpl *device = surface->resource.device;
6810 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6811 struct arbfp_blit_priv *priv = device->blit_priv;
6812 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6814 d3dfmt_p8_init_palette(surface, table, colorkey);
6816 ENTER_GL();
6817 if (!priv->palette_texture)
6818 glGenTextures(1, &priv->palette_texture);
6820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6821 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6823 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6825 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6826 /* Make sure we have discrete color levels. */
6827 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6828 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6829 /* Upload the palette */
6830 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6831 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6833 /* Switch back to unit 0 in which the 2D texture will be stored. */
6834 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6835 LEAVE_GL();
6838 /* Context activation is done by the caller. */
6839 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6841 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6842 GLenum shader;
6843 struct wined3d_shader_buffer buffer;
6844 char luminance_component;
6845 struct arbfp_blit_priv *priv = device->blit_priv;
6846 GLint pos;
6848 /* Shader header */
6849 if (!shader_buffer_init(&buffer))
6851 ERR("Failed to initialize shader buffer.\n");
6852 return 0;
6855 ENTER_GL();
6856 GL_EXTCALL(glGenProgramsARB(1, &shader));
6857 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6858 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6859 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6860 LEAVE_GL();
6861 if(!shader) {
6862 shader_buffer_free(&buffer);
6863 return 0;
6866 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6867 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6868 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6869 * each single pixel it contains, and one U and one V value shared between both
6870 * pixels.
6872 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6873 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6874 * take the format into account when generating the read swizzles
6876 * Reading the Y value is straightforward - just sample the texture. The hardware
6877 * takes care of filtering in the horizontal and vertical direction.
6879 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6880 * because that would mix the U and V values of one pixel or two adjacent pixels.
6881 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6882 * regardless of the filtering setting. Vertical filtering works automatically
6883 * though - the U and V values of two rows are mixed nicely.
6885 * Appart of avoiding filtering issues, the code has to know which value it just
6886 * read, and where it can find the other one. To determine this, it checks if
6887 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6889 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6890 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6892 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6893 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6894 * in an unfiltered situation. Finding the luminance on the other hand requires
6895 * finding out if it is an odd or even pixel. The real drawback of this approach
6896 * is filtering. This would have to be emulated completely in the shader, reading
6897 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6898 * vertically. Beyond that it would require adjustments to the texture handling
6899 * code to deal with the width scaling
6901 shader_addline(&buffer, "!!ARBfp1.0\n");
6902 shader_addline(&buffer, "TEMP luminance;\n");
6903 shader_addline(&buffer, "TEMP temp;\n");
6904 shader_addline(&buffer, "TEMP chroma;\n");
6905 shader_addline(&buffer, "TEMP texcrd;\n");
6906 shader_addline(&buffer, "TEMP texcrd2;\n");
6907 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6908 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6909 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6911 switch (yuv_fixup)
6913 case COMPLEX_FIXUP_UYVY:
6914 case COMPLEX_FIXUP_YUY2:
6915 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6917 shader_buffer_free(&buffer);
6918 return 0;
6920 break;
6922 case COMPLEX_FIXUP_YV12:
6923 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6925 shader_buffer_free(&buffer);
6926 return 0;
6928 break;
6930 default:
6931 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6932 shader_buffer_free(&buffer);
6933 return 0;
6936 /* Calculate the final result. Formula is taken from
6937 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6938 * ranges from -0.5 to 0.5
6940 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6942 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6943 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6944 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6945 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6946 shader_addline(&buffer, "END\n");
6948 ENTER_GL();
6949 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6950 strlen(buffer.buffer), buffer.buffer));
6951 checkGLcall("glProgramStringARB()");
6953 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6954 if (pos != -1)
6956 FIXME("Fragment program error at position %d: %s\n\n", pos,
6957 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6958 shader_arb_dump_program_source(buffer.buffer);
6960 else
6962 GLint native;
6964 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6965 checkGLcall("glGetProgramivARB()");
6966 if (!native) WARN("Program exceeds native resource limits.\n");
6969 shader_buffer_free(&buffer);
6970 LEAVE_GL();
6972 switch (yuv_fixup)
6974 case COMPLEX_FIXUP_YUY2:
6975 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6976 else priv->yuy2_2d_shader = shader;
6977 break;
6979 case COMPLEX_FIXUP_UYVY:
6980 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6981 else priv->uyvy_2d_shader = shader;
6982 break;
6984 case COMPLEX_FIXUP_YV12:
6985 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6986 else priv->yv12_2d_shader = shader;
6987 break;
6988 default:
6989 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6992 return shader;
6995 /* Context activation is done by the caller. */
6996 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
6998 GLenum shader;
6999 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7000 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7001 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7002 struct arbfp_blit_priv *priv = device->blit_priv;
7003 enum complex_fixup fixup;
7004 GLenum textype = surface->texture_target;
7006 if (!is_complex_fixup(surface->resource.format->color_fixup))
7008 TRACE("Fixup:\n");
7009 dump_color_fixup_desc(surface->resource.format->color_fixup);
7010 /* Don't bother setting up a shader for unconverted formats */
7011 ENTER_GL();
7012 glEnable(textype);
7013 checkGLcall("glEnable(textype)");
7014 LEAVE_GL();
7015 return WINED3D_OK;
7018 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7020 switch(fixup)
7022 case COMPLEX_FIXUP_YUY2:
7023 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7024 break;
7026 case COMPLEX_FIXUP_UYVY:
7027 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7028 break;
7030 case COMPLEX_FIXUP_YV12:
7031 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7032 break;
7034 case COMPLEX_FIXUP_P8:
7035 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7036 if (!shader) shader = gen_p8_shader(device, textype);
7038 upload_palette(surface);
7039 break;
7041 default:
7042 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7043 ENTER_GL();
7044 glEnable(textype);
7045 checkGLcall("glEnable(textype)");
7046 LEAVE_GL();
7047 return E_NOTIMPL;
7050 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
7052 ENTER_GL();
7053 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7054 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7055 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7056 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7057 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7058 checkGLcall("glProgramLocalParameter4fvARB");
7059 LEAVE_GL();
7061 return WINED3D_OK;
7064 /* Context activation is done by the caller. */
7065 static void arbfp_blit_unset(IWineD3DDevice *iface) {
7066 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7067 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7069 ENTER_GL();
7070 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7071 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7072 glDisable(GL_TEXTURE_2D);
7073 checkGLcall("glDisable(GL_TEXTURE_2D)");
7074 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7076 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7077 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7079 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7081 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7082 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7084 LEAVE_GL();
7087 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
7088 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7089 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7091 enum complex_fixup src_fixup;
7093 if (blit_op != BLIT_OP_BLIT)
7095 TRACE("Unsupported blit_op=%d\n", blit_op);
7096 return FALSE;
7099 src_fixup = get_complex_fixup(src_format->color_fixup);
7100 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7102 TRACE("Checking support for fixup:\n");
7103 dump_color_fixup_desc(src_format->color_fixup);
7106 if (!is_identity_fixup(dst_format->color_fixup))
7108 TRACE("Destination fixups are not supported\n");
7109 return FALSE;
7112 if (is_identity_fixup(src_format->color_fixup))
7114 TRACE("[OK]\n");
7115 return TRUE;
7118 /* We only support YUV conversions. */
7119 if (!is_complex_fixup(src_format->color_fixup))
7121 TRACE("[FAILED]\n");
7122 return FALSE;
7125 switch(src_fixup)
7127 case COMPLEX_FIXUP_YUY2:
7128 case COMPLEX_FIXUP_UYVY:
7129 case COMPLEX_FIXUP_YV12:
7130 case COMPLEX_FIXUP_P8:
7131 TRACE("[OK]\n");
7132 return TRUE;
7134 default:
7135 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7136 TRACE("[FAILED]\n");
7137 return FALSE;
7141 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7142 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
7143 DWORD Filter)
7145 IWineD3DSwapChainImpl *dst_swapchain;
7146 struct wined3d_context *context;
7147 RECT dst_rect = *dst_rect_in;
7149 /* Now load the surface */
7150 surface_internal_preload(src_surface, SRGB_RGB);
7152 /* Activate the destination context, set it up for blitting */
7153 context = context_acquire(device, dst_surface);
7154 context_apply_blit_state(context, device);
7156 if (!surface_is_offscreen(dst_surface))
7157 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7159 arbfp_blit_set((IWineD3DDevice *)device, src_surface);
7161 ENTER_GL();
7163 /* Draw a textured quad */
7164 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7166 LEAVE_GL();
7168 /* Leave the opengl state valid for blitting */
7169 arbfp_blit_unset((IWineD3DDevice *)device);
7171 dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7172 ? dst_surface->container.u.swapchain : NULL;
7173 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7174 && (dst_surface == dst_swapchain->front_buffer
7175 || dst_swapchain->num_contexts > 1)))
7176 wglFlush(); /* Flush to ensure ordering across contexts. */
7178 context_release(context);
7180 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7181 return WINED3D_OK;
7184 /* Do not call while under the GL lock. */
7185 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7186 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7188 FIXME("Color filling not implemented by arbfp_blit\n");
7189 return WINED3DERR_INVALIDCALL;
7192 const struct blit_shader arbfp_blit = {
7193 arbfp_blit_alloc,
7194 arbfp_blit_free,
7195 arbfp_blit_set,
7196 arbfp_blit_unset,
7197 arbfp_blit_supported,
7198 arbfp_blit_color_fill